Non-reciprocal Line of Sight

By SmokeGunner, in Star Wars: Imperial Assault

The Line of Sight mechanic concerns me slightly, in that it would appear that it is not "reciprocal", meaning there will be situations in which a player will be able to say "I can see you but you can't see me". Is this a correct interpretation of the rules?

If the answer to the above is "yes", then I think this is illogical. If Han is firing around some blocking terrain at a Stormtrooper then logically the Stormtrooper should be able to shoot back, although I would expect the Stormtrooper to have penalties to hit.

[EDIT]

This is confirmed by the online "Rules Reference Guide"...

" It is possible for a figure to have line of sight to another figure that does not have line of sight back to itself. This most often happens when a figure is behind a wall or figure. Thematically, this represents a figure leaning out of cover to make an attack and then ducking back behind cover."

Even so, I would think that the target of the attack would have a split second to return fire before the attacker ducks back behind cover. Maybe one could house rule that if the target of the attack activates immediately after being attacked, they can return fire with some sort of "partial cover" penalty.

[EDIT 2]

There are a few other ways you could handle this in a house rule. One would be to allow shots against targets you can only trace a single unblocked imaginary line to at a penalty of adding something to the range to make the shot less accurate.

Another would be to trace line of sight from the centres of spaces instead of the corners but allow shooters behind cover to place a "shooting around cover" marker in any adjacent space and trace line of sight from that space instead. Enemy figures would then be allowed to fire at this space at a penalty of adding something to the range to make the shot less accurate. A figure would remove this "shooting around cover" marker if it moved into a different space, and would be allowed to remove or reposition the marker when taking another shot.

Edited by SmokeGunner

I'm not sure I agree with this as you describe it.

The way I see it is that once a figures activation is over it will duck back behind cover and thus be out of LOS.

The one time I can see it become a problem is if the attacked player is able to use an Interupt that allows him to do an attack before the initial attack is resolved. In this situation I'd assume that Han in you example above is still partially exposed while peaking around the wall for his attack.

In that case I'd say we could need some sort of house rule to allow him to fire against the player in cover with some sort of penalty (perhaps counting the wall as one or two extra blocks in the defense roll).

I love it ... creating house rules before the game has been released, and before you have had a chance to play it. :P

Yeah, I'm definately not a fan of "I can shoot you but you can't shoot me". You should perhaps get a cover bonus (an extra white or black defence die) for being in cover or behind a while but definately not be able to shoot without being shot back.

You are shooting behind a wall or in a crowd then duck out. You still have your defense die. In the skirmish there will be a command deck that will have ways to counter attack.You also have commanders that can let people shoot not on their turn.Last in the skirmish there are actions that let you attack back like Han or attack before someone takes acts.

You can also move through people. you get two actions so they can move and attack on their turn or move move I believe. I don't see what the big deal is. There are ways to counter back you just have to build your character right or in the skirmish pick the right command cards, commanders and characters that have counter cards.

Last you still have to have the right range to attack behind a wall so I really think the things above will come into play more than we think.

Also what game can you counter everyone's attacks?

Edited by Jonnyb815

Well, I will reserve judgement for now until I've had a chance to see how the game plays in such situations. If the target can somehow interrupt the attacker's turn to return fire (ignoring line of sight) this would address the problem somewhat. In addition the lack of reciprocity may force players to use flanking tactics, which could make for a more interesting game. I just have this vision in my head of a stormtrooper behind a wall at the end of a long corridor giving my heroes the bird as he rains fire down on them knowing their only option is to charge into melee.

I love it ... creating house rules before the game has been released, and before you have had a chance to play it. :P

Welcome to the FFG forums, where the rules are made up and the points don't matter.

I love it ... creating house rules before the game has been released, and before you have had a chance to play it. :P

;)

Can't wait to actually play it for real though ;)

I love it ... creating house rules before the game has been released, and before you have had a chance to play it. :P

Welcome to the FFG forums, where the rules are made up and the points don't matter.

Wow ... quoting "Whose Line it is Anyways" in a gaming forum. Love it. :D

To me the new rules look like a vast improvement on D2E where you basically had LoS to everything. Making it harder to see things and giving asymmetric LoS opens up a whole new realm of tactical possibilities and I'm all for it.

It's also nice that the new rules clarify that a figure doesn't block LoS to its own back corners.

(The new rules are quite similar to how we house-ruled D2E anyway, although our rule was that you just had to trace LoS twice, not necessarily from one of your corners to two adjacent target vertices.)

I'm liking the new LoS as well. I'll be running a Skirmish game first though for the players to get a feel for how it all works before getting into the Campaign. At least that will give them a good start on how things move.

I was checking out the game for fun and other reasons when I came upon this topic, and I couldn't help but reply. Maybe "I can see you but you can't see me" crosses the line but "I can shoot you but you can't shoot me" is an actual reality. Consider this:

ONEWAY ® Return Fire Glass

No other bulletproof glass on the market performs like our ONEWAY ® Return Fire Glass. Providing ballistic protection from one side and the ability to counterattack from the other, ONEWAY ® Return Fire Glass maintains structural integrity and protection levels while allowing defenders to return fire. ONEWAY ® Glass is combat tested and proven to stop up to NIJ Level IV/Euronorm (EN) B7.

See more at http://www.thearmourgroup.com/pages/glass.html

How's that for a house rule? ;-)

robk

In the skirmish and campaign

You have command Decks which give you ways to counter attacker for skirmish or avoid and xp cards/Weapons that have counters for the campaign. There is the white die giving you a 1/6 to avoid the attack.

Also in the Skirmish some of the guys do have counter attacks built in. There is Blast which can be great vs hidden guys since maps are small I think its going to be hard not to be adj.

With how movement works and commanders giving extra movement its not that hard to move and get a shot.

Edited by Jonnyb815

I wouldn't be surprised if the Command Deck has a card(s) that allows some sort of "Overwatch", and gives the option to return fire during an opponent's activation with a reduced die roll (to simulate a less accurate snap-fire situation). Maybe with the restriction that it costs a movement point (or 2) to simulate "digging in" to their current position.