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Stealth

 Post subject: Stealth
PostPosted: Sat Dec 17, 2005 10:43 pm 
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The Necrons are said to be the stealthiest fleet in the game. Their stealth though is quite weak. How could stealth be represented?

-Current Mechanic: 6+ Armor
-Holo/Shadowfield: Column shifts/saves vs. some weapons
-Stealth saves: Straight saves before BFI takes effect
-Night Fight: Ship is treated as further away for shooting purposes
-Anti-Lock on: Reroll hits, not misses. Lock on just cancels the effect.
-Mimic engines like: Cannot be struck until it is revealed
-Hard to see: Requires a LD test to shoot at them.
-Untargetable: Lock on has no effect.
-Penalties to hit: Requires higher rolls to get hit by any weapon
-Other....

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 Post subject: Stealth
PostPosted: Sat Dec 17, 2005 11:46 pm 
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In the 'ideas' thread my idea was a Stealth Save of 4+ on every vessel. All vessels the same.

a) This makes the use of escorts more viable. Especially in a raiding fleet.
b) The saves also applies against bomber attacks (and a-boats + torps).
c) That's why I said no turrets.

Armour on Necrons should be 6+ everywhere.

Altough from your list I actually like the idea of re-rolling hits! With Lock-on this would be negated. Hmmmm....

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 Post subject: Stealth
PostPosted: Sun Dec 18, 2005 6:31 pm 
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Well, when I first thought of that, I thought it was perfect. But then I worked out the probabilities. Assuming the Necrons had 6 armor, a WB die would have a 1/36 chance of hitting the stealthed ship. Thats a bit low. If they had 5+ armor though, it would be 1/9, quite a bit more reasonable.

However, regardless of the mechanic of stealth, I think the idea of Lock on not granting rerolls but ignoring the stealth effect is a good one.

My personal favorite at this moment is a Night Fight system, cancelable by Lock On. But I'm certainly open to other ideas.

The thing I don't like about the Stealth save is it assumes that you are firing in the ships general vicinity, the same assumption in use for Holo/Shadowfields which have a vastly different (and I think more accurate) representation of the same thing. However, I don't want to give Necrons a holofield equivalent. So I think something that screws with being able to hit them at all would be better and different. Of course, it could be argued that the DE should get the same stuff...

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 Post subject: Stealth
PostPosted: Sun Dec 18, 2005 9:07 pm 
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Now what you mean, in the Eldar MMS house rule set Sigoroth has adjusted the Holofields to work as a form of ECM.
At long range they have more effect as in close quarters. Yes, that means an extra rule but quite fluffy and does work.

I think, the most proper stealth is to re-roll hits at the moment. Good one.

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 Post subject: Stealth
PostPosted: Mon Dec 19, 2005 4:33 am 
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But why would Lances, a pinpoint weapon, be better at hitting a stealthed ship than an area-saturation weapon (WBs)? Thats what would happen with straight rerolls of hits. You could argue that a WB barrage against a stealthed ship would be too widespread to do damage, but I find that explanation inadequate.

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 Post subject: Stealth
PostPosted: Mon Dec 19, 2005 6:04 am 
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Ah yeah, that's true.

Nightfight would be better *if* you made the lances hit at -1/-2.

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