Brood Brother |
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Joined: Tue Jul 05, 2005 11:39 pm Posts: 1974 Location: South Yorkshire
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I cannot understand the argument about if they are assaulted multiple times they can keep moving around is broken(I know how the rule works I'm confused ? ?as to why it's a problem) as every formation can move after being assaulted so this would apply to every formation in every list. If someone assaulted my (as an example) Mech company 10 times in a turn they could theoretically move an extra 100 cm per turn,50 cm in counter charge and 50 cm in conslidation moves .I know the jet packs give a bigger move per engagement but any formation could be moving way too much if constantly engaged.
That is one way of looking at it. ?You can simply tell people to "learn to play better." ?However, as has been pointed out to me in the past, this isn't very constructive.
Please read all the post ,I never mentioned "learn to play better" I'm sorry if this is how it sounded ? ? .I ?talked about learning how to counter a rule that some are obviously having problems with, theres a big difference. I cannot be more constructive than explaining how to set up an assault for a rule that is designed to make it difficult to assault against.
Not passing judgement on the Jet Pack Rule, here is what I see:
Without the rule, Engages work as normal. ?You Engage, get into BTB contact or within 15cm, and fire away. ?Simple enough.
With the rule, that is no longer the case. ?Now, you must essentially get within the enemy ZoC (5cm), or their Jet Pack move will take you out of the Assault, leaving you high-and-dry. ?As you said, you must, essentially, begin you Engage Action within 20cm of the opponent. ?And it will be all but impossible to engage them in CC unless you happen to have the Infiltrator special rule or an extreme movement rate. ?
It will be extremely difficult to pull off successful engagements, as they will, for all intents and purposes, require an extra round to set up. ?First round, you have to wait until they move, then cram yourself up nice and close. ?Next round, you have to hope you get to go first, before they move too far away and/or blow the crap out of you. ?While this is the general case with any Engage action, the Jet Pack rule makes it distinctly more difficult to pull off.
The rule is supposed to make it difficult to engage.It doesn't need an extra round to set up,you just set up an assault as you would with any other formation just remember the 10cm jet pack rule as you set it up thats all.The risk is the same if they have the rule as it is now or for the 10cm jump after shooting.
This is a HUGE advantage for such units. ?One that I am not entirely sure is accurately reflected in their points values (especially considering their firepower and armor).
This I cannot argue with ? ? only more testing will show wether a points increase is nescersary or not
Now, is it broken?
I don't think the rule itself is broken but this doesn't mean that another rule wouldn't be better, I'd like to see the jet pack rule tried with a 5 cm jump (to match the countercharge distance) instead of 10 cm .
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