Lähinnä ajatustasolla näitä olen pyöritellyt, eli minuuttiakaan pelitestausta ei ole takana tällä hetkellä. Ajatuksena olisi tehdä kranaateista, perusaseista ja lyhyen matkan aseista hyödyllisempiä. Chargesta tulee noilla paljon vaarallisempaa puuhaa, mutta toisaalta se sopii mielestäni futuristiseen sodankäyntiin vallan mainiosti. Pakeneminen on optio, joskin yleensä vaarallinen semmoinen... Counter Charge taasen on mukana, jotta assaultin saaminen ei olisi niin merkitsevää kuin se nyt on. Ja kokonaisvaltaisesti olisi tarkoitus saada muutama strateginen elementti lisää assaulttien julistamiseen.
Noh, kokonaisuutena tämä rikkoo kyllä muutaman armeijan tasapainon täysin, mutta joissain peleissä voisi toimia varsin mukavasti. Ja House Rule kun on, ei nidipelaajan ole pakko näitä suostua käyttämään
Mutta jos keksisitte tasapainottavia tekijöitä, tai yleisiä ehdotuksia aiheeseen, niin olisi mukava kuulla kyllä.
Englanniksi, koska en viitsinyt yrittää vääntää sääntötermejä suomeksi, ja suomienglanti olisi aika kauheaa. Eli keskinkertainen englanti oli vaihtoehdoista se pienin paha... Koettakaa kestää.
Teräratas esittää: AAR. Olkaa hyvät:
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40k Advanced Assault Rules:
Charge reactions:
-May be declared, when squad has been charged by enemy, and before charge distance has been measured and difficult terrain test are rolled.
-Defender must take a successful leadership test to do anything alse but flee or hold ground.
1. Stand and Shoot:
-If any of attacker's models are less than 3" away from defenders, all other rules do apply, but defender has no time to shoot back. (Attackers still striking at I10, etc. But no shooting actually happens.)
-Squad may fire assaulting troops, but counts as moving. (Heavy Weapons are too cumbersome to be used effectively against rapidly closing enemies, and defenders have to reorganize their defence line.)
-Casualties caused by shooting may cause attackes to fall back.
-If attacker is armed with frag grenades, any model Standing and Shooting takes a S2 hit before they can shoot. If 25% casualties (or more) taken, defenders must take a pinning test. (This can cause defenders not to be able to shoot at all.)
-ASSAULTING troops Strike at I10 at the first round of combat. (Defenders have hard time drawing their CCW:s after trying to shoot closing enemies)
-Note that shooting does happen, even if assaulting unit is too far to get into base contact with defenders!
-If charged by several squads, defenders may only fire at closest squad involved (and only single squad. If two squads at equal distance, defender may choose which one to shoot). All attackers still strike at I10.
2. Flee:
(-Fearless units may not use this option.)
-Squad makes an immediate fall back move.
-Assaulting troops may either consolidate, or take a free shot at fleeing unit. Unit counts as moving, and all the normal shooting rules do apply.
-If unit assaulting unit can make it to base contact after defenders have completed their fall back move, assault will be solved as normal, exept that attackers strike at I10.
3. Counter Charge:
-Both sides counts as charging. (Attacker moves his models first.)
-Note that if attacker cannot move any model to base contact with enemy, charge does not happen.
4. Hold the Ground:
-Solve assault using the official 40k assault rules.
Breaking of from assault:
-Losing side may declare to fail their leadership test automatically.
-Normal fall back rules do apply, with the exeption, that victorious unit may shoot (one) unit that falls back instead of consolidating. Counts as moving, and shooting will happen after fall back move has been completed.
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