Nobody likes a guy that plays like a wuss. You know who I’m talking about. This guy takes the longest range weapons he can, tweaks them to reach further, takes “Ignores Cover” on every weapon he can, and sits back to wait for you to come to him.
If I were in real combat, you can be damn sure I’d do that. Kill the bad guys before they ever get close? Damn straight! It makes for a lousy game, though. Here are some house rules to help turn your waiting game into your game of stupendous bad-ass-ness.
Ban “Ignores Cover”
I won’t take this any more. I’d like to see it struck from the game. Give everyone on the other side this tweak for free once just as an experiment and you’ll totally agree with me.
Reverse the “Did Not Move” Defensive Bonus
If your target hasn’t moved, take a +1k0 for your attack bonus, ranged or close combat, rather than giving him a +1k0 Defense bonus. That’ll get every figure on the board hustling around right away, usually to close with the enemy.
Make Long Shots Harder
Give the enemy a +1k0 or even a +1k1 bonus for every full 12″ between the attacker and the target. That 4k4 AV sniper rifle may have a 36″ range on it, but if you’re going for the guy at the very limits of your reach, you’re down to a 1k1 AV instead. Think folks will just sit back after that?
More Close Combat Massed Attack Bonuses
Give a +1k0 bonus in close combat for any friendly models within 6″ of the combat who aren’t already engaged. You can figure those guys are doing something to distract your enemy, even if it’s just yelling and screaming. All of a sudden, having piles of guys stuck in seems like a great idea.
There you go, a bunch of ways to add some serious aggressive butt-kicking to your games. Try ‘em out and tell me how it goes. Better yet, send me photos of the blood on your axes.