A Thought on Cover

By arkangl2, in Dust Tactics Rules Discussion

So I was thinking and I know its not written in the rules anywhere so it wouldn't apply but I think it should possibly added to the rules. Well they explain you get cover from corners when the LOS line touches one but what about verticle cover.

For example I have a Squad and either I or my opponent has a Squad in front of them and behind that Squad there is a Vehicle.

Also another example is I have a Squad there is a tank trap in front of them and a Walker behind that.

My whole thing is that if the squad being fired at is in an adjacent square next to a unit or a tank trap they should recieve a cover the same way as a corner. I know this isn't how this is written in the rulebook but I'm just making a statement saying maybe it should be thought about adding in the next rulebook or an FAQ.

arkangl said:

So I was thinking and I know its not written in the rules anywhere so it wouldn't apply but I think it should possibly added to the rules. Well they explain you get cover from corners when the LOS line touches one but what about verticle cover.

For example I have a Squad and either I or my opponent has a Squad in front of them and behind that Squad there is a Vehicle.

Also another example is I have a Squad there is a tank trap in front of them and a Walker behind that.

My whole thing is that if the squad being fired at is in an adjacent square next to a unit or a tank trap they should recieve a cover the same way as a corner. I know this isn't how this is written in the rulebook but I'm just making a statement saying maybe it should be thought about adding in the next rulebook or an FAQ.

I do agree. And I also think they need to rethink their stance on vehicles and cover and heroes and cover.

Eh to vehicles. They are so hard to kill anyways why make them even harder with a cover. I could see though if Vehicle is set up for a hardcover that it would get a cover save of a hit required.

Heroes I think they should b/c even though heroes are death or glory they arent going to go on a rampage and run across the field to kill something and die in honor to do it.

I do think Alien prob will though if you think about it. They prob have forcefields or something that allows them to get cover.

I would also like to see is wrecked vehicles instead of removing them off the table they become a tank trap more or less.

I agree on the above posts. Apart from what has already been mentioned. I also think Infantry should get cover if in hard cover from Artillery. Maybe Artillery could degrade cover saves by 1 i.e. hard cover becomes soft cover for save purposes. On the flip side of that I think Armour should have a soft cover save if in hard cover. I am not stamping my feet on these issues but as the game matures it will need take these things into account. I wouldn't be surprised if there was another revised set of core rules down the road.

arkangl said:

I would also like to see is wrecked vehicles instead of removing them off the table they become a tank trap more or less.

That is the only house rule I use, and been using it since my first match. Destroyed vehicles leave behind a bit of wreackage that acts exactly like an ammo crate. It really adds some diversity to the gameplay, and creates a more dynamic battlefield, strewn with the carcasses of the fallen bots. For allied walker I just pop off the head and set it on the square. For axis walkers I use the extra weapons I don't use, properly battle-damaged.

Cover is one of the basic principles of real warfare, as is move shoot communicate. Most games get cover, shoot and move quite well, but I really wish communicate had some sort of role in games.

Other then my leadership is X inches.

Proper use of cover and line of sight cna keep your forces alive for most of the battle. Its a real shame cover only has 4 general effects in the game. No cover, 1 in 3 cover, 2 in 3 cover and full cover.

Peacekeeper_b said:

Cover is one of the basic principles of real warfare, as is move shoot communicate. Most games get cover, shoot and move quite well, but I really wish communicate had some sort of role in games.

Other then my leadership is X inches.

Proper use of cover and line of sight cna keep your forces alive for most of the battle. Its a real shame cover only has 4 general effects in the game. No cover, 1 in 3 cover, 2 in 3 cover and full cover.

Well, it is technically cover (prevents being hit by stuff) and concealment (prevents being seen to be targeted).

The problem with "communicate" is that the only way they've ever found to simulate it is to degrade the capabilities of a force that has a significant lack of C&C capability. It also has to simulate motivation, training and experience the same way (upgrade or downgrade of ideal capabilities). German tanks & artillery tend to have longer ranges and be harder hitting than Allied/Soviet equivalents for several reasons, but a big one is simply superior optics.

Now one thing that could be done is to tinker with the activation rules, so that each faction (possibly modified by unit choices) can try to "seize the initiative" to get a double activation off. Or possibly give better reactive fire capability to some factions. Or maybe have units further than X from a leader have to worry about dithering (NO ACTION + NO ACTION) when activated. Good cohesion units would get a "blank", average cohesion units would get a "target" and below average cohesion units would dither automatically.