Moscovian wrote:
Because it is boring and I think this idea feels better. I don't know what else to say. I'd like to make Curis' idea work in some format and I feel like it is worth checking out.
As far as the "hackdown range" concept...
The abusive abilities on fast units was pointed out. Even if it ends up even with respect to points, it's going to be gamey and feel unfair/unfun.
The other issue raised was that making squats too hard to shift would likely require smaller formations and/or higher point costs to avoid effects similar in kind (even if lesser in effect) to large all-Fearless formations that become impossible to move. Hard is good. Too hard is bad.
The potential fixes discussed:
1) Making it infantry only. There is no easy mechanism in the rules for applying this. Since withdrawals are based on formations, having it apply to only some units is problematic and should probably be avoided. Applying it to only specific formations has to be done in the army lists as the formations are specified, so it becomes an army list rule rather than an overall Squat rule. Applying it to the squat army is obviously not infantry-only.
2) Making it single-withdrawal or fixed distance. This mitigates the issue somewhat, but still allows a defeated Squat formation to press towards the enemy and potentially fence off objectives, even after losing an assault. It would likely cause issues with more mobile elements being unable to retreat/regroup, which might or might not be acceptable - good in that it is limiting, but bad in that the limit doesn't make as much sense in non-assault situations.
3) Making it a choice of 0cm w/o hackdown or normal withdrawal. This gives a sort of "fight or flight" dichotomy and is simple in concept, but writing concise rules for it could be challenging.
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#1 is right out, imho.
On #2, I think if you combine +1 to rally (or w/in 30cm), the concern inability for the squats to rally is mitigated, while leaving them a bit slow to respond to enemy pressure. That only leaves concerns about an inability to push Squats off an objective. Differences of opinions exist on how big of a problem that is, so I think only playtesting will tell.
On #3, I think it has the advantage of being "Fearless Lite" (as opposed to the talk about "TSKNF Lite"). It's the same choice with the less effective middle ground removed, so I think that even if the text itself isn't easy to write, the existing concept will help players to understand. The same issues about pushing Squats off objectives still exist but, again, playtesting will tell.