I Agree all the way... 5 guardians cannot stop a Land Raider! 
Perhaps, it must be toned down... some ideas that comes to my mind:
- Give this ability only to well-armoured units (3+ save or better)
- Tank-shock may only be done on Charge orders
- Give the tank-shocked unit the option of get out the way instead of 
suffering the tank-shock (perhaps it must forfeit its orders for the 
turn doing so...).
- Diversify tank-shock from close combat: instead of making a round 
of close combat, the infantry may choose to make an Heroic attack (as 
40k)! The stand stands still (:P) and automatically hits the vehicle 
with his ranged weapon (maybe with the side armor modifier, due to 
the point-blank range): if the vehicle survives, the stand is 
squashed under the tracks, otherwise the stand dies and the vehicle 
continues unscathed.
So it may works this way: I declare my Land Raider (armoured, so 
armor at least 3+) on Charge orders to tank-shock your Guardian stand 
(maybe in order to charge a model further away). You have 2 options: 
get out of the way (making the Guardian stand unable to move or shoot 
that turn, and losing its ZC) or make an Heroic attack, automatically 
hitting the Land Raider which must save at -1 TSM.
--- In netepic_at_y..., <jarreas_at_m...> wrote:
> In the various musings on how to write up animosity between Greater 
Daemons,
> it occurred to me that a clever player could move his infantry in 
such a way
> to prevent his Greater Daemons from moving, and thus prevent them 
from killing
> each other. The concept of "getting in the way of a Charging 
Greater Daemon"
> isn't something I consider particularly intelligent - or 
survivable, for that
> matter.
> 
> So the concept of crushing your enemy arises - can a tank roll over 
infantry,
> or can the collective small-arms fire from a Gretchin Squad halt a 
Charging
> Warlord Titan in it's path? You see the problem, I hope.
> 
> How about:
> If you're two or more levels above an opponent on the pinning table 
(like
> tanks to infantry, and Titans to tanks) you can Tank-Shock.
> 
> This is an overrun attack and allows you to try and kill the unit 
you're
> moving over - roll an immediate round of Close Combat. If you win 
you can keep
> moving. If you lose you're dead and don't have to worry about it.
> 
> Things like multiple attacker bonus dice, using the 15-cm bolters 
and other
> questions remain, but what's general opinion, and how do people 
handle this?
> -Yar
Received on Tue Dec 03 2002 - 17:14:46 UTC
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