Cover destruction

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evilgreenthing
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Cover destruction

Post by evilgreenthing » Sun Sep 25, 2011 2:39 am

Would it work to have some weapons with the ability to destroy cover, ie a morter.
I I also feel like heavy cover is too powerful.
Also, wont suppresion completly nerve melee units?
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Wiouds
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Re: Cover destruction

Post by Wiouds » Sun Sep 25, 2011 6:51 pm

I think it would be fun to allow the players to change the covers and terrain. You know destroy some and build some.

The problem I have with it is that there should be a way to counter heavy cover but I do not want it to become you must having something in your army else you can not win.

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Re: Cover destruction

Post by saltinerunner45 » Sun Sep 25, 2011 10:38 pm

i feel like if we had large explosives (like anything that is S8+ in 40k) could reduce cover by 1pt if it hit it and nothing else
hard becomes soft
soft becomes none
none becomes a crater the size of the blast
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evilgreenthing
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Re: Cover destruction

Post by evilgreenthing » Sun Sep 25, 2011 10:46 pm

That would work. It would make weapons that had that ability not too OP
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Re: Cover destruction

Post by saltinerunner45 » Mon Sep 26, 2011 8:09 am

also, it would add a tatical advantage to cover. you need cover to surive, so you could create small little pieces of weak cover for your guys to get that tiny chance of staying alive. your big guns have to choose between making cover or destroying your opponent in cover. YAY CHOICES!
saltine runner thanks you for reading this post, and is sorry for his ramblings.
"In the grim darkness of the future, there is only static grass." -Smurfyk
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Munchkin
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Re: Cover destruction

Post by Munchkin » Mon Sep 26, 2011 7:25 pm

The only problem I have with the idea (which by the way I think would work well mechanically), is the whole keeping track of what level each piece of terrain was at. This would involve marker of some sort, and could get very confusing on a terrain heavy board.

I have this nagging doubt that the effect of cover (the 0/3/6) is not right. That it makes cover too good. Though I haven't play tested alternative yet to see how they work (maybe 0/2/4 might work better).

Regardless of that - just altering evilgreenthing's idea slightly - what if certain weapons treated cover as one level lower. So, something that had armour piercing or just a big explosion might treat soft as none, and hard as soft?

This would have the same effect, but would need any special counters/markers for degraded terrain.

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evilgreenthing
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Re: Cover destruction

Post by evilgreenthing » Mon Sep 26, 2011 8:25 pm

I think that could work too. Or both, because they are different. I also think that if my idea was to work, then you have to take a turn to target only the cover, like someone said above. This would make seem less attractive
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Re: Cover destruction

Post by Wiouds » Mon Sep 26, 2011 9:11 pm

I would have a card for the cover and when it get destroy, I just flip the card to its destroy state.

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evilgreenthing
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Re: Cover destruction

Post by evilgreenthing » Mon Sep 26, 2011 9:40 pm

That seems rather bland. Are you suggesting not having modular cover?
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Re: Cover destruction

Post by Wiouds » Mon Sep 26, 2011 11:18 pm

evilgreenthing wrote:That seems rather bland. Are you suggesting not having modular cover?
I was thinking that we have it be unless otherwise told all cover is light or heavy.

Then we have card with information like sandbag +2 defense and no MP lost crossing.

Or Thick wall +7 to defense -2 to shooting skill.

During the battle the Thick wall get destroy and you flip the card to ruin thick wall +4 to defense.

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evilgreenthing
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Re: Cover destruction

Post by evilgreenthing » Mon Sep 26, 2011 11:50 pm

That would be cool. But Matt Doesnt want alot of papers or markers
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Re: Cover destruction

Post by Munchkin » Tue Sep 27, 2011 5:03 pm

That was why I suggested that certain weapons might treat cover as the next level down (hard becomes soft, soft becomes none).

No cards, counters or markers...

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evilgreenthing
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Re: Cover destruction

Post by evilgreenthing » Tue Sep 27, 2011 5:48 pm

Yes you did, and I really like that idea. I think it works the best, and is the least hassle
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