My last re-vamp of the visibility/to-hit system was interesting, but it didn't work out in testing. I'm taking another go at it though. Keeping in mind Ryjak & Eriochrome's suggestions, I've eliminated 2 levels of visibility, axed all range bands beyond the first, and instead instituted standardized Evasion modifiers at long range, based on terrain. With straight modifiers for shooting & GtG, but not running.
Here's the old table:
And here's the new one:
First, we're doing away with unit-specific Awareness (Aw), and standardizing it across all units instead. Your Awareness is your short range, which is modified by what kind of terrain your target is standing in. If a target is within your Aw, then it's considered to be 'Visible'.
Visible targets are always hit on a straight BS vs. Ev test. Units falling back will have to attempt to reach concealment from all visible enemy units. So this tidies up that rule/concept nicely by clearly defining what is visible, and what isn't.
If a unit is not 'Visible', then you can still shoot at it. But there will be a standard modifier applied based on terrain. All area terrain or walls will be 'Concealing' by default. For woods or similar things with height, they'll be 'Hiding'.
There's a standard Ev penalty for having shot, and a standard bonus for Going To Ground.
This table sums it up for Guard vs. Guard shooting:
Where you see a '7+', this indicates a '6+6' shot.
Here's the table for Knight Legios shooting at Guard:
We would probably go ahead and add 6" of Aw for every 1-2 inches of elevation a model has.
Thoughts?
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