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I think any/all of the following should be considered:

 

1) only 'one degradation step' written into profiles of 10W or more, at 1/3rd or less of total wounds, rounding down. Essentially remove 'middle' band and make bottom one the same as current middle profile.

 

2) Increase most 12" or slower vehicles' starting wounds by ~2.

 

3) Return 'shaken' potential - the first time a vehicle suffers half of its remaining wounds from a single attack in a turn, roll from a universal d3 chart and apply a negative result, either -6 Move, -1 BS, or -1 WS in its next turn. So it's possible to get a bit degraded one turn to the next, but you still have 1/3 chance of full capacity in 'most important system'.

 

4) Rhinos and equivalents (i.e. anything without Fly, 12" or less move, and no invulnerable save) go to 2+ saves standard, while light vehicles generally go to 3+, or a -1 to hit if they're 'fast movers'.

 

5) If 'explodes' roll is a 1, before being removed a vehicle may attack as if it is shooting or assault phase. If equipped with Blast weapon, may instead treat the 1 as a 6 = Explodes! result.

 

6) All vehicles and Monsters that pass an old school Ld test may fall back and still shoot at -1 to hit, or charge. This somewhat reduces the utility of 'tapping in' to vehicles just to suppress them for a turn. Should be 'possible, but not really likely' to have your infantry mob completely occupy a given vehicle/monster's attention. If it wants, it should have a decent chance of just 'carrying on with its job', or moving just far enough back that it can safely shoot and other units can also shoot. Similarly, things trying to push into enemy lines should be able to 'peel off' and just be harder to pin with chaffe.

 

Be happy for any of these changes to Monsters generally as well tbh.

 

Cheers,

 

The Good Doctor.

Okay now I have time to elaborate:

Degradation issue. Its too hard to do and almost pointless. Units degrade at 50% and 75%. They loss movement, ballistic skill and attacks. Then other things depending.

 

So 2 tanks with 12 shots hitting on 3. Goes from 8 to 6 to to 4.

 

Now imagine if I just do full “wounds” to 1 tank. This means it goes from 8 to 4. So instead of splitting damage its better to focus fire. Furthermore sense the degradation is 50% and 25%. The amount of time on both profiles is relatively short. 16 wound model on top bracket for first 8 wounds. Only on mid and final bracket for 4 each. Meaning you only need to “remember” for a short so you just don’t.

 

So on and so forth. Basically while it tracks damage, its method of doing so leads to that it should never come up due to how damage is handled.

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