Negative Cover
As of now, there are a few ways to
define cover: height, cover save, difficult
ground, area, passable/impassible, dangerous, etc.
All of these are well and fine, and I would even say the
more variance you put into your cover rules the more
dynamic the game will be. Let's face it, your 1000
point Necron list doesn't really change much from week
to week, but the board does.
That being said, I would like to
add another terrain characteristic that I'm pretty much
stealing whole sale from Dawn of War: negative
cover. Negative cover means that an area of the
board is more dangerous than just being out in the open.
Maybe there are things nearby that might explode if shot
(making that position intensely dangerous) or perhaps
moving or "getting down" is an impossibility. In
D.O.W., negative cover is generally applied to any water
areas. I especially like this because the rules
concerning water, standing or otherwise, seem to me to
be remarkably inadequate. Most people say that
water is impassible terrain, be it stream or ocean.
What negative cover does in terms
of game mechanics is that it allows opponents to re-roll
misses during their shooting phase. Thus, it isn't
that the water is impassible, exactly...it's just that
you don't want to be caught in it!
Two special concerns for negative
cover (over and above the enemy re-rolling misses in
their fire phase). First off all, if the enemy
re-rolls misses those hits must be allocated to troops
that are actually in the negative cover. This is
different than the general cover idea of majority rule.
Some members of the squad can be in negative cover,
while others may be out of negative cover (or even in
cover! In which case majority rule, and the troops
that are in negative cover get a cover save).
Lastly, as far as hand to hand is
concerned. Negative cover still counts as cover.
Troops without special equipment charging a unit in
negative cover will attack last.
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