RE: [NetEpic ML] [v5.0]White Scars
>>The idea is that they can only make the "run" part after the first round of
>>CC when the enemy is still in shock by their sudden attack. If they decide
>>to stay and fight they can't do it later if the combat goes against them or
>>the enemy brings reinforcements.
>
>This makes sense. :)
True, but it's a new rule for a chapter. My arguement against the sort of thing (and the 6+ save in Close Combat also proposed) is, if one Chapter is doing it, why aren't others? I agree that *everyone* won't have the expertice or inclination, but if one Chapter can have an entire company with special rules, other chapters ought to be able to field at least a detachment of them.
Sorry - I'm letting my "keep it real!" side show. I'm still adverse to making a new rule - I'd prefer to create a special ability within the existing rules. How about:
Special ability: Hit-and-Run
A unit with this ability may make a move in the End Phase, if it has survived Close Combat this turn. This move may take the unit to the edge of the opponent's Zone of Control (up to 3cm from the enemy). This movement may "jump" over the enemy and put the bike on the far side of the enemy, but it may not cross other Zones of Control.
Or we could just go with an easy-to-remember rule: White Scars bikes count as Vehicle-class units for pinning purposes only.
I like the second, as it allows WS bikes to pass through most Zones of Control, leave Close Combat with all other bikes, cavalry & dreadnaughts, and tie down tanks in Close Combat. Normal bikes can't, and that's a nice advantqage in and of itself. It's not that major, either, as most things don't survive a single round of Close Combat - at least in my experience.
-Yar
Received on Fri Jun 07 2002 - 01:37:58 UTC
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