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This is a house rule I've been toying with which involves the rather odd 5th edition rules for shooting at one target unit through another unit. The problem that seems to need fixing is that squads of weak infantry can mix their ranks in order to provide 4+ saves for everyone without any downside (aside from maybe a little movement restriction due to models getting in each others' way).
My intended solution actually seems pretty elegant: Shooter re-rolls misses against the closest intervening unit (measuring from the front-most shooting models to the nearest models in the units).
With this rule in place, using squads as meatshields is still a good tactic. However, the meatshields may end up taking some of the bullets intended for the shooters' targets. It's up to the player to weigh that possibility against leaving the rear units unprotected.
This way, two squads with their ranks mixed together would still both get 4+ cover, but at the cost of more hits being taken overall. Hopefully, the tactic would still be viable for those who want to use it, but at least there's a reason to consider not using it.
Note that intervening units sandwiched between the closest and the target are immune to any extra re-rolls for the sake of keeping the game from getting bogged down by tons of re-rolls.
Also note that re-rolls are still thrown if the closest intervening unit happens to be one of your own. This does open up the game to possibilities of friendly fire, but I figure it would simply provide more incentive for players to think more carefully about how they deploy & move their units. If you didn't like this part of the rule, you could easily restrict the re-rolls to the closest
So I ask you all:
1. Is this rule change broken or unfavorable in any way?
2. Would you keep or exclude the friendly fire option?
That could work, although a my preferred way of "improving" the rule is:
-Take cover save, if passed remove one model from unit in front
-If failed, take an armour save
That's just the way me and a few mates have tried, works well.
My Arena Champions: Kharn'eth The Bloodcleaver and Gorzag Iron Jaw
That would be very strategic. My concern is that the target gets both an armor and cover save, but the intervening model is outright killed, even if it happens to be a terminator with a storm shield or a Land Raider.
Maybe if Rob switches his idea round it will work.
If the unit fails it's cover save it dies (it has just taken it's only one save).
If it passes the unit in front is hit but gets it's save (hasn't yet taken one).
Since you've also mentioned land raiders here is a diferent suggestion.
Instead of Cover save (taken after wound rolls) why not use the randomiser from fantasy (after hit rolls but before wound rolls), this way a boltgun isn't hurting no Battlewagon!
That's a nice idea, I'm going to have to test that one out a bit. Sorry, I have yet to play fantasy. How's the randomiser work?
That's OK, I'm knew to it too.
Randomisers are when a crew has a war machine (or sometimes something else like it) but for each hit scored, the enemy then has to roll a dice which hits the machine on a
1-4 and the crew on a 5-6.
What I would personally say for your version is that the opponent hits the intended target on a 4+ and lonely models hit on a 5+ (though all the probabilties are your choice)
hope this helps.
-> I don't like the cover save rule at all because a carnifex is wounded by my broadside's railgun, but then bounces the
wound over to a gaunt unit which is unaffected and then holds my broadside up for the next 3 turns in combat.
Last edited by Captain Jesus; January 9th, 2009 at 20:08.
The randomizer sounds like a simple way to make this rule less predictable (read: exploitable). Thanks for the idea. It also allows for more than one intervening unit, since we could just make the randomizer rolled as a D3 or some other way.
I just wanted to note that the rulebook says that this cover save doesn't mean that the bullet/bolt/laser/whatever hits the cover per se, but could be that the firer has a problem getting a clean shot and doesn't even take it.
Absolutely true, but then why is it harder to hit anything when two units are mingled together into a bigger mob?
Perhaps it would make sense to instead roll first against the closest target and then take the re-rolls against the target further back.
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I just think the easiest solution is to use a frag missle of other blast templete. Boom problem solve.