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View Full Version : Counter charge house rule give it a go



Xaric
01-17-2015, 05:26 PM
we made a home rule for assault charging phase that the one who is getting charged can choose to over watch or counter charge provided that they are not slow and perp

Counter Charge
Are we just going to stand here and let them get to us CHARGE!!!!
Both sides roll off 2d6 just like a normal charge who ever gets the highest gains the bonus attack move for charging and they nock down the enemy applying a special rule called Brute Force Charge.

Brute Force Charge
what happens when two objects go at max speed into each other and one is faster to react then the other?
If you fail your unit gets reduced to 2 initiative value (1 if you start as 1) for first combat.

Position
when the charge has been done both models meet up in the middle for exsample sake if your 8" away move all models to 4" base to base combat.

Dave Mcturk
01-18-2015, 04:00 PM
good old 7 years war / napoleonic rules for charging ! :cool:

tbf. the biggest problem we are having with charging is the 'random' distances.

not that you cant think up decent fluffy reason for orc nobz on bikes failing a 4" charge ["wot rong full agin !"] or even eldar shiny spears ["look ive told you to get your make up right before we get that close to the smurfs!" ] - but the paradox is that most foot troops [looking at orcz - de/eldar infantry - even 'crusaders' ] can almost guarantee to move faster than a guy on a land speeder !

my 500+ point honour guard failed a 3" charge against 6 cultists a few days ago - no harm no foul - they were terrified and hadnt been praying enough ! but on a bike at the same distance ? kind of crazy ? -

and yes if the unit on the receiving end want to 'counter-attack' - even more so !

Ducky
01-18-2015, 09:59 PM
good old 7 years war / napoleonic rules for charging ! :cool:

tbf. the biggest problem we are having with charging is the 'random' distances.

not that you cant think up decent fluffy reason for orc nobz on bikes failing a 4" charge ["wot rong full agin !"] or even eldar shiny spears ["look ive told you to get your make up right before we get that close to the smurfs!" ] - but the paradox is that most foot troops [looking at orcz - de/eldar infantry - even 'crusaders' ] can almost guarantee to move faster than a guy on a land speeder !

my 500+ point honour guard failed a 3" charge against 6 cultists a few days ago - no harm no foul - they were terrified and hadnt been praying enough ! but on a bike at the same distance ? kind of crazy ? -

and yes if the unit on the receiving end want to 'counter-attack' - even more so !

I think the modification needed here at a base level is that the charging unit should at least move the distance rolled.

The actual charge distance randomisation isn't so bad as it reflects the potentially chaotic nature of the battlefield and what we effectively roll on are the unit probabilities of something happening. extrapolate that and one could consider your army a probability of something happening to the opponent. When considering it this way one unit's attack is merely exerting a probability and not the actual narrative of what happens.

To the original poster on changing counter attack: it is quite interesting although i would replace the 2d6 roll off for who gets brute charge with an initiative check (initiative doesn't have much going for it currently).

Xaric
01-19-2015, 11:19 AM
I guess a way to fix this say the distance is 8" and you rolled a 2" and he rolled say 12" you will follow normal charging rules so you would stay and his charge would act as a normal charge if both sides failed then no charge happens.

Ducky
01-23-2015, 04:53 AM
I think perhaps your counterattack rule should apply only if the enemy actually successfuly makes the charge. It could work like this

1. Charge is declared
2. overwatch is fired
3. charge distance is rolled (successful charge distance rolled)
4. move both sides to meet at the midway point of the charging distance
5. roll for brute force

Katharon
01-23-2015, 06:47 AM
we made a home rule for assault charging phase that the one who is getting charged can choose to over watch or counter charge provided that they are not slow and perp

Counter Charge
Are we just going to stand here and let them get to us CHARGE!!!!
Both sides roll off 2d6 just like a normal charge who ever gets the highest gains the bonus attack move for charging and they nock down the enemy applying a special rule called Brute Force Charge.

Brute Force Charge
what happens when two objects go at max speed into each other and one is faster to react then the other?
If you fail your unit gets reduced to 2 initiative value (1 if you start as 1) for first combat.

Position
when the charge has been done both models meet up in the middle for exsample sake if your 8" away move all models to 4" base to base combat.

I'd modify your Counter Charge rule to something like this: "If a model or unit is being charge and has the Counter Charge special rule, it may attempt to make a counter charge against the charging unit. If the unit being charged is being attacked by more than one enemy unit, it must counter charge against the closest enemy unit.

The charged unit makes a Leadership Test. If the leadership test is failed, nothing happens and the charge is resolved as normal. If the leadership test is passed, then the unit has successfully counter charged. If the enemy unit fails to make the required charge distance, then nothing happens -- however, if the charged unit attacks the enemy unit that failed the previous player turn in close combat, they gain +1 initiative for the first round of combat.

If the enemy unit successfully makes the charge distance, measure to the point equidistant between both units and move the closest two models into base contact, with all further models piling in as required. The unit that successfully made the counter charge gains +1 Attack and any extra attacks as a result of two close combat weapons."


Or something like that...

Dave Mcturk
01-24-2015, 01:28 PM
I think the modification needed here at a base level is that the charging unit should at least move the distance rolled.

The actual charge distance randomisation isn't so bad as it reflects the potentially chaotic nature of the battlefield and what we effectively roll on are the unit probabilities of something happening. extrapolate that and one could consider your army a probability of something happening to the opponent. When considering it this way one unit's attack is merely exerting a probability and not the actual narrative of what happens.

To the original poster on changing counter attack: it is quite interesting although i would replace the 2d6 roll off for who gets brute charge with an initiative check (initiative doesn't have much going for it currently).

we are experimenting with allowing a charging to move the distance rolled - even it doesnt make contact - 'infantry units' can choose to move 'up to the distance rolled' and the 'go to ground' -

the 'counter-charge' concept could then be added to this - a failed charge would give the 'counter chargers' the charge bonuses [furious charge / extra attack etc] a successful charge would mean both sides getting the charge bonuses.

obviously you would have to decide which units / troop types could counter charge

typically [in old fashioned style napoleonic / seven years wars rules] - it was elite / guards foot units and most medium / medium heavy cavalry [and lancers ! :eek:]