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		<title><![CDATA[Latest posts for the thread "Cherry Pick Edition? "]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Cherry Pick Edition? "]]></description>
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				<title>Cherry Pick Edition? </title>
				<description><![CDATA[ So I really enjoyed playing 4th edition when using true <span class="glossaryitem" onmouseover='gp(85);'>Los</span> and not the other arbitrary rules, thus 5th was a welcome sight despite its flaws. Over time things got improved and a lot got diluted and over complicated.<br /> <br /> That semi relevant point aside, there are aspects of each edition I like and I was wondering what yall would.think of some of the following ideas.<br /> <br /> 1) Consolidation into charges was really strong, so games workshop took it away and gave the defense free shots to balance it. Why not both over watch and consolidation into charges? Over watch can't react to consolidation. <br /> <br /> 2) Casualties, go back to fourth mostly. You have to remove models that are within <span class="glossaryitem" onmouseover='gp(85);'>Los</span> of the dying guy or something to represent the gear being retrieved and all that. This also brings ork boys back up a little to help combat the overwhelming anti assault stuff.<br /> <br /> 3) Fleet of foot allows run and charge, crusader allows reroll instead of redundancy <br /> <br /> 4) power weapons return to their glory of ignoring armor, keep it simple? Not really caring either way. <br /> <br /> 5) cover changed? As far as who has cover?<br /> <br /> 6)furious charge back to additional initiative <br /> <br /> 7) Initiative ten assault grenades, cover, that interaction? <br /> <br /> 8) units have less personal special rules and technicalities, but that's a whole other thing for codi instead of the rules. (I'm looking at you Yarrick)<br /> <br /> A compilation system would be radical. ]]></description>
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				<pubDate><![CDATA[Fri, 20 May 2016 01:44:30]]> GMT</pubDate>
				<author><![CDATA[ Da Kommizzar]]></author>
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				<title>Cherry Pick Edition? </title>
				<description><![CDATA[ I've never played a system other than 7th but heres my thoughts.<br /> <br /> 1. Can't really say I like the idea of consolidating into combat. The current problem is that an assault unit can get shot at twice but with this your removing the chance to shoot at them at all.<br /> <br /> 2. Explain this better please, I don't understand what you're trying to say or why the "casulties removed from the front" system, which makes sense sinc ethe guys at the front are going to get hit first, is a bad thing.<br /> <br /> 3. Sounds good to me, makes Fleet more powerful and Crusader actual has a purpose.<br /> <br /> 4. Either that or a drastic reduction in points cost, 15pts to only get AP3 isn't worth it.<br /> <br /> 5. Is there a proposal here?<br /> <br /> 6. Sure, why not.<br /> <br /> 7. Again, where's the proposal?<br /> <br /> 8. In general, yes. Must be careful here because some units only work the way they were intended because of a plethora of special rules.]]></description>
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				<pubDate><![CDATA[Sun, 22 May 2016 12:05:36]]> GMT</pubDate>
				<author><![CDATA[ Imateria]]></author>
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				<title>Cherry Pick Edition? </title>
				<description><![CDATA[ 7. In 4th edition you got initiative 10 by having assault grenades, cover or defensive grenades depending on being attacker or defender. It was to simulate throwing grenades to drive foes either out into the open in the case of cover or make them cower in every other case. They can cancel each other out to make it a pure initiative combat.<br /> <br /> 2. It used to always be that the player could choose who died from his unit, done. You could have your sergeants leading from the front and the reason they "never died" was becausesomeone else stepped up and took their role, for special weapons it was that the other guy was picking up the weapon off the corpse<br />  Effectively it allowed you to worry less about your unit line up for casualty removal and sped the game up by removing something both players needed to bother with.<br /> <br /> 1. Currently a unit can shoot in the shooting phase at units, and overwatch at units that try and assault. On top of the Casualties being removed from the front, assault units struggle so much that ork boy squads have to cover ridiculous amounts of ground to make up for swathes of Casualties and there is hardly an incentive to be an assault army. <br /> <br /> If you brought back consolidation into charges you could have this happen :<br /> <br /> Ork boy mob runs across the board while being shot at like Normal. They charge a unit and suffer overwatch. If they manage to slaughter the unit with the models that are left and if they rolled high enough on their consolidation die, they can charge the nearby unit for free that happened to be close enough. Whether they get the benefits of grenades is up for debate. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 26 May 2016 12:06:45]]> GMT</pubDate>
				<author><![CDATA[ Da Kommizzar]]></author>
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