Thanks for the feebacks guys, I must admit your right about mixing the firefight and the close combat.
During my last game we came to ridiculous situations regarding the firefight with the classic rules. And my suggestion about allowing multiple rounds of FF is not sufficient to fix the problem.
Anyway, i highly recommend testing those rules:
- Players add the assault value of all units engage in close combat with the firepower of all units at 15 cm of an enemy unit with a line of sight on it and have at least 1 firepower
- Assaulting player compare the total with the first column on the firepower table if he got an assault order. If not he then compare the total with the second column
- Defending player compare the total with the second column on the firepower table
- Players roll to hit dice and allocate hits to engaged units first
- Players may then allocate remaining hits to enemy units at 15 cm of a surviving unit.
- After this, each players roll a die and add the bonuses of this modified close combat table:
. Enemy has 5 or more BM: +1
. Enemy has more BM: +1
. Own side has more surviving psyker: +1
. More casualties on the opponent side: +1
. Twice More casualties on the opponent side: +2
. Triple More casualties on the opponent side: +3
. Quadruple More casualties on the opponent side: +4
Also:
- Imperial guard/Grotz/Termagants/Cultist get the swarm attribute. You must destroy 2 units with the swarm attribute in order to count it as a casualties during an assault.
- Remove the close combat attribute.
Beside this you will find "
HERE" the Updated Imperium list I'm working on with a lot of new units to fit more with the current fluff and add more flavors than the existing official lists.
You will find a first draft of an updated list for Orks "
HERE" that follow the same logic.
PLEASE NOTE THAT ALL ALTERATIONS OF THE STATS BY ATTRIBUTES ARE DIRECTLY MODIFY IN THE STATS OF THE UNITS.
When you see a unit who have an armor of X.X the first digit is the armor rating and the second is the damage capacity.
Also,
THIS is the current rules ammendements recaps we're playing with.
All of this is of course WIP, there's no work on graphic presentation, just concept for now.
All feedbacks will be welcome.
Thanks guys.
PS: And yes maybe you are right Kevin, I should make a specific post for each rule modification. But I have to make deeper tests of all those new mechanics in order to be sure that what I suggest is solid enough.