Re: [NetEpic ML] Re: [v5.0] Tank Shock
Hi,
I don't like this idea, with a single unit you can inmobilise a lot of detachments, because if the troop stand gets out of the way(and looses orders for the turn), his detachment cannot break coherency and must keep close, thus unable to charge. Repeat again with as many detachments as possible and a whole flank of the enemy army is stopped for a turn with one or two units. When finished, put the cheese back in the fridge for next sunday.
If we are for some kind of rule of this, I'd just make that units charging can ignore closer units if they are two pinning class lower. If you're charging with a Stormhammer you won't stop fighting cultist troop stands when you can reach an already- moved greater daemon just behind. Just move through them. Lower pinning class units are (usually) wiser enough to get out of the way. I would only allow "killing runs" to units with deathrollers (or simillar) and tunnellers
I do agree, though, that units on the way move aside thus leaving a "free corridor" for units following the bigger unit to break enemy lines. Still I wouldn't make them loose the turn.
Albert.
----- Original Message -----
From: AntiChrist
To: netepic_at_yahoogroups.com
Sent: Tuesday, December 03, 2002 6:14 PM
Subject: [NetEpic ML] Re: [v5.0] Tank Shock
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
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Received on Tue Dec 03 2002 - 19:23:51 UTC
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