Hard Cover

By Aldarion2, in Dust Tactics

Hey DustBiters!!

I was running a demo for some friends last week, and an issue came out, on wich I then pondered and agrred...Isn´t it LAME to roll for blanks whn you have hard cover?

Ok, I get it. It´s 66% against 33%...

I figure that as much. But dice rolling is not about statistics, rather chaos. And it entails a certain "mystique" to it, in my opinion.

Son it bothers me, and the argument was shared by the players, to have to roll misses when in greater advantage. The possibility of rolling hits and having to dicard them is just frustrating, not in a bad way, just on the feel of the game.

We inmediatley came up with a house rule that actually, to me, sound more consectuive with the game itself.

Hard cover rolls same as light, but you re-roll misses, just like sustained fire.

Doesn´t it sound more coherent with the game spirit to you too?

Aldarion said:

Hey DustBiters!!

I was running a demo for some friends last week, and an issue came out, on wich I then pondered and agrred...Isn´t it LAME to roll for blanks whn you have hard cover?

Ok, I get it. It´s 66% against 33%...

I figure that as much. But dice rolling is not about statistics, rather chaos. And it entails a certain "mystique" to it, in my opinion.

Son it bothers me, and the argument was shared by the players, to have to roll misses when in greater advantage. The possibility of rolling hits and having to dicard them is just frustrating, not in a bad way, just on the feel of the game.

We inmediatley came up with a house rule that actually, to me, sound more consectuive with the game itself.

Hard cover rolls same as light, but you re-roll misses, just like sustained fire.

Doesn´t it sound more coherent with the game spirit to you too?

no . unless you just want to skip cover rolls altogether and pull figs regardless .

its hard enough to make hard cover rolls as they are , but to decrease the odds even further , kinda makes it pointless .

i'm some where around 180 games played/run right now , and based on what i have seen , its hard enough to save a squad , even with the current system , that making it harder would make hard cover pointless . as it is , it makes a nice mini in game climax when some one makes a save , because even with the 66% chance , you cant COUNT on it , and all to often , the dice will be fickle .

the first week the game was out here , i ran a demo WEEK , where i ran 40+ games , and got a lot of experience , and saw alot of situations arise fast . so no . wait till you have seen your 40th game , and all the situatiions that arose in that time . the numbers dont play out .

I agree Aldarion, the current method is counter-intuitive but your method (I also thought about re-rolling misses) does give a reduced chance of a save. I suppose rolling all the dice twice and add the hits together would give the same effect but thats more effort.

actually MM even rerolling the dice or rolling more wouldnt come up to the same chance as each probability counts on each die individualy , so even rerolling it , you chances dont go up to the 66% since the chance on each diwe is seperate , not combined .

and if the issue is with reversing the results , then that means you wont be playing snipers i presume ?

or some of the heros , because some special abilities also swap the results .

its a simple in game mechanic , and it works .

Honestly, I think the way the game is setup is simple and makes sense.

Though yes, I have seen the roles where 5 die are rolled and 4 are hits and all you wanted was a bunch of misses. It is funny and if anything ads some laughter to the game mood.

I think it only feels weird the first couple of times you play the game. Once you get used to the system, your mind automatically recognizes a miss as a GOOD thing when you're in hard cover, and you get that positive feeling when you roll a bunch of blanks in such a situation. Honestly, just let your body adapt to the system instead of making it clunkier with extra dice rolls. An easy way of training your mind is to say out loud before rolling for hard cover "Ok, so I've got to roll blanks."

Well guys, thank you all very much for your responses!

On the matter, I´ll go with InquisitorKris´s call on his extensive experience for "already too hard to save a unit", and call it a day on my GREAT ENLIGHTENED HOUSE RULE PROJECT (LOL)

BUT, then again, I insist I DON´T like rolling for blanks...this is a no-no issue for me (sort of), my dice-rolling RELIGION will just not allow me to (or else I´ll be punished on my death...thanx loophole for the suggestion tip, though)

So, even though it was mentioned that MORE dice will NOT cut it, because probability is for each die and such, I´ll try rolling 2 for each wound inflicted and asking for HITS on the roll...and see how that feels.

Boy, I´m REBEL today!