Apparently when developers of N17+ were playing a test campaign, melee Escher were steamrolling everyone else because of ability to consolidate into close combat. So cutting out the ability to enage with consolidation was intentional. And yeah, I'm also furious about that stupid change.Where did it go? It's in my rulebook too...
It seems perfectly balanced to me. It can be countered in so many ways. Move to engage breaks nothing in this game (IMO). However, this topic is related to the 1" rule and belongs in "general principles" discussion.Close combat is deadly. Pinning to prevent CC is a key part of gameplay. So whilst looking at options I think we should tread lightly. I would be happy with a basic grapple or engage action. D3 or M or D3+1, whatever the charge movement bonus is that enables an engage but key point is it doesn't grant a bonus fight action or +1A.
So if pinned you can stand up and engage, lock someone down. Or if left close by a CC it enables an assist. The downside is if CC target is readied you are unlikely to get first attack. This seems a fair balance to me.
What is the benefit /penalty of being charged here?One idea is to make close combat a comparative to-hit.
So essentially when the two fighers have equal weapon skill you hit on a 4+, with a +/- for every point you beat/lose to the target's weapon skill.
Personally I dislike this idea, as it means that melee specialists are pretty much immune to everyone but other melee specialists.
Attacking from behind gets no benefit in that list either
I think it would be difficult at this stage to get such a radical change widely accepted.Do you think it is possible to return to old necromunda comparative combat at this point? I absolutely can't stand that currently whoever charges first wins. Charging should give an advantage, but not result in juves with toxic knives being an extremely effective counter to melee champions. This topic has some interesting thoughts.
What if we returned to oldmunda comparative rolls? But whoever rolls lowest gets to strike the opponent.
<Warning! radical suggestion ahead>
Ok, I don't like how close combat works, like, at all. A tooled up close combat specialist has about 95% to take their target out of action if they manage to Charge, and that's not good at all. My guess is that reaction attacks rarely happen.
Getting to close combat should be made easier for all fighters, charge-enabling shenanigan (like the Overseer + Stimms combo) should be removed, and actually winning a fight (especially against another CC specialist) should become harder.
So, here is my suggestion for the latter part: let's have the attacker and the defender trade blows.
Instead of the defender having to survive all of the attacker attack dice before they can do anything (which results in something like that: AAADD), let's alternate attacks from the attacker and the defender (ADADA). Other CC rules wouldn't change (fighters would still have to select the weapons they which to use, and would have to cycle between them, with Sidearm being used for only 1 attack as per the current rules). Of course, the sequence would be interrupted as soon as one of the fighters becomes Seriously injured or goes Out of Action.