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The official reason that we cannot shoot into combat is that we might hit our buddies... from ten feet away. Huh? Never mind the improbably terrible aim of 40k units, this always struck me as a failed port from Fantasy (where the weapons may in fact be inaccurate enough, without proper training, to shoot into combat).
The rule that I'm considering is giving all units in melee a cover save - for argument's sake a 5+. If that save is failed (from the shooter's perspective, i.e. they miss), then the shooter takes a D6 3+ test, and if fails, deals the wound(s) to the allied squad in combat.
FYI, one of the big baddies that's popping up in our 40k group is 'nids, so that got me thinking in this regard...
Terminator armor going critical would be like Three Mile Island only very, VERY angry, and carrying a hammer.
LO rules in a nutshell: Don't post unit costs, be polite, rep posts containing of win.
Well there is all that bumf about CC being a swirling melee so hard to target. To make sense of high-fire rate weapons having 2 - 4 shots I always assume those are bursts of fire, and burst into CC would be really bad. Also this is 40k where a rifle can fire 144 feet and a missile can only go 288 feet. And a superhuman perfect warrior will miss its target 1/3 of the time from 144 feet to 6 feet.
Me and my friends just do a simple 4+ after hits are made. 1,2,3 mean resolved against the firers side and 4,5,6 against the enemy.
The problem is with armies like IG. If you allow them to shoot into combat you're crippling the other army's chance of winning. The IG player could simply send in 2 50 man squads of conscripts with a lord commisar and Chenkov in a 2000 point game. When the enemy charges the IG line the conscripts step forward and receive the charge, thanks to the commissar and Chenkov making them stubborn Ld10 the conscripts will not flee. The enemy will then be locked in combat and be able to be shot at during the IG turn.
What happens when a any of conscripts dies? Chenkov brings another wave of 50 in, lather rinse repeat.
Besides the conscripts will have 3 shots in rapid fire range and 2 outside, as they will be benefit from the lord commissars LD10 for their orders, so this is up to 300 lasgun shots on approaching units, and 300 shots has to do something.
The Emperor Protects
Last edited by kevin vanrooyen; January 18th, 2010 at 11:30.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
I'm with you here kev. Close combat armies need to not be shot at when they are in cc in order to win. GW nerfed cc enough when they changed the rules so that you can't use your follow up move after winning a combat to get into another combat with somebody else. Shooty armies usually have enough chances to shoot us before we get into the fight, and even if they don't, the new rules guarantee that they get a chance to shoot us once the first fight ends.
Having said that, I do think there is a place for both versions of the house rule in certain circumstances. A special scenario representing a particularly desperate battle perhaps, or a particularly cruel and heartless army that doesn't care about expendable troops. The other thing I would say is that firing into a combat makes more sense when you have a squad of little guys engaged with a monstrous creature- just shoot over allied heads, and you should have no chance of hurting a buddy.
The swirling melee effect is very important to remember when you're taking into account whether or not this rule makes logical sense. Remember that close combat armies are at least as skillful in hand to hand as shooty armies are at shooting, and a skillful hth fighter will be very deliberately trying to keep his opponent between himself and anyone shooting at him. Also consider how often hand to hand fighting becomes a grappling contest, and in such cases, the difference between shooting a friend or a foe is one of mere inches.