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When shooting at some one, if you have to shoot through models you get a 4+ cover save right.
Rule: When shooting through multiple units (friendly or enemy) the 4+ cover save gets better. (2 intervening squads) 3+, (3 intervening squads)2+
I think that if your putting things in the back of the field they should not be as easy to kill as stuff that is out front. True that a 50/50 invuln save is nice but sometimes its not good enough.
(I posted this in my other rule post but no one responed so made a new thread)
This doesn't really matter to Tyranids more than any other army. I wouldn't like to see this, you could put a fast unit in back, making it unkillable than boost it up into CC at the last second. Overpowered.
I agree, it's too easy to abuse. While it would be nice, it just isn't practical.
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True perhaps a bit over powered and hard to implement.
Just hypatheticly speaking. What if there was some distance factor. step 1: behind a unit (forget the multipule unit part) and step 2: X amount of inches away = better save.
So, there are interveing models and you are 24" away you get a 3+, 36" you get 2+
I'm guessing you want this because you had some shooting unit that got decimated. I just don't see a need for this. I do not want Broadside Suits have a 3+ or 2+ cover. Also, this would apply to vehicles, like Exorcists, Defilers, Leman Russes. A Leman Russ with a 2+ save? I'd start playing Fantasy.
No nothing in perticular happened for me to think of this.
Just the point of keeping things in the back of the field is to keep em safe. I just think its kinda dumb for people to be able to shoot at the furthest thing away from them because they know they will do damage to them later in the game. So if you are not going to shoot at things that are the immeadiate threat it should be harder to accomplish..(hense the saves) its possiable just harder. Maybe not as far as to say 2+ but 3+ would be nice.
I dont think it would effect tanks all that much because they would first off have to have 50% of the model concealed to receive a cover save to start with thats kind of hard to do with interviening models.
Well, if you keep EVERYTHING in your back court, there is no immediate threat, they shoot what they want. If you have everything rushing, there's nothing back to shoot. If you're mixed, your rushing units should be scary enough to draw fire, or punish your opponent for ignoring them. The problems pretty much solved by making a proper list and playing correctly. If someone wants to shoot my Infantry Platoons while my Chimeras and Russes come at them, awesome.
So enemies ignore them untill they get up in their face then just destroy them in 1-2 turns. The combination of being fearless, not haveing any saves to speak of, and not being able to do any real damage makes gaunts almost useless IMO.
Orks on the other hand are very similar. Fearless, no saves, But have powerclaws so they can do damage to big things, and have 3 times of the number of attacks, so they can actually do some damage.
Yada yada yada, In conclusion gaunts suck hah!.
You'll notice most Nid lists have stopped running Gaunts except WoN Gaunts for objectives. Your scary rushers are Tyrants, Running Fexes and Genestealers. All very scary and very durable.
Orks rarely have anything left back except Grotz, Lootas and maybe a Big Mek with a Shokk Gun. You can't afford to ever shoot an Orks back field, he has 100+ Boyz in your face or multiple vehicles, even if they don't run it's just to much T4 with a cover save usually.
Yes, this rule can make the game very realistic, as in real war the distance makes difference...
But can You imagine how long will be a 1.5K game to measure every inches? And how sophisticated. It reminds me of some realistic RPG wher the fun is away because a one-to-one fight takes half an hour to play... That`s why this rule never gonna happen.
gaunts are good in swarms, just like orks.