|
Post by alricofrahls on Jun 22, 2022 13:31:50 GMT
Greetings All.
I've somewhat recently discovered the OPR rules and have played a couple of great games with Havoc and Titan Lords. But for me there is one quite big problem with the ruleset: as far as I can tell, there is no point in having units that can both fight in melee and shoot, as each turn half of the invested points would do nothing, as units can either shoot or charge. While there were spells that allowed units to charge, that was less of an issue, and I get that these spells were OP and deserved to be removed. But how combined shooting/melee units are supposed to compete now with specialised ones now? Because now, for example in Titan Lords army, only the Knights with only guns or with only melee weapons are viable. Same with Destroyers loadout, either good melee or good shooting. And this situation means that half on the units and even armies (for example, Custodian Brothers, where everyone can both shoot and figh in melee) are extremely inefficient.
Personally, I would think that allowing charging units to shoot (maybe at a penalty to hit) would be beneficial. Or allow the 6" of movent given by expensive heroes be used to enter Melee.
How do you deal with this problem in your games?
|
|
|
Post by baradaeg on Jun 22, 2022 17:00:13 GMT
Is it really a problem? Any unit that is able to fight in melee needs a melee weapon that is appropriate to its toughness.
|
|
|
Post by alricofrahls on Jun 22, 2022 18:03:59 GMT
Is it really a problem? Any unit that is able to fight in melee needs a melee weapon that is appropriate to its toughness. I'm not sure what you meant by toughness, but my problem is with the fact that a lot of units either always have or can take both good shooting weapons and good melee weapons, but is doesn't give them anything and makes them far less efficient than specialized units. And this cuts down variety quite a lot in some armies, like Titan Lords, where half of the knights have to take both ranged and melee weapons, but can use only one of them every turn.
|
|
|
Post by baradaeg on Jun 22, 2022 20:45:49 GMT
You don't have to take the melee upgrades, they are optional.
|
|
egge
Member
Posts: 114
|
Post by egge on Jun 23, 2022 16:31:54 GMT
Key to the game is to have shooty units that also can fight in cc the same turn. Aim that they can take a charge as they fight normally then and then they can move and shoot.
|
|
|
Post by derbi on Jun 28, 2022 0:22:18 GMT
Hello alricofrahls, we have noticed the same issue in our game. Our main concern is dreadnoughts or warjacks as they are the ones most likely to have this issue. We allow dreadnoughts to fire weapons as they charge as long as they fire at the unit they are charging. We give them a -1 to hit on the shots. We also allow units armed with pistols to fire on a charge at -1.
|
|
|
Post by leadjunky on Jun 28, 2022 3:36:50 GMT
It is nice to have tactical options. There will be times that you won't be able to reach a target with a charge move, but you can advance and fire to soften them up for another unit or to charge them next turn. You can add flame throwers to melee units if available for this reason.
|
|