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		<title><![CDATA[Latest posts for the thread "Charge distance idea"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Charge distance idea"]]></description>
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				<title>Charge distance idea</title>
				<description><![CDATA[ Ok, I know the topic of random charge distances has come up many times around here, with no clear consensus. Personally, I think with the increased mobility that exists in 7e, a fixed 6" charge range is too easy to avoid, especially against armies where you really need to be able to charge, like Eldar, Tau and Dark Eldar. So, I came up with an alternative idea:<br /> <br /> Charge range should be <span class="glossaryitem" onmouseover='gp(24);'>d6</span>", plus a fixed number based on unit type.<br /> <br /> <b>Infantry, Monstrous Creature, Gargantuan Creature, Walker, Superheavy Walker (including Jet Pack types):</b> 4"<br /> <b>Beasts, Bikes, Cavalry:</b> 6"<br /> <b>Jump Infantry, (Eldar) Jetbikes, Jump <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, Jump <span class="glossaryitem" onmouseover='gp(583);'>GC</span>, Leaper, Chariot:</b> 8"<br /> <br /> Fleet would then confer +1" to charge ranges, while 'Ere We Go would allow a re-roll of the charge die. The problem I see with this so far, is with Jump <span class="glossaryitem" onmouseover='gp(583);'>GCs</span> - however, despite the balance issue that the Wraithknight poses, I'm not sure why a Jump <span class="glossaryitem" onmouseover='gp(583);'>GC</span> should be considerably slower than Jump Infantry. If anyone can think of a better way to square that circle, I'm all ears.]]></description>
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				<pubDate><![CDATA[Wed, 27 Jan 2016 19:21:02]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Charge distance idea</title>
				<description><![CDATA[  My personal preference is to let chargers choose between a flat 6" (4" if going through <span class="glossaryitem" onmouseover='gp(458);'>dt</span>) or the current <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>" (-2" when going through <span class="glossaryitem" onmouseover='gp(458);'>dt</span>).  It eliminates those feelbad moments of "Darn, I failed a 3" charge," but also doesn't increase the average distance things charge with the random roll. <br /> <br /> As for your idea, I suggest just having <span class="glossaryitem" onmouseover='gp(583);'>GCs</span> and superheavy walkers charge 8" regardless of whether they can jump or not.  They move about as fast as jump infantry in the movement phase.  The jump part just lets them hop over terrain instead of going through it.  Alternatively, make them charge 6" if they aren't jump <span class="glossaryitem" onmouseover='gp(583);'>GC</span> and 8" if they are.  <br /> <br /> Not a fan of fleet being a measly +1" to charging.  Currently, fleet lets my dark eldar go from rolling as little as 2" for a charge to letting them move 12" for a charge. That's an extreme example, but my point is that fleet is *nice* when you need it.  +1"  will only ever matter in those situations where you fail your charge by a single inch.  Far less dramatic/fun than a reroll. <br /> <br /> Why not simply make Fleet a reroll (that still gives you the usual benefits on run moves)?  'Ere We Go is much more appealing than +1".]]></description>
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				<pubDate><![CDATA[Wed, 27 Jan 2016 19:31:10]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Charge distance idea</title>
				<description><![CDATA[ As for Fleet, the reroll is still interesting, but a bit less so when you're never going to get less than 5" anyway. I was noodling on that, and wasn't sure. My initial idea was that Fleet would be +2", but then that came up with results like minimum 11" charges for Reavers and Shining Spears, which might not be unreasonable, but felt a little wonky to me.<br /> <br /> Well, actually, how about Fleet allowing a re-roll of the charge die, while 'Ere We Go gives you <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>, pick the highest? It seems to me that they shouldn't be exactly the same, though I'm also not wild about "'Ere We Go is Fleet, but worse!", like it currently stands.]]></description>
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				<pubDate><![CDATA[Wed, 27 Jan 2016 19:40:50]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Charge distance idea</title>
				<description><![CDATA[ I feel like initiative should factor into charge distance somehow (not factoring in initiative caused by special rules like Concussive weapons).  Something like "Units can charge 6"+ base Initiative".  You could also add modifiers like "base Initiative x2 for jet bikes, jump infantry, etc."]]></description>
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				<pubDate><![CDATA[Wed, 27 Jan 2016 19:56:13]]> GMT</pubDate>
				<author><![CDATA[ EnTyme]]></author>
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