Quote: (nealhunt @ 05 Aug. 2009, 14:43 )
This makes the "reverse clip" possible, as the defender can consolidate backwards to minimize the number of attackers in range while maximizing their own firepower.
So defenders actually get some chances rather than having to face assault with everything going in favour of attackers. Shock horror that game might be actually BALANCED? That's something that can't be done right?
In real life assaulting is hard and generally requires more strenght than defending. In epic reverse is true as every advantage attackers have gives them advantage that in would in line up and fight be translated to HUGE modifiers. Currently assault is so lopsided in favour of attacker that it's not even funny. You get assaulted and you might just as well put the broken marker straight up unless other player is desperate enough to launch no-hope assault when normally he doesn't have to.
As it is assaulting is unrealistically easy as it only requires token force compared to defending force to break it. This atleast provides some balance back.
Have you actually tried this in practice or is this just
useless theory-epic? We have played with this for over FOUR YEARS and haven't ran into any problems. Game plays out lot more realistically and WAY more balanced. Defenders now can actually win assault when point values are roughly even more than once in a blue moon.
BTW destroyed for being out of coherency happens after movement during ACTION. They don't happen middle of assault. So to what out of coherency destruction you are refering to anyway? That's assuming you can find some rule that says you can voluntarily move outside coherency in a first place. Quick check of rulebook refers to finding yourself out of coherency due to enemy fire or assaults. Nothing about moving. If you normally can't move out of coherency voluntarily you obviously can't do it here either.