We recently played a game with an objective on a hill, It was
completely surrounded by *most* of a company of Bad Moons, then a few
Space Marine terminators teleport on top of the objective marker..
taking it for that turn..
This simply prompted a long discussion about close combat.. In the next
few weeks we hope to test a few of the rules to try and make you
carefully choose where and when you initiate Close Combat..
1) way was to bring back +1 CC for the charging unit..
2) was for the side losing the most units to pass a break test or fall
back..
3) Was to add up all the units within the vacinity and whoever is
outnumbered must pass a break test or fall back.
I was wondering if there has been any discussion about experimental
rules for close combat, and what issues have people come across with
them?...
Received on Fri May 16 2003 - 05:50:39 UTC
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: Tue Oct 22 2019 - 10:59:54 UTC