Post by timsnoddy on Nov 21, 2012 13:07:18 GMT -5
Hi,
I have to agree combat issues. My opinion is the new flow chart version is too complicated, in what is a fun,
Basic ruleset.
What i have thought of is this;
Remove defensive fire... It's not needed, if you want it simply use overwatch to interrupt the assault.
All models, must try and get into base contact (unengaged defender may move up to 4inches to get to b2b). All models in base contact make an attack both attacker and defender. This allows units that are designed for combat win out, also the charge damage bonus is applied to the attackers (re-roll lowest die on damage).
Unit which waxed the most wins, loser taking cb check modified by the amount they lost by. In a draw both test.
To me that gives some balance. If you wanted you could have units defending barricades count as having cause +1 waxed model.
Just my thoughts
There is a bit of a disconnect from the seemingly complicated flow chart and rules wording and the actually quite simple assault rules when you play them. Basically they boil down to this.
Reacting to being assaulted.
Unit Status Reaction Type
Overwatch: Full Strength
Normal: Pass mental test +1 to react at Half Strength (Round up)
Suppressed: None
Assault: +2 to hit versus prone target.
Attacker may re- roll one damage die on first turn of assault.
I would give it a go and see how you get on. I had a large group of people playing for the first time a couple of weeks ago and no one struggled with the assault rules. Also bear in mind assaults will be relatively rare unless you are playing bug armies or others with lots of assault only troops.