Just to throw an almost certainly unbalanced thought out there -
It seems to me that the most popular shooty units (excepting Revenants) in the Eldar list are things like Scorpions, Void Spinners, and Fire Prisms, when things like Falcons and Vypers don't see nearly as much use. The ones that are used are the more stationary of units, ones that tend to sustain fire or move & shoot. Falcon Pulse Lasers are also such that doubling with them seriously impacts their accuracy (they lose 45% of their effectiveness).
While I've found H&R to be somewhat handy against Guard, provided I can deal with the artillery, I still don't get a huge amount of use out of it. It generally seems a better idea to sit back with Void Spinners, Scorpions, and Prisms and force the enemy to come to you, at which point you Sustain Fire them if they're in range, or move and shoot if they're not. I'm not sure that I've even used the H&R rule more than once or twice in all of my games against the Tau. They have the mobility to almost always get you with a double, and their weapons suffer less from doubling than ours do. At least, I've been quite competitive playing the same 'make them come to you' game. What my opponents fear the most isn't my ability to move, shoot, and move, it's what happens if they end a move in range of my guns, since they get Sustained Fired like crazy, and since Pulse weapons don't just linearly increase in effectiveness.
What if Hit and Run disallowed the +1 to hit for Sustained Fire actions while negating the -1 to hit for Double actions? I suppose that artillery would need some kind of exception, or maybe not, depending. I imagine that this would require more repointing than is justified in a rules review, though it'd be interesting to see what this did coupled with the removal of spirit stones. It seems to me that it'd encourage much more evasive and mobile play.
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