Only for shooting out of a building.
Only for shooting out of a building.
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G'day chaps, thanks for discussing the rules I proposed earlier.
There's a difference between one person having 100m visibility in a forest, and a whole unit. Even if you subscribe to the 1:1 scale, that unit of 30 is not easily going to see the enemy, even if spearman #19 can; bump that unit of 30 models up to 300 troops and it only gets worse. More importantly, the unit commander might not see, and he's the one that's meant to order the charge/shooting. As someone who's done some soldiering in forests, it's very difficult to see far, as a unit, and to control movement. One person might see the enemy, the rest of the section often can't.
I know that relying on GW fluff is always fraught with danger, but here's what it says on p118 of the BRB, under 'Forests';
-Forests are excellent places for troops to lurk in ambush- the choking foliage offers a great deal of protection against missile fire.
-Forests are mysterious terrain - who knows what hellspawn lurks in there?
So clearly GW wants forests to be exactly that; dense and thick. It's hard for hellspawn to lurk behind 3 spaced trees after all. What they haven't done is design the rules to match that description/fluff/intent.
Fair enough, I play Dwarves too. This will make forests hard going for any infantry unit, as it should, but not impossible. It means you can use forests to anchor a unit, as happened in real life (see Agincourt as an example). If you don't like slow movement, then don't move through them.
Yes, I know, it's a game of dragons and mages and daemons. We don't know how they work, but we do know how forests affect line of sight and movement of formed units. Making things realistic where we can provides a foundation for the fantastic elements of the game, making them stand out even more. Otherwise, why can't my Hammerers have M8? That would be awesome! Who cares if they've got short legs, as long as they're pointed correctly, noone can complain.....
That works for you, and fair enough. Me, I want my 130 odd Dwarves to be a real army, not a company. If I wanted to play skirmish fantasy, I'd play Warmachine. So for me, I think of models as representing 10-50 individuals. 1-5,000 warriors is an army, though a small one. War machines represent a battery of 4-6 weapons. Some things don't scale like this; monsters are individuals to my mind, but this makes sense. A single dragon shouldn't just fly in and kill 10 men with it's attacks, thunderstomp and breath weapon; what a pathetic creature. Instead it slaughters 100-500, because that's what a badarse lizard should do.
Buildings represent a farm, village or town. I prefer this scale in my mind, as it's much more cinematic than a clash between 100 men on each side.
I don't think S2 should wound T7+. I'd change this back to the 7th Edition wound table, or I'd increase it to wounding on a 7, 8 or 9.
The thing is we're comparing Crossbows shooting at a man to Crossbows shooting at a greater Daemon. All else being equal (range and movement), the Daemon should be easier to hit because it's bigger. If the weapon is inherently inaccurate, this should be reflected in the weapon's rules or the BS of the shooter. But hitting a Plague Furnace should be easier than hitting a Skaven.
And of course a skilled marksman can hit an individual person with a crossbow or bow. It might take a lot of practice, but it can be done.
Not everyone has the time, skill or inclination to make bigger hills, or the space to store them. I'm not saying that hills should be mountains, rather they should be higher than 5' in model terms. A low rise should be enough to mask cavalry. Even the 'flat' steppes of Russia have undulations and dips which allow concealment and cover. 'Hills' in warhammer represent these, rather than the foothills of the Alps.
A very dense forest could be impassable terrain. If you've ever walked through an orchid you would find that visibility drops quickly. Try doing it with 30 mates in a single wide rank, and even an orchard on flat ground with no undergrowth and nicely spaced trees will slow your movement down. Not stop it, but you'll need to keep dressing the line and making sure you're still in a rank.
I've spent hundreds of hours marching in lines with 100 plus others. It's hard enough to do on an open parade ground. Doing it in even a 'nice' forest like an orchard or pine plantation would be bloody hard. Doing it in natural forest would be impossible at speed. Hence, no marching in forests is a realistic limitation in my view.
You do loose ranks in a forest.
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With regards to BS-based shooting and penalties for various models I believe it comes down to complexity (of rules) versus the issue of realism.
Let's see how we could make it more realistic:
Single models (infantry sized) should at the very least be effected just as Skirmishers - i.e. -1 ToHit minimum.
If you're at 'long range' that -1 should arguably be doubled, so -4 total (but this shouldn't apply to Monstrous Infantry/Cavalry I suppose).
Infantry Sized Fliers should arguably always be concidered to have 'Hard Cover' before you even apply other penalties for range etcetera.
Large Targets (given the above) could perhaps be without any penalty, but as soon as they're flying it should become slightly harder to hit them.
Ranked units, then, well something like +1 ToHit for every 20/30 models in the unit would be reasonable I suppose.
And now we can argue each and every detail of this, but the reason I typed it out was merely to underscore how the RAW currently is waay simpler and while at bit 'meh' at times perhaps that's not all a bad thing.
I actually like the general rule of 1's always failing and 6's succeeding for the same reason - I was just reminded the other day that there's actually rules in the BRB for "hitting on a 7" (i.e. first roll a 6, then you need another roll of 4+) and well, fine.. although necessary?? I don't know..
Didn't read all 24 pages of replies
Jericho's (Possibly) New idea for Disrupting Steadfast:
Steadfast could be calculated by subtracting the number of ranks of the Disrupting unit from the total ranks of the unit being flanked.
So consider Unit A, a bus of 5x8 fighting against two units, Unit B (5x5 unit on the front) and Unit C (5x4 unit in Unit A's flank). In this combat, Steadfast would calculate thusly:
Unit A: 8 - 4 = 4 ranks
Unit B: 5 ranks
A unit of 100 Skaven slaves 20 ranks deep being fully disrupted by 10 Archers doesn't quite seem fair, but Unit A in the example above retaining Steadfast despite being outnumbered doesn't make sense either. I think the subtraction method is a good compromise and doesn't make Empire Detachments hella broken.
I agree, it's very important that any proposed rules change be simple, or at worst, only increase game complexity by a small amount. There's enough to remember as it is in Warhammer......
Which is why I proposed what I felt was a fairly simple set of modifiers to BS shooting. If this is too complex, then maybe it's not workable. Or it might be that there's room to add a few more (like that flying modifier or the -1 for shooting at individuals as it was in 7th Edition).
This can only be determined through playtesting. The best rule amendments we propose should actually seek to reduce the number of things we have to remember.
While in general, I like striking in initiative order (regardless of charge), I think there should be an exception for lance wielding cavalry, which I think should strike first when charging.
My printable cardboard terrain blog , and the store (latest product: Orc Idol)
Painting log, last pictures: March, 7th, 2013 -> Goblin BSB
Urgat's Armory v0.3 [Blood in the Badlands Siege options]