This is a reprint from my website:
As of now, there are a few ways to define cover: height, cover save, difficult ground, area, passable/impassible, dangerous, etc. All of these are well and fine, and I would even say the more variance you put into your cover rules the more dynamic the game will be. Let's face it, your 1000 point Necron list doesn't really change much from week to week, but the board does.
That being said, I would like to add another terrain characteristic that I'm pretty much stealing whole sale from Dawn of War: negative cover. Negative cover means that an area of the board is more dangerous than just being out in the open. Maybe there are things nearby that might explode if shot (making that position intensely dangerous) or perhaps moving or "getting down" is an impossibility. In D.O.W., negative cover is generally applied to any water areas. I especially like this because the rules concerning water, standing or otherwise, seem to me to be remarkably inadequate. Most people say that water is impassible terrain, be it stream or ocean.
What negative cover does in terms of game mechanics is that it allows opponents to re-roll misses during their shooting phase. Thus, it isn't that the water is impassible, exactly...it's just that you don't want to be caught in it!
Two special concerns for negative cover (over and above the enemy re-rolling misses in their fire phase). First off all, if the enemy re-rolls misses those hits must be allocated to troops that are actually in the negative cover. This is different than the general cover idea of majority rule. Some members of the squad can be in negative cover, while others may be out of negative cover (or even in cover! In which case majority rule, and the troops that are in negative cover get a cover save).
Lastly, as far as hand to hand is concerned. Negative cover still counts as cover. Troops without special equipment charging a unit in negative cover will attack last.
Monday, October 09, 2006
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