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HQ protection |
Ulmo
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Post subject: HQ protection Posted: Fri Sep 07, 2007 3:15 pm |
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Joined: Fri May 11, 2007 12:32 am Posts: 87 Location: Paris, FRANCE
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I'm not totally satisfied with the current rules, I find them sometime too restrictive, sometime too protective. Nonetheless the current rules are quite simple and it's a good point. The following should be discussed as optional rules. HQ and snap fire : HQ units in a separate detachment are vulnerable to Snap Fire, as when they move the detachment has already gone. Think of a Medic in a Space Marine detachment. A simple modification would be to forbid Snap Fire on HQ units, unless both start and end position (and probably the point where the unit is targeted) are valid for targeting HQ. So if it starts or ends its move with other models, it's still protected. HQ units protect close units from barrage. Have an Ork horde, put some Nobz in the middle, and you can't put a barrage on the center of the incomming green Horde. As an extreme example, this of the following pattern : BNBNBNB. You can only target the Boyz at each end. Various solutions could be : -Keep current rules -HQ units are always missed by barrage unless they are valid target -Resolve ToHit without considering HQ status, but HQ units aren't hit until all other units under the template are killed -Replace targetted HQ units by standart units close to them (only for damage, without moving them). This is similar to a Warhammer fantasy battle rule, where a infantry stand get sacrified to save their champion.
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zap123
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Post subject: HQ protection Posted: Sat Sep 08, 2007 4:45 pm |
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Joined: Mon Mar 27, 2006 2:47 am Posts: 3065 Location: Brisbane, Australia
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Mostly I guess it comes down to common sense....which is ok when everyone is sensible . I like both your third and fourth options though....would make things a bit easier.
_________________ Fire bad, tree pretty - Buffy
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Kotrin
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Post subject: HQ protection Posted: Fri Sep 14, 2007 10:24 am |
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Joined: Tue Sep 14, 2004 7:44 am Posts: 168
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IMHO the medic of your example can be targeted by snap fire only if it's a valid HQ Target. Has the rest of the company moved behind?
For barrage, I like your proposal with a twist: "Resolve ToHit without considering HQ status, but HQ units can only be hit if all other units under the template are hit too." (and not "killed"). Save modifier should be irrelevant, but Barrage Points are, definitely.
On the other hand, I'm not sure of all the implications. 
_________________ : : www.stephane.info : : "It's better to enlarge the game than to restrict the players" -- Eric Wujcik
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loofnick
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Post subject: HQ protection Posted: Sat Sep 15, 2007 3:02 pm |
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Joined: Mon Aug 28, 2006 2:35 pm Posts: 246 Location: Sheffield, England
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I agree with kotrin, including the not sure part.
Further more, I don't really like HQ's as separate from detachments- better if they were integrated (not represented by a targetable stand, kind-of like warmaster) and died either at break point of the detachment or with last stand, but that would be a big change and not very Netepiccy. I mean this as a general rule not just barrage.
Definitely in the not sure camp myself (encamped with the Imperial Ditherer Regiment, 2th Head-Scratcher Platoon)
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loofnick
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Post subject: HQ protection Posted: Sat Sep 15, 2007 3:11 pm |
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Joined: Mon Aug 28, 2006 2:35 pm Posts: 246 Location: Sheffield, England
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Hang-on, I wasn't paying proper attention before. I don't agree with Kotrin.
I like HQ units are always missed by barrage unless they are valid target easiest to fit in with rules and no chance to use it to half-cancel-out the HQ rule and target one HQ + one normal unit, which would be the obvious use.
And I am sure this time (encamped with the 3rd Certain Platoon, Resolute Regiment)
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[ 5 posts ] |
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