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Author Topic: Basic problem with empire of the dead close combat.  (Read 7040 times)

Offline Fuzzywuzzieswiflasers

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Basic problem with empire of the dead close combat.
« on: August 18, 2014, 01:14:22 PM »
We play a fair bit of EOTD at our club and I enjoy it, however I think there is a fundamental problem with the close combat rules.

Shooting is pretty straight forward, roll 1d10 add the figure's marksmanship skill adjust with modifiers for cover etc. if the score is 10 or more it's a hit.

Okay but for close combat both opposing players roll 1d10 per attack add or subtract modifiers for charging or fighting more than one opponent. Then the highest score wins and gets to roll to wound with the number of attacks it has. If the two scores are equal we then compare combat skill with the highest combat score winning.

So combat skill is only important if the scores are tied. This is my problem. So for example some kind of ninja fighting guy with combat skill 6 and one attack is charged by Joe Blow average with combat skill 3 and one attack. Joe blow gets +2 for charging. Both roll 1d10 and ninja guy rolls 7 and Joe Blow rolls 6 and still wins. When does the ninja's great martial skill come into play only when the roll is tied. Pretty silly.

Now if they resolved it just like shooting it would make more sense, so in the above example ninja guy would win as his added combat skill would give him a total of 13 versus 11 for Joe Average.

Cheers
Fuzzy
Crikey, sir. I'm looking forward to today. Up diddly up, down diddly
down, whoops, poop, twiddly dee - decent scrap with the fiendish Red
Baron - bit of a jolly old crash landing behind enemy lines - capture,
torture, escape, and then back home in time for tea and medals.
Blackadder 4

Offline Brummie Thug

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Re: Basic problem with empire of the dead close combat.
« Reply #1 on: August 18, 2014, 03:17:22 PM »
Totally agree. Try it out in your next game and see how you get on with it. Try it with some Lycaons or combat heavy types.

There is a few things that need adjusting with EotD but its getting any sort of feedback back to WW which is the problem. Theres been plenty highlighted with with the Requiem add on but theres not much clarification back from them.

Offline kidterminal

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Re: Basic problem with empire of the dead close combat.
« Reply #2 on: August 18, 2014, 03:17:57 PM »
Pretty good point.

Offline fastolfrus

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Re: Basic problem with empire of the dead close combat.
« Reply #3 on: August 18, 2014, 10:31:33 PM »
We tried it locally with the same method as shooting, but went back to the official version.
Gary, Glynis, and Alasdair (there are three of us, but we are too mean to have more than one login)

Offline Brummie Thug

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Re: Basic problem with empire of the dead close combat.
« Reply #4 on: August 18, 2014, 10:43:42 PM »
We tried it locally with the same method as shooting, but went back to the official version.

Did it make much difference then?

Offline thebinmann

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Re: Basic problem with empire of the dead close combat.
« Reply #5 on: August 18, 2014, 11:04:43 PM »
This is the same problem as LotoW.  It bugs me too.

But if the Martial Dude ups his attacks he gets to roll more dice!

Offline Nord

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Re: Basic problem with empire of the dead close combat.
« Reply #6 on: August 18, 2014, 11:25:56 PM »
Sounds same as LotR combat, which has always suffered from this flaw.

Offline Schogun

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Re: Basic problem with empire of the dead close combat.
« Reply #7 on: August 19, 2014, 12:40:39 PM »
Makes sense that any skill modifier should affect the to-hit number first rather than to wound.

Offline Brummie Thug

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Re: Basic problem with empire of the dead close combat.
« Reply #8 on: August 19, 2014, 04:39:56 PM »
Makes sense that any skill modifier should affect the to-hit number first rather than to wound.

It doesn't it only effects a tie result on the 'to hit'

Offline Fuzzywuzzieswiflasers

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Re: Basic problem with empire of the dead close combat.
« Reply #9 on: August 25, 2014, 01:31:58 PM »
We have used the suggested modification adding the combat skill and it works fine and seems far more logical. In fact we had been playing it that way all along until I pointed out that we were actually playing it incorrect from the start. ;D

Cheers
Fuzzy

Offline kidterminal

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Re: Basic problem with empire of the dead close combat.
« Reply #10 on: August 25, 2014, 01:58:57 PM »
We have used the suggested modification adding the combat skill and it works fine and seems far more logical. In fact we had been playing it that way all along until I pointed out that we were actually playing it incorrect from the start. ;D

Cheers
Fuzzy

Good to know I'll try it like that.

Offline Hat Guy

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Re: Basic problem with empire of the dead close combat.
« Reply #11 on: August 26, 2014, 12:55:58 AM »
I may whip out my Lycoans again Fuzzy, seeing as no one else is playing that faction at club.  :P

Offline Fuzzywuzzieswiflasers

  • Scientist
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    • Little lead men of valour
Re: Basic problem with empire of the dead close combat.
« Reply #12 on: August 26, 2014, 05:59:51 AM »
Uh Oh rabid sushi on the prowl!  lol
(For the unenlightend, Hat Guy's Lycoans are actually fish creatures!)

Cheers
Fuzzy


Offline kidterminal

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    • Fends in Waistcoats
Re: Basic problem with empire of the dead close combat.
« Reply #13 on: August 26, 2014, 06:16:33 AM »
Uh Oh rabid sushi on the prowl!  lol
(For the unenlightend, Hat Guy's Lycoans are actually fish creatures!)

Cheers
Fuzzy


Yes they are rather nice looking.

Offline sissilith

  • Student
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Re: Basic problem with empire of the dead close combat.
« Reply #14 on: September 12, 2014, 07:17:08 PM »
Hi
( first post, so potential end to the lurking  ;))
when we first tried the EOTD everything worked well until the combat when the Gorka Morka effect started during the combat, meaning effectively nothing happened during the combat. Pretty demoralising.

On the second game we came up with the following rules for combat which seemed to work pretty well and also felt right as well.

Each combatant rolls the appropriate number of dice. The rolls are totalled and the modifiers are added according to the rules, the winner wins the combat and rolls to wound and for effect as normal however for every 3 that they won the combat with +1 is added to the Opposed roll, additionally every 6 that they won the combat by +1 is added to the Wound Effect table roll as well.

This seemed to work pretty well.

Any comments would be welcome

Cheers

 

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