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Consolidating Blood Rage and Red Thirst

 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 1:21 am 
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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 1:22 am 
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frogbear wrote:
probably place a comma after 'charge move' to break it up. That is one long sentence otherwise.

It'll need re-phrasing to insert a comma at that point as currently it would be grammatically incorrect to do so.

Could put one after "initiative roll" and stay grammatically correct. Also a "will" could go in there to help the sentence flow better.

ala:

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Last edited by Evil and Chaos on Sat Oct 30, 2010 1:25 am, edited 1 time in total.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 1:24 am 
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BLOODTHIRSTY
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Some units are noted as being bloodthirsty. These units desire close quarters combat above all, and can become unreliable if they are ordered to avoid such encounters.
Formations that have a bloodthirsty unit which can potentially reach base contact with an enemy unit after a charge move will receive a -1 modifier to their initiative roll, if they attempt to perform any action other than an Engage action.

Note that this rule does not affect transport aircraft that are carrying bloodthirsty units.



AGGRESSIVE
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Some units are noted as being aggressive. These units will obey even the most suicidal of attack orders with a level of bravery that borders on madness.
Formations that have an aggressive unit which can potentially reach base contact with an enemy unit after a charge move will receive a +1 modifier to their initiative roll, if they attempt to perform an Engage action.

Note that this rule does not affect transport aircraft that are carrying aggressive units.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 1:26 am 
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Hmm on a side note i can see Black Templars as perfect candidates to being Aggressive too :)

And as both rules are special abilities now instead of an army rule it could be applied to the Khorne Berzerkers unit throughout all lists who uses Khoren Berzerkers, etc.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 2:06 am 
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I, personally, share neal's trepidation about possible exploitability. Seriously, I can come up with ways to abuse that that make no sense, and I'm not even good. :P

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 2:40 am 
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I really think the two should be combined into one rule.


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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 3:26 am 
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zombocom wrote:
I really think the two should be combined into one rule.


It pretty much will be (and is) in the World Eaters. The downside was important against the benefit of the charge. Hence why it was 1 rule from the start - that seems to have been lost somewhere along these discussions.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 4:49 am 
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Combine it into one thing called Blood-Thirsty and things are pretty good. I'd recommend SOME kind of penalty for not actually getting guys into B2B, to discourage gaminess, but otherwise it should be fine that way, IMO.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 5:15 am 
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Simulated Knave wrote:
Combine it into one thing called Blood-Thirsty and things are pretty good. I'd recommend SOME kind of penalty for not actually getting guys into B2B, to discourage gaminess, but otherwise it should be fine that way, IMO.


The rule initially was an auto charge with a BM attained if it was a failed action. That was seen as too powerful.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 5:18 am 
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Failed action will suck as it is. I'd just recommend a blast marker or two for NOT getting the guys into base contact if you succeed on the engage action. Would seem to represent 'reality' fairly well.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 5:24 am 
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Simulated Knave wrote:
Failed action will suck as it is. I'd just recommend a blast marker or two for NOT getting the guys into base contact if you succeed on the engage action. Would seem to represent 'reality' fairly well.


If that was the case the rule is highly abusable by the opponent as getting units into BtB is not all that easy. In effect, the formation would be targeted for a reverse clipping assault.

It really does not work in my mind.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 5:47 am 
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Except that the rule doesn't apply unless it's possible to get them into B2B, as I understand it. Thus, you take the penalty if you want to, not otherwise.

EDIT: And that assumes that taking advantage of your opponent being blood-crazed maniacs would be inappropriate...

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 9:15 am 
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oh. I understood your rule to be everyone with [insert special rule] needing to reach base contact.

Are you including the -1 for other actions as well or just the BM for no btb?

I still think the BM for no btb is pterry harsh.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 9:24 am 
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I'd say include the -1, and add the BM if, say, less than half of those who CAN reach B2B do.

If you think that's harsh, fair enough, but there definitely should be SOME consequence for not actually reaching B2B with an ability that is supposed to try to make you reach B2B.

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 Post subject: Re: Consolidating Blood Rage and Red Thirst
PostPosted: Sat Oct 30, 2010 9:39 am 
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Not having units reach btb (which is hard in iself) and giving penalties for it is really harsh.

I understand you are trying to account for the savvy player who uses a Charge to do a double action, however that rule penalises those attempting to keep by the rule as well for no other purpose than "because".

With FF combat being so effective in games, I cannot believe that we would penalise CC combat. It just does not make sense.

All I have to go with is my experiences. I have played with the version of the "Red Thirst" rule and found it viable and a detriment. On being told it was too powerful, I devised this rule while attempting to not make a convoluted ruleset about how it works. Now that we have reached some type of parity, I would like to play the rules (as both rules and not 2 seperate rules) to really judge it's effectiveness.

The +1 to engage needs to go with the -1 penalty. The boon without the penalty should see a boost in unit costs - then again, why would the rule exist on it's own?.

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