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Post by: Rav1rn
Counters are the only way i can think of how to determine which units have been activated and which havn't but im open to other suggestions.
Looking at other rule sets for influence it seems much easier to cover all the intended game play of 40k +extra game play , without the 'fussiness' of current 40k rules writing.
Glad to hear from you again Lanrak, can you give us some examples? And a lot of the things we've talked about like psychic duels, orders, and some others could be easily pushed to the side as "variant" rules or something that add flavor but arn't mandatory elements to play the game.
Undoubtedly there has to be some sort of turn aspect to it, but how can we entangle it so much (without losing control) so that it feels like you're in a battle, a real battle, with as close to real space and time interactions as possible
i really have no idea. I think just letting players have that much more control over the game, plus keeping them engaged in the action will do that more than anything else. As for ideas to make it feel seamless.....i got nothing. Because if players have uneven numbers of units, or fails their activation rolls horribly, someone is going to have to finish up activating their units at the end, just getting a few out of the way so the next game turn can begin.
Could we just start at the beginning , with basic game turn structure and mechanic.
Then cover basic damage resolution .
Then basic morale effects.
Then see if we can include a suitable command mechanic into the morale and or game turn structure.
basic turn structure isn't nearly as important in a unit by unit activation system, since the only thing that the end of a game turn signals is resetting every units activation counters, or whatever we end up using. Basic damage resolution in all forms has been more more or less talked out, since its BS and WS vs Stealth and Dexterity respectively to hit, the strength or damage or whatever its going to be called vs defense for wounds, with this system applied to every units in the game, and the Universal Resolution Chart (URC) being used to determine rolls necessary for all situations. Basic morale effects were just brought up, and are maybe 75% done.
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Post by: Lanrak
Hi folks.
The basic turn structure and mechanic sets the level of player and unit interaction.
If you want to have alternating unit activation for example.
How many actions per activation, how many activations per player?
How do you structure the actions sequentially or allocated by the player?
How do you structure the activations randomized or fixed?
If the basic damage resolution is just comparing opposed values, why do you need a resolution table?
I am simply asking why use a resolution table , what reason do you have?
Do you need to restrict the possible results , or manipulate the sweet spot for efficiency of effect?
As reguards to basic morale effects what have you defined ?
Eg what restrictions do morale states impose on the units.(Reduced actions or reduced effect of actions?)
How many states of effect do you want?
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Post by: IcyFireKnight
If you want to have alternating unit activation for example.
The problem with this is what happens if someone has activated all their units but the opponent still has, say, 5 left? Does he not get to use them, simply because he failed his activation rolls or does he get them, potentially blowing up everything we've put so delicately in place?
I am simply asking why use a resolution table , what reason do you have?
Do you need to restrict the possible results , or manipulate the sweet spot for efficiency of effect?
Both. Without a resolution chart it's like using crude oil as petrol. You've got the honest results of a terrible D6.
As reguards to basic morale effects what have you defined ? Eg what restrictions do morale states impose on the units.(Reduced actions or reduced effect of actions?) How many states of effect do you want?
Suppressed means they cannot move, with a potential BS modifier. Neutralised means they cannot do anything. Routed is just falling back.
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Post by: Rav1rn
The problem with this is what happens if someone has activated all their units but the opponent still has, say, 5 left? Does he not get to use them, simply because he failed his activation rolls or does he get them, potentially blowing up everything we've put so delicately in place?
I'm actually very excited about this idea, because players now have to think not only about which units to use, and when, but how to use these units in the overall scheme of a turn. Sure i could rush through my turn, activating as many units as fast as possible, but then my opponent may have free reign with several units at the end of the game turn. So the smart player would minimize reckless activations, as additional activation rolls arnt mandatory, and only try to activate as many as possible when it is most advantageous, such as repositioning when a new threat appears, or to maximize damage against an enemy units when the other player made a mistake. This, combined with orders, will benefit people who really think things through and reward insight and planning. Automatically Appended Next Post: Ok I may have found the first major problem with combining Armor and Toughness into Defense, and its that things are dying ludicrously fast, in both shooting and Melee. For example, in a typical space marine vs space marine combat, shooting wise, theyre hitting on 3s and wounding on 4s, which is right, which for the number of shots isn't bad. In Melee theyre hitting on 3s wounding on 4s again, not bad. But for things like a tactical squad vs a 20 man ork boy mob, who gets the first turn basically decides the winner. Space marine shooting basic Bolters annihilates the orks, and when the remaining orks close for melee, the space marines hit first and finish them off. When the orks go first, they close to Melee without awful casualties, and proceed to inflict many more wounds than models in the enemy squad. No matter who gets the first turn, its all over by the second turn these 2 face off against each other.
The problem is that large volumes of attacks or shots can get through much more easily now. For example, a Space Marine Bolter hits an ork boy on a 3+ just like the old system, but wounds them on a 2+ instead of a 4+, which means that many more models are going down each turn, since they wouldn't get an armor save anyways.
I don't really want to go back to the old system of toughness and armor, but i don't think there's any way for us to solve a problem this huge through minor tweaks or simple systems.
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Post by: Lanrak
Hi folks.
If you want to artificially restrict the stats from 1 to 10 ,and then massage the results to reduce effectiveness of some units to make allocating PV and game ballance harder .
Can you explain why you prefer this , other than familiarity of the system.(Only used in 40k and WHFB out of the 20 odd games I have played.)
If you do not like using direct comparison with 'restrictive D6'.Why not use an exploding dice mechanic?
EG
After rolling a natural 6, re roll.
On a 1 to 3 result stays at 6.
On a 4+ =7
On a 5+= 8
On a 6+=9
On the second natural roll of a 6.
Re roll
On a 1 to 3 the result stays at 9
On a 4+ =10
On a 5+=11
On a 6+ =12.
These allow the 'one in a million shot' to be included 'one in 216 times,' rather than just '1 in 6 times',that 40k uses.
Alternating activation makes MSU fragile but more flexible than larger units.Some see this as a more realistic presentation of warfare.Where as other want the game to be more 'even'.
You can get a more even game with alternating phases OR adding tactical twists to the structure of the game turn....
If you use a tactical gamble like allowing additional unit activation possible with the roll of a 3+ then 5+.BUT then change following activations from automatic to 3+ or 5+.
(Like Mantics Warpath.)
This can add more flexibility and makes the combat ebb and flow more naturally.
(Compared to fixed alternating activation (Epic SM), but more with more player control than completely random activation( Bolt Action.)
Are you happy with 4 morale states?
OK
Suppressed.(Move OR Shoot.)
Neutralized(Unable to move or shoot.)
Routed.(Run away!)
I think we can add some racial difference in the suppression reactions.(EG so Orks , Eldar, Nids, IG , SM etc all act slightly differently...)
Eg
Some units will automaticaly move to cover .(Grots etc.)
Others will turn to face attacker to return fire.
Others will move towards the closest enemy !(Orks Khorne Bezerkers etc.)
If units re dying to fast with a single defence value.How do you feel about the 2 stage resolution using ONE attack value.And AV and Resistance.
If you beat the models AV you auto suppress the model. But you need to beat the resilliance value with the excees you beat the AV by , to cause wounds/physical damage.
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Post by: IcyFireKnight
I don't really want to go back to the old system of toughness and armor, but i don't think there's any way for us to solve a problem this huge through minor tweaks or simple systems.
I saw this coming. There are a few things I suggest. Either a previously suggested idea, which is just to make the receiving values higher than the attacking values (which neither of us like) OR... double the wounds on normal models. Don't panic! Don't be hostile to this idea.
- Concerning wound allocation, if it's take from the front/ btb, then the "putting dice to show how many wounds left" process isn't going to be as bad as you think.
- If we have double wounds, it means that some things like thunder hammers can just instagib things as they should be, without having to give them so much Strength to compensate for the AP removal.
- There could be something like, if someone takes a wound they receive -1 to all other stats (down to a minimum of 1) to make things more DYNAMIC!
These allow the 'one in a million shot' to be included 'one in 216 times,' rather than just '1 in 6 times',that 40k uses
Ey, not only that, it also comes with a free double reroll! Aka...rerolling dice is not the solution, because it will make things much more slower, and combining toughness and armour was to make it faster... Suppressed.(Move OR Shoot.)
Neutralized(Unable to move or shoot.)
Routed.(Run away!)
I think suppressed should be unable to move with a BS modifier, because that's how it is realistically, if you've got a hundred and one bullets flying over your head you aren't going to think about moving, but you may point your gun over the barrier and take a few blind shots.
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Post by: Rav1rn
double the wounds on normal models. Don't panic! Don't be hostile to this idea.
- Concerning wound allocation, if it's take from the front/btb, then the "putting dice to show how many wounds left" process isn't going to be as bad as you think.
- If we have double wounds, it means that some things like thunder hammers can just instagib things as they should be, without having to give them so much Strength to compensate for the AP removal.
- There could be something like, if someone takes a wound they receive -1 to all other stats (down to a minimum of 1) to make things more DYNAMIC!
Way too micro for 40K. Keeping track of wounds on multiwound units is tough enough as is, ask any ork or grey knight player using nob squads and paladin squads respectively, we don't need to take that and apply it to every unit in the game. Beyond that, having many models of the squad having different stats due to losing wounds would be a nightmare to work out for rolling. I don't want to just crush this idea right out of the gate, but its just not a wise course of action.
I think suppressed should be unable to move with a BS modifier, because that's how it is realistically, if you've got a hundred and one bullets flying over your head you aren't going to think about moving, but you may point your gun over the barrier and take a few blind shots.
This example actually supports the argument for moving OR shooting, since you're either gonna sprint through the fire to get to new cover, or you're going to duck down and fire as much as possible back. I also like it as it lets players choose, rather than just one inopportune condition that is mandatory.
These allow the 'one in a million shot' to be included 'one in 216 times,' rather than just '1 in 6 times',that 40k uses.
I don't really see why this would be a worthwhile direction to go, sure it'd be great for more rare shots to be possible, but players will want to take every chance to wound possible, no matter how slim, which means a lot of sitting around through reroll after reroll, which for a 1/216 chance of an actual result, which might happen once, maybe twice a game, doesn't seem wise.
Are you happy with 4 morale states?
OK
Suppressed.(Move OR Shoot.)
Neutralized(Unable to move or shoot.)
Routed.(Run away!)
I really like these, since they're simple, distinct, and easily applicable.
I think we can add some racial difference in the suppression reactions.(EG so Orks , Eldar, Nids,IG , SM etc all act slightly differently...)
Eg
Some units will automaticaly move to cover .(Grots etc.)
Others will turn to face attacker to return fire.
Others will move towards the closest enemy !(Orks Khorne Bezerkers etc.)
Isn't this what morale, and rules like fearless and stubborn are meant to achieve? I'm all for finding a new way to do the same thing, but the current morale system is pretty nice, and people are familiar with it. Throw out some great ideas though, and lets see where we can take it.
If units re dying to fast with a single defence value.How do you feel about the 2 stage resolution using ONE attack value.And AV and Resistance.
If you beat the models AV you auto suppress the model. But you need to beat the resilliance value with the excees you beat the AV by , to cause wounds/physical damage.
I'd much rather suppression have to do with the number of rounds being fired at the unit, it just makes more sense, because if someone breaks through the next guy over's armor, its no different to me than if he was killed on the spot. But if theres hundreds of rounds whizzing by, im gonna drop to the dirt unless a commissar threatens to kill me if it do. Beyond this, it just seems like a slight reversal and modification of the current armor and toughness system, and in a unique direction which im a huge fan of. If we had to bring back the 2 value defense system, i'd rather just stick to what's in place to keep players familiar to the current system interested, with a revision to the AP system to make it more dynamic, but lets get some new ideas on this front flowing and see what happens.
If you use a tactical gamble like allowing additional unit activation possible with the roll of a 3+ then 5+.BUT then change following activations from automatic to 3+ or 5+.
I don't understand what you mean by this.
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Post by: IcyFireKnight
This example actually supports the argument for moving OR shooting, since you're either gonna sprint through the fire to get to new cover, or you're going to duck down and fire as much as possible back. I also like it as it lets players choose, rather than just one inopportune condition that is mandatory.
So how are you gonna fit it with something like Heavy weapons and the Let's Roll! command? The only movement with BS modifier idea tesselates with other BS reducing special rules.
Way too micro for 40K. Keeping track of wounds on multiwound units is tough enough as is, ask any ork or grey knight player using nob squads and paladin squads respectively, we don't need to take that and apply it to every unit in the game. Beyond that, having many models of the squad having different stats due to losing wounds would be a nightmare to work out for rolling. I don't want to just crush this idea right out of the gate, but its just not a wise course of action.
Like I said it's not going to be as bad as you think with wound allocation being from front. Even more wound allocation manipulations will allow this idea to eaaaasily settle. It's not even that hard to keep track of them right now, look you just allocate from the front, and if you have an odd number of wounds, one model gets a die. Never will EVERY model in the squad have its own wound die.
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Post by: Lanrak
HI folks.
I think we may be talking at cross purposes a bit.
I may not be explaining my ideas too well.
Anyhow.
The tactical gamble for alternating unit activation.
A player can activate one unit as a matter of course.
THEN they may decide to gamble to try to activate another unit on D6 roll of a 3+
If they fail this roll the unit does not activate!(For the rest of the game turn.)
If successful in activating a second unit Player A my try to activate a 3rd unit on a D6 roll of 5+.
If they fail this roll the unit does not activate!And all other unit need to roll a 3+ to activate.(For the rest of the game turn.)
The exploding dice mechanic only works on natural roll of 6s .
ONLY NATURAL ROLLS OF 6 are ever re rolled.
it was just an idea to extend the range of interaction .if its not suitable fair enough.
I would be happy to use multiple overlapping zones of interaction, as it maps to modern warfare quite well.But some seem opposed to using different number ranges?
Multiple wounds can be handled with the unit card perhaps?
I would suggest models are removes as soon a one models worth of wounds are lost.(Rather than having lots of models on varying wound amounts.)
I only mentioned various suppression effects as an option .As it may be an easy way to model units psychology traits rather than lots of wordy special rules ?
The reason I mentioned the 2 stage armour /suppression mechanic is that we can get ;-
Suppression in a unit by more than 25% models suppressed/wounded.
Neutralization in a unit by more then 50% models suppressed /wounded.
Over 50% wounded , take morale test each turn, if failed route.
You can use fire power values vs unit confidence to determine suppression if you prefer?
A unit confidence is simply highest AV + wounds/ SP left in unit.
Fire power = number of shots on target + weapons suppression bonus(If applicable)
This determines suppression, the units morale value determines how fast they recover from suppression.
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Post by: IcyFireKnight
I would suggest models are removes as soon a one models worth of wounds are lost.(Rather than having lots of models on varying wound amounts.)
Great idea! It's sort of passively implemented already because if a model is in the front, it won't just take one wound it'll take as many as possible before moving onto the next model.
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Post by: Rav1rn
I would suggest models are removes as soon a one models worth of wounds are lost.(Rather than having lots of models on varying wound amounts.)
this would bring the idea of doubling wounds from nightmarish to smooth quite nicely, since you'll almost never have more than 1 or 2 wound dies on a normal unit, and kills off a lot of the wound allocation problems in normal 40K. Im sure someone will find some minor allocation shenanigans to take advantage of this, but it shouldn't be too bad. This would also let us bring Lanraks really old idea of doubling and tripling the units defense value for double and triple wounds back with a vengeance.. Combined with the new laser rules, such as passing through targets to hit more at weakened strength, i think this could be really cool. Im still opposed to losing wounds lowering stats though, i just find it irksome, even under these new rules.
Id like to see something like if a unit has a shots fired at them equal to the number of models in the squad, they must take a suppression test. For every integer multiple of the number of models in the squad of rounds fired at that unit, they add a -1 penalty to their suppression test.
Obviously needs work on wording and some balance work, but it lets low power but high shot weapons actually be worth something. No serious Grey Knight player has ever taken the godawful Psilencer, but it would now be invaluable under these rules, as it would help with suppressing enemy units, as the grey knights are a very low model count army. Foot Guard would become much more viable, and actually compete for attention with mech guard under these rules as well, because of all the Lasgun shots they can crank out and suppress the enemy with.
I agree with the idea of risking a units activation to activate it right now, but i don't want that randomness in the core of the activation system. Players will never risk a units activation on a 5+, ever, its too risky for too little reward, since they can just wait for their next activation turn, and get it risk free. Im not sure how to work some more uncertainty into the activation system, but saying they risk not getting to activate their unit at all shouldn't be on the table, since its too large a risk for any reasonable reward to compensate for.
I would be happy to use multiple overlapping zones of interaction, as it maps to modern warfare quite well.But some seem opposed to using different number ranges? id like to see a way to pull this in smoothly, but any way i look at it, it seems too fiddly for too little reward. There's probably some exceptional way of doing this that i dont see, but we need concrete examples if we want to experiment with this.
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Post by: IcyFireKnight
this would bring the idea of doubling wounds from nightmarish to smooth quite nicely, since you'll almost never have more than 1 or 2 wound dies on a normal unit, and kills off a lot of the wound allocation problems in normal 40K
totally with you, exactly.
So are you for or against doubling model wounds then? Lasers are going to be working great for this
Im still opposed to losing wounds lowering stats though, i just find it irksome, even under these new rules.
Why do you find it irksome? Don't you think that it would represent the tire of a battle, as two heroes fight it out, they become slower, weaker, less skilled? It would also mean that high-wound models battling it out won't die in 1 or 2 turns, to represent the skilfulness of both sides.
Instead of latching onto this alternating unit mechanic we could discuss some other possible ideas? I feel like it would be a shame if we cut it short to just a "you go I go" situation without considering other aspects we haven't explored yet.
I would be happy to use multiple overlapping zones of interaction, as it maps to modern warfare quite well.
What does this mean?
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Post by: Rav1rn
So are you for or against doubling model wounds then? Lasers are going to be working great for this
Im mostly on board with it, my only issue is that i feel like if were increasing the number of wounds possible from 1-6 to 2-12, i feel like we need to take advantage of the increased diversity, know what i mean? It feels kinda weird to not use the extra possibilities of this system, and i think itd be strange to players as well. Not to say that it couldn't be exciting to do something in this direction, but one option is a ton of work, and the other feels odd. Im also afraid many players wont think through how doubling the wounds works, and either forget that that rule is in place, or get turned off because they think its too different to what theyre used to at first glance.
Beyond that, i still think there's some better solution out there than just doubling wounds, maybe say its our fall back option. I think a clever reimagining of a toughness and armor system would be one direction to, though it is a major backwards step, and doesn't streamline things, but it would be familiar to players and there are many directions to take it that would improve it. Maybe see where Lanrak's idea of beating armor then rolling to wound goes too.
Why do you find it irksome? Don't you think that it would represent the tire of a battle, as two heroes fight it out, they become slower, weaker, less skilled? It would also mean that high-wound models battling it out won't die in 1 or 2 turns, to represent the skillfulness of both sides.
Do i think it would be realistic and interesting? Yes, definitely. Unfortunately, it also means a lot of math, a lot of remembering to change things, and a lot of micromanagement. It'd be interesting to do, but I think it would be too slow, especially when there's already weapon modifiers, range modifiers, etc flying around, and its just one thing too many to reliably keep track of.
Instead of latching onto this alternating unit mechanic we could discuss some other possible ideas? I feel like it would be a shame if we cut it short to just a "you go I go" situation without considering other aspects we haven't explored yet.
im not aware of any other way of doing things unless you want to do some strange simultaneous system, where you both do things at the same time, but i have no idea how this would work.
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Post by: IcyFireKnight
Im mostly on board with it, my only issue is that i feel like if were increasing the number of wounds possible from 1-6 to 2-12, i feel like we need to take advantage of the increased diversity, know what i mean? It feels kinda weird to not use the extra possibilities of this system, and i think itd be strange to players as well. Not to say that it couldn't be exciting to do something in this direction, but one option is a ton of work, and the other feels odd.
Ohoho, not just 2-12, maybe some can even have just one wound. Perhaps for high-wound models they can receive some sort of "On The Brink" special rule which empowers them when they are on their last wound. Im also afraid many players wont think through how doubling the wounds works, and either forget that that rule is in place, or get turned off because they think its too different to what theyre used to at first glance.
Well honestly there won't be too many players that just skim through the rules; unless they know they won't read all the rules, they're going to understand why there are two wounds. We'll just give an example like:
An Eldar Guardian declares to shoot at a squad of Space Marines. His Ballistic Skill is 4, so against a Stealth value of 4, he needs a 4+ To Hit. If he hits, his Strength 4 weapon, the shuriken catapult, needs a 5+ To Wound. If it wounds, the Space Marine loses one wound.
Would you like "Wounds" or "Vitality"? Do i think it would be realistic and interesting? Yes, definitely. Unfortunately, it also means a lot of math, a lot of remembering to change things, and a lot of micromanagement. It'd be interesting to do, but I think it would be too slow, especially when there's already weapon modifiers, range modifiers, etc flying around, and its just one thing too many to reliably keep track of.
Alright, that's true. im not aware of any other way of doing things unless you want to do some strange simultaneous system, where you both do things at the same time, but i have no idea how this would work.
That is an option, I'd just like us to brainstorm a bit to see if we can find a really really cool system with high potential.
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Post by: Rav1rn
Ohoho, not just 2-12, maybe some can even have just one wound. Perhaps for high-wound models they can receive some sort of "On The Brink" special rule which empowers them when they are on their last wound.
i guess grots would get 1? And id like to find some way to give uneven number of wounds to models, it could help differentiate xenos from imperial quite nicely if done right. On the brink sounds cool, but it feels more like a character specific special rule kinda deal. Maybe have it play a role in units with rage Special Rule, thatd be cool.
Well honestly there won't be too many players that just skim through the rules; unless they know they won't read all the rules, they're going to understand why there are two wounds. We'll just give an example like:
An Eldar Guardian declares to shoot at a squad of Space Marines. His Ballistic Skill is 4, so against a Stealth value of 4, he needs a 4+ To Hit. If he hits, his Strength 4 weapon, the shuriken catapult, needs a 5+ To Wound. If it wounds, the Space Marine loses one wound.
True, but we need to be aware of things like this, since we're going to be competing with the real ruleset for players. Its also why I'm in favor of not changing the name of stats. If we lose even one player because he gets turned off because he thinks the ruleset is more different than it really is, its one player too many. Its for this reason that im also in favor of bringing back two defensive values, despite it not being as fast, because it will be familiar to players. Doubling wounds is a great option, but i don't think its the best route to go, and we should look for something better, then fall back on double wounds if we need to.
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Post by: IcyFireKnight
True, but we need to be aware of things like this, since we're going to be competing with the real ruleset for players. Its also why I'm in favor of not changing the name of stats. If we lose even one player because he gets turned off because he thinks the ruleset is more different than it really is, its one player too many. Its for this reason that im also in favor of bringing back two defensive values, despite it not being as fast, because it will be familiar to players. Doubling wounds is a great option, but i don't think its the best route to go, and we should look for something better, then fall back on double wounds if we need to.
I can't help but just say...you need to get past this excuse for sticking to the 40k everything. Players aren't gonna play a sub-game with minimal change and little flavour. You are in favour of bring armour and toughness back PURELY because it will be familiar to players? What happened to speeding things up, making things simple but realistic, engaging, tactical, and removing the stupid clutter 40k brought upon itself?
I really do like the double wounds ideas because it opens a new gate to the incorporation of Vitality (yes it isn't -familiar- but the majority of players will like the freshness of the refined 40k they were looking for) into the 1-12 range of other stats. We can try and rescue Attacks too from this imprisonment of monotone.
Sorry if I sound a bit angry in this post -_-'
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Post by: Rav1rn
Its not really an excuse. I see two directions and each has its strengths and weaknesses. The problem i have with doubling wounds and one universal defense stat is that while its much faster, we're going to have a hard time making the most of the new variety it offers, because i for one dont like the feeling of ignoring almost half the options of the new wound slots, and its going to be a bit alien to people used to the old system. Using a 2 stage system solves the same problem doubling wounds does and is easier to assign values for and balance, is familiar to old players, as well being easier design systems and rules for, since we'd have a starting point to work off of, but is significantly slower. Neither option is particularly great, its just which one is better?
My typical reaction when a system is in place, and a new one is implemented to replace it, but other radical changes have to be made in order to allow this new system to function properly, is to take a step back and ask what could they have done differently to require less changes? Is the new system valuable enough to justify the other changes necessary to make it work? And this is where im at right now about doubling wounds, i see it works and has advantages, but im also looking around to see what else could be done for the same effect with less collateral damage. I can be completely in favor of changes to a system, things like dexterity and stealth are wonderful additions, and hopefully the game will be much better for it, but i need to see a distinct advantage that im not sure we can achieve with just doubling wounds. Its just that for such a radical shift, we need to work out about how we can take advantage of all of the systems strengths before deciding that this is the direction to go, since we kinda went "things are dying too fast, does doubling the wounds fix this? Yes? Ok we're good then"
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Post by: IcyFireKnight
People don't care whether it's alien or familiar. They just want a mechanically less crowded and tactically more engaging game, so "how much it fits 40k" doesn't really concern them. They searched for a better game, and I think we've agreed that one defense value is ultimately better. As for doubling wounds, it's a very good option with no consequences yet identified. If you can find a mechanic with absolutely no cons and many pros that fits this spec then sure I'll throw this idea out asap.
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Post by: Rav1rn
Hey guys sorry for the delay, its been a nightmarish couple of days over here.
People don't care whether it's alien or familiar. They just want a mechanically less crowded and tactically more engaging game, so "how much it fits 40k" doesn't really concern them. They searched for a better game, and I think we've agreed that one defense value is ultimately better.
These two goals are not mutually exclusive, we can make the system 40k already uses much better with some effort and new ideas, while keeping it familiar to players. And if players wanted something totally different, they wouldn't be looking at a 40k reworking, they'd go look at one of the other game systems that have been chipping away at 40K's market share over the past years. That being said, I think having one defense value is the fastest way to resolve damage, but i want to go into more detail than just doubling wounds, because while thats a great direction to go, if we don't know how to take advantage of everything about this new system, we shouldnt jump on it. For instance, do we want to keep everthing flat doubled? How about making tougher units wounds 3 to represent that different between the old systems 1 wound and 2 wound models. Do we want the scale to go to 12, or will dropping the wound amounts of the higher wound models let us lower their prices? Which units could have prices adjusted to justify their new wound amounts? will making wounds a bigger part of the overall game affect how people see units and play them? Which examples of common units would get each wound amount? While it seems like an easy change, there are many ways changing this could radically alter gameplay, and we need to be mindful of this and plan for it from the get-go.
The biggest worry i have is that many people would be irritated by the fact that they have no role in damage resolution, as the opponent rolls for hits and wounds, without an armor save, as the defending player is used to getting one. It's not a problem of mechanics or numbers, but of players perception of their role in the game, similar to how watching your opponent go through a turn where he moves, shoots, and assaults with his units with no input on your part is frustrating.
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Post by: IcyFireKnight
And if players wanted something totally different, they wouldn't be looking at a 40k reworking, they'd go look at one of the other game systems that have been chipping away at 40K's market share over the past years.
Obviously we don't want to make it totally different. We need something fresh. We can keep it familiar enough (of course playing with 40k models is a point by itself) if we keep the 40k feel to it, but with fun, engaging, fresh, logical, fair mechanics. The biggest worry i have is that many people would be irritated by the fact that they have no role in damage resolution, as the opponent rolls for hits and wounds, without an armor save, as the defending player is used to getting one. It's not a problem of mechanics or numbers, but of players perception of their role in the game, similar to how watching your opponent go through a turn where he moves, shoots, and assaults with his units with no input on your part is frustrating.
Maybe frustrating...but to be honest the target shouldn't take a part in determining how they die. And the frustrating problem should be easily solved when we get a more interactive turn system. Automatically Appended Next Post: I would like to make wounds more 'colourful' but this system kinda means that 2 wound people are twice as hard to kill as 1 wound people, so the difference between them is...colossal. Unless we make it so that differences in wounds aren't as disparate, wounds will have to stay quite cramped and unvaried, kinda like the problem with the other stats.
I would like to address it somehow though...If we make the average guy have 4 Wounds, there must be a way we can have Strength interact with the number of wounds it causes...
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Post by: Rav1rn
Maybe frustrating...but to be honest the target shouldn't take a part in determining how they die. And the frustrating problem should be easily solved when we get a more interactive turn system.
its just that a comparison between the problems with the old turn system can be made with the new wound system. Hopefully it won't be a problem, but if we start opening this ruleset up so we can get a larger test audience, we should be aware that things like this might come up.
The good news about making wounds more colorful is that since its such a radical departure from the norm, we have somewhat free reign with this element. If something feels overcosted, or too fragile, we can toss in another wound and see how that affects things. For example, many marine players would argue that terminators are slightly overcosted in the current game. If we made them 3 wounds rather than the standard 2 wounds, we could actually increase their price, and people would say they are worth it.
The big problem is that we now have to think about how instant death will be available and how to do multiple wounds, not to mention poison. This is where Lanraks double/ triple idea really shines, as we can tailor Wargear to allow these effects. It even opens up the possibility of something like a shred special rule, where its weaker but deals double wounds, to make frag type shots and things like shotguns actually competitive.
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Post by: IcyFireKnight
Does that mean you would like to try and get Wounds into the same state as other stats?
Imagine a world with 4 Wounds on an average guy. And each weapon would do, on average, 2 wounds. So is there any way we can make Strength interact with the number of wounds caused? Snipers would double their wounds, while Instant Death weapons have to be toned down a lot.
And could we also get Attacks in the same state as well? I'm not sure if this is inherently flawed because if we start upping the rate of fire and number of attacks the dice will pile up and that is not what we want. And something to think about...do we really want Wounds to be on the same level as other stats? I think 2 Wounds is still safe, it's not in that zone. But getting into 4 Wounds we will create a lot of problems for ourselves...my most feared ones being more dice, slower play, unnecessary complications...
What's Lanraks double triple idea?
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Post by: Rav1rn
Getting average wounds up to 4? No i dont think thats a good direction to go, its just a bit too high. Doubling the wounds was meant to reduce the number of models dying each turn,so lets not take it too far beyond that goal.
Lanrak's double/triple idea was that if you double the models defense wth your strength/damage, you deal double wounds. If you triple it, you deal triple wounds. So for example, a guardsman at Defense 2 is going to have double wounds dealt to him by a Space Marinetti strength 5, but give that space marine a power sword ( +1 WS, +1 STR), and he can be dealing triple wounds to a guardsman. Giving terminators thunderhammers (Double the models STR) means they will be hitting at STR 12, enough to do double wounds on a space marine, or triple wounds on defense 4 models. Etc etc
The problem with increasing the number of attacks/shots is that it means more dice, and more time, which defeats the purpose of using one defense value to speed things up, as well as meaning we'd have to rework how the new wound system would work as well.
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Post by: IcyFireKnight
The problem with increasing the number of attacks/shots is that it means more dice, and more time, which defeats the purpose of using one defense value to speed things up, as well as meaning we'd have to rework how the new wound system would work as well.
I know that, that was the thing I was acknowledging before we tread further.
Are you seriously sure about giving Guardsmen Defense 2? Because with the normal range of infantry stats being 3-5 (average 4), a normal Guardsman, the basis of IG armies, are going to be falling out of the sky. Guardsmen shouldn't be that exceptionally squishy. So maybe something like this?
.............................................M..Mk...S.. Sk...D...P...R....A....V....F...C
Space Marine.......................5....5....4....5....4....5....5....1....2....5....4
Imperial Guardsman............5....4....4....4....4....3....3....1....2....4....4
Tau Fire Warrior..................5....4....4....3....3....3....4....1....2....3....4
Eldar Guardian....................6....5....4....4....5....3....3....1....2....4....4
Ork Boy...............................5....2....4....5....3....4....4....2....2....3....4
(tell me if the formatting is messed up)
As for the doubling/tripling idea, I am...slightly opposed to it. It means that differences of 1 are going to be enlarged at a factor of 2, which makes the gap between values twice as big. This is not what we want. I would just have it as a flat value, something like this:
For every multiple of 3 that a hit's Power surpasses the target's Resilience, it causes an extra wound.
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Post by: Lanrak
Hi folks.
My idea was that if the attack was DOUBLE the targets Defence value it DOUBLED up the wounds on THAT SINGLE MODEL'
The wounds do not carry over onto other models in the unit.
This is so multiple wound models can be taken down in one shot with very powerful weapons.
Rather than increase the wounds per model, why not just increase the Defence values?
If we can not get the granulation required, how about attackers Damage - targets AV, compared to Targets Resistance.
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Post by: IcyFireKnight
Rather than increase the wounds per model, why not just increase the Defence values?
Defence values should optimally follow the same template of other stats, so if the receiving stats were higher than the attacking stats, it would make the statline look messy. Also, because we combined Armour+Toughness, To Wound and armour saves that are 4+ then 5+ (Bolter vs SM) would have to translated to a 6+ (4+ times 5+ equals 6+). This makes people feel bad.
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Post by: Rav1rn
Are you seriously sure about giving Guardsmen Defense 2? Because with the normal range of infantry stats being 3-5 (average 4), a normal Guardsman, the basis of IG armies, are going to be falling out of the sky. Guardsmen shouldn't be that exceptionally squishy. So maybe something like this?
i converted the old toughness and armor combinations into a new defense value, i wrote the system down a few pages back, but it was based on the idea of a Boltgun wounding a space marine on a 4+ so a str 5 Boltgun would wound defense 5 on a 4+.
So a T3 model with no armor would have defense 0, T3 with 6+ would be defense 1, T3 with a 5+ or T4 with a 6+ would be defense 2, and so on and so forth. Far from a perfect system, but it works fairly well. We can obviously move things around to fix things, but it was a starting point. And I don't really see why this system causes problems? Guardsman drop like flies to just about anything. And I don't think having a sergeant marine with a power sword triple wounding a guardsman as a problem since that sergeant is about 40 points with a power sword, and thats 8 times the cost of a guardsman. It also sets up a nice incentive to take stormtroopers, since they would be at Defense 3 due to their improved armor, and then you need that power weapon sergeant to even be able to cause double wounds.
My idea was that if the attack was DOUBLE the targets Defence value it DOUBLED up the wounds on THAT SINGLE MODEL' The wounds do not carry over onto other models in the unit.
Ah sorry for misunderstanding then, the problem i have with this direction is that its probably going to slow things down, especially since the new allocation system you suggested is so fast paced by comparison, because instead of just adding more wounds to the wound pool, you have to determine who this shot hits.
For every multiple of 3 that a hit's Power surpasses the target's Resilience, it causes an extra wound.
cool idea, the problem is double wounding a space marine would be impossible, since at defense 5 you wound need Str 15 to double wound. As much as this might be sorta fluffy it would be way out of balance. Doubling might work, but itd be hard, especially since low defense models would be double or triple wounded almost automatically.
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Post by: IcyFireKnight
i converted the old toughness and armor combinations into a new defense value, i wrote the system down a few pages back, but it was based on the idea of a Boltgun wounding a space marine on a 4+ so a str 5 Boltgun would wound defense 5 on a 4+.
I don't want Marines to be getting wounded on a 4+. Their armour is above average, definitely, but what leads you to believe that their gun is too? Boltguns are supposed to be average.
cool idea, the problem is double wounding a space marine would be impossible, since at defense 5 you wound need Str 15 to double wound. As much as this might be sorta fluffy it would be way out of balance. Doubling might work, but itd be hard, especially since low defense models would be double or triple wounded almost automatically.
Oh hell no! T.T Sorry about "multiple", what I meant was that Marines would be getting double wounded on an 8, IG on a 6 etc. You completely saw through my reasoning! When you double a stat you're increasing (doubling!) the gap between the other stats, making variety extremely dangerous. Having it flat means it has the same effect no matter how low or high it is on the scale
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Post by: Rav1rn
I don't want Marines to be getting wounded on a 4+. Their armour is above average, definitely, but what leads you to believe that their gun is too? Boltguns are supposed to be average.
there's a couple of reasons why i chose that system. Firstly, its what was already in place, as str 4 vs t 4 means a 4+, but also because since most guns besides a couple examples would be str 4, they'll be wounding on 5's against them. Also, the very impressive standard guns, gauss and pulse rifles, would be wounding them on a 3+ which seems right. If we made it that much harder to kill a space marine, we would have to adjust their price accordingly.
Having it flat means it has the same effect no matter how low or high it is on the scale
the problem is that doing something like this makes little sense realistically. Sure a guardsman being hit by a Boltgun (which currently would cause this extra wound) would be blown to bits, but if i hit something at Defense 9 with a strength 12 gun itll give that extra wound, but a monster at defense 9 wouldn't care if you hit it with an auto cannon or a Lasgun, its still just a minor wound to it. Also, it means that space marines could be double wounded by the equivalent of a str 6 gun in our new system, which feels weird.
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Post by: IcyFireKnight
there's a couple of reasons why i chose that system. Firstly, its what was already in place, as str 4 vs t 4 means a 4+, but also because since most guns besides a couple examples would be str 4, they'll be wounding on 5's against them.
Are you taking into account that we merged armour saves and toughness? The 3+ save and the decent toughness is what makes them R5. Also, the very impressive standard guns, gauss and pulse rifles, would be wounding them on a 3+ which seems right. Imho I think you are only saying it "seems" about right because you have preconceptions that pulse rifles wound on a 3+. Remember, Space Marines have top-of-the-spectrum power armour, and that Tau pulse rifles do not harness plasma fully. Also, it means that space marines could be double wounded by the equivalent of a str 6 gun in our new system, which feels weird.
I don't understand you. Marines still only get double-wounded by P8 and above which is quite strong, into plasma/melta damage.
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Post by: Rav1rn
I don't understand you. Marines still only get double-wounded by P8 and above which is quite strong, into plasma/melta damage.
the way ive viewed the increase from 1-10 to 1-12, is that we essentially added 2 new slots to potential stats, which I've felt we're best used where they would best create differences, which is for common units, so they represent something between 3 and 4 and 4 and 5, essentially becoming values of 3.5 and 4.5. So under this 12 slot system, a value of 7 is equal to 5 in normal 40k, and a value of 8 is equal to a value of 6 in the old system. So if we have str 8 weapons in our system double wounds against defense 5 models, theyre being double wounded by the equivalent of a str 6 weapon in standard 40k. This isn't to say this isnt how this system should work under our rules, but its an odd idea.
Imho I think you are only saying it "seems" about right because you have preconceptions that pulse rifles wound on a 3+. Remember, Space Marines have top-of-the-spectrum power armour, and that Tau pulse rifles do not harness plasma fully.
Youre right, that is why im saying it feels right. Thinking about this any other way means a big change in how we view stats, and most likely a large change in points costs to be worked out and play tested. We can change things so that space marines are wounded by boltguns on a 5+, probably by bumping up the defense value of everything by 1, which isn't a great option but is a direction to go to achieve this, and lets us make sure nothing has defense lower than 1.
Are you taking into account that we merged armour saves and toughness? The 3+ save and the decent toughness is what makes them R5.
yup, toughness 4 and a 3+ save equates to a defense value of 5 under my system. Very few common units qualify for anything higher than a 5, so i dont have that level finalized, nor for things like monstrous creatures, or how to work out invulnerable saves yet. Id like for invulnerable saves to be more dynamic than flat values, but I've no idea how to work that out. Maybe have power weapons reduce invulnerable saves by some amount or something...idk. Maybe keeping them as a reliable, inalterable standard is best.
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Post by: IcyFireKnight
the way ive viewed the increase from 1-10 to 1-12, is that we essentially added 2 new slots to potential stats, which I've felt we're best used where they would best create differences, which is for common units, so they represent something between 3 and 4 and 4 and 5, essentially becoming values of 3.5 and 4.5. So under this 12 slot system, a value of 7 is equal to 5 in normal 40k, and a value of 8 is equal to a value of 6 in the old system. So if we have str 8 weapons in our system double wounds against defense 5 models, theyre being double wounded by the equivalent of a str 6 weapon in standard 40k. This isn't to say this isnt how this system should work under our rules, but its an odd idea.
I completely know what you're trying to do and I like it, but it's a bit warped for the P8 = S6 example because by adding two values in between the most dense area you're pushing all the higher values up by two. Instead of directly converting it 100% of the time we should do what we want to do and what feels intuitive.
............................................Rg..P...A..Type
Lasgun................................20...4...1...Rapid Fire, Laser
Boltgun................................20...4...1...Rapid Fire
Heavy Bolter........................25...5...3...Heavy
Ranger long rifle..................30...5...1...Sniper
Scatter laser........................25...5...4...Heavy
Autocannon.........................30...7...2...Heavy
Starcannon..........................30...8...2...Heavy
Plasma gun.........................20...8...1...Rapid Fire
Bright lance.........................40...9...1...Heavy, Laser
Meltagun..............................10...9...1...Assault
Lascannon...........................40..10..1...Heavy, Laser
Wraithcannon......................10..12..1...Assault
So what do you think about the 5" gradations?
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Post by: Rav1rn
So what do you think about the 5" gradations?
if we want to keep deep striking and scatter similar to what it is now, with scatter ranges, its best to keep everything consistent and use 6" ranges, as thats the easiest to do using a D6. I like metric as much as the next guy, but changing the ranges like this doesn't really improve anything, so id vote to just not bother.
As for your chart, seeing a Boltgun at the same strength as a Lasgun nearly gave me an aneurism  .
I completely know what you're trying to do and I like it, but it's a bit warped for the P8 = S6 example because by adding two values in between the most dense area you're pushing all the higher values up by two. Instead of directly converting it 100% of the time we should do what we want to do and what feels intuitive.
youre right, its far from perfect, but its a good jumping off point, and judgement calls should differentiate it. But we still need to hammer out other things first.
I've been thinking about simplifying orders somewhat, in order to reduce the amount of modifiers flying around, and taking the conditions normal 40K uses as the orders. For instance, Move! Could be a stand-in for running, take cover! Could be to to ground etc etc. i love the idea behind a lot of these orders right now, but the amount of math could be troublesome, so im trying different options. Im still trying to find a way to use 2 different defensive values, but not had much luck on that front, nothing's really intuitive enough yet.
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Post by: IcyFireKnight
I like metric as much as the next guy
How about 30cm rulers? xD But seriously shall we switch to cm tape measures? but changing the ranges like this doesn't really improve anything, so id vote to just not bother.
Mahtamori: You guys need to alter weapon ranges. The primary reason for GW to have 6" increments on all weapons is that this means they are compatible with D6 rolls. With D10 rolls the 6" increments are no longer compatible. Additionally, you have the opportunity to bring the game down from being 1st turn alpha strike to become more about tactics and have shooting begin around the 2-turn mark.
If guns are 5" base range (and let's ignore the idiotic non-metric system of 12 inch per foot) with the standard speed for an infantry at 5" (meaning 10" for bikes, beasts, and cruising vehicles)
If the standard range of a gun was 20" with 10" as rapid fire range and most long-range weapons at 30" (Bright Lance, Heavy Bolter, Pulse Rifle, etc)
If the standard no-mans land was 30" instead of 24" (and yes, the silly boards would still be 48" with 9" deployment zones, can't really do much about that) or at least 25"
-> you would have better ability to both preserve the random distance modifications by dice as well as preserve your army from first round alpha strikes.
Roughly speaking, artillery in 40k has lost it's tactical meaning because they reach everywhere and because just about everything fits the mold.
Try playing a game of Warmachine where 30" is a huge distance that no piece (that I am aware of) can reach. Position plays a massive role in that game in comparison. (And also, you get benefits for shooting people in the back.)
I know we may not use 5" gradations instead of 6", but I still think there is something we need to do about the range of weapons.
5" = 6"
10" = 12"
15" = 18"
20" = 24"
25" = 30"
30" = 36"
35" = 48-60"
40" = 72"+
This kind of thing means that long range weapons suffer the most while normal weapons only get a little buffering.
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Post by: Rav1rn
How about 30cm rulers? xD But seriously shall we switch to cm tape measures? lol, i really dont expect to ask people to buy new rulers. Buying new dice to make things more variable would be a hard sell, nevermind the actual rulers, where there's no real benefit.
I know we may not use 5" gradations instead of 6", but I still think there is something we need to do about the range of weapons.
i agree weapon ranges right now are ridiculous, but there are better ways to do this. We have to be careful about reducing ranges, since itll give assault armies too much power, but i don't think any weapon should have a range beyond 48". Having a gun you can park in a corner and hit anything with it is dumb and boring, since your opponent can't divert units to it, and unless they have long range guns of their own, they can't hit back. We can maybe expand the "in between" ranges of 18", 30", and 42" to include more units, and increase variety that way, but we should look at other options as well.
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Post by: IcyFireKnight
lol, i really dont expect to ask people to buy new rulers. Buying new dice to make things more variable would be a hard sell, nevermind the actual rulers, where there's no real benefit.
When did I say new dice? Or rulers haha, just use D6 and regular 30" rulers? i agree weapon ranges right now are ridiculous, but there are better ways to do this. We have to be careful about reducing ranges, since itll give assault armies too much power, but i don't think any weapon should have a range beyond 48". Having a gun you can park in a corner and hit anything with it is dumb and boring, since your opponent can't divert units to it, and unless they have long range guns of their own, they can't hit back. We can maybe expand the "in between" ranges of 18", 30", and 42" to include more units, and increase variety that way, but we should look at other options as well.
Well movement is now 5" so assault armies won't have any boost. What do you say to turning 6" differences into 3"? Because 6" really REALLY doesn't let us hit that sweet spot for most things, it's a whole move difference...
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Post by: Rav1rn
Well movement is now 5" so assault armies won't have any boost. What do you say to turning 6" differences into 3"? Because 6" really REALLY doesn't let us hit that sweet spot for most things, it's a whole move difference...
I still say standard move distance should be 6", just for the sake of consistency with things like scatter if nothing else. And making differences of 6" into differences of 3" is...problematic. It would help condense things much closer to the 24" bubble we're going for, but then we just drastically changed the mechanics of army's like Tau, where their extra range is critical to their success, and we just cut that in half. Also, itd be a bit weird to play since were all so used to measuring in 6" increments.
Edit: in addition, many of the models that can fire at 48" are pretty big (Typically vehicles), if we cut that range down to a maximum of 36" that could make things a bit crowded.
The upside is that it would allow us some extra wiggle room with weapon stats, but would be harder to take full advantage of, similar to the new wounds system. It would be interesting to have some armies have better control of some weapons than others, but idk, its might be just a bit too incremental.
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Post by: IcyFireKnight
I don't think so at all, 3" increments are absolutely not crowded. Think about how much 6" jumps are, they're huge! So if we don't allow ourselves this easy-to-snag opportunity to make things more precise and varied we'll eventually be stuck with crowded weapon ranges that either good or bad, since the jump between them is so high, weapons that SHOULD be in between instead get magnetised into these big chunks..
I'd say 48" should be for things like Fire Prisms and Leman Russes. Missiles launchers would go down to 36" (face it they never needed that monster range anyway), and meltas will go down to 9", lose the current melta effect and do something like +1 Power vs vehicles.
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Post by: Rav1rn
I don't think so at all, 3" increments are absolutely not crowded. Think about how much 6" jumps are, they're huge! So if we don't allow ourselves this easy-to-snag opportunity to make things more precise and varied we'll eventually be stuck with crowded weapon ranges that either good or bad, since the jump between them is so high, weapons that SHOULD be in between instead get magnetised into these big chunks..
I meant actual board space, because 36" is a lot of area, until we've got tanks sitting at the edges, models trying to charge at the enemy, terrain in the middle, etc etc.
I agree missile launchers shouldn't be 48" but heres my point. If we use 6" increments with a max range of 48 inches for rare units, that gives us 8 range "slots" to put weapons into. If we use 3" increments, we just doubled that, with 16 range increments. The problem is i don't think there's any way to use all 16 "slots" without things feeling odd. And even within the 6" increments, there are 3 "slots" that games workshop almost never used, 18" 30" and 42". That's nearly half of the available ranges not being used. If we used those, and reworked some weapons to use these ranges, it would create a lot more diversity without things becoming too scattered. Im afraid that if we use the 3" increments, well feel the need down the line to go "Oh lets just bump this guns range down 3" to make it feel different" without a real benefit.
I'd say 48" should be for things like Fire Prisms and Leman Russes. Missiles launchers would go down to 36" (face it they never needed that monster range anyway), and meltas will go down to 9", lose the current melta effect and do something like +1 Power vs vehicles.
Im not sure, dont fire prisms have two fire modes? one normal shot then a combined shot that does more damage? I would say reserve 48" for that combined fire shot, maybe make the normal shot 42" or something. Things like Imperial guard artillery, the tau broadside, and maybe the space marine whirlwind should be 48", things that are at their heart artillery units, and not a mainline tank. Melta's going down to 9 is a problem, because then at half range you have a non-integer value, which means writing a rule for. And having them just do more damage to vehicles doesnt make any sense realistically, that heat blast is scary to anything and everyone. I still say +2 strength if within half range is a good way to use the melta rule, because that way we can put them at str 8 or 9 normally, which is high but not ridiculous, but within 12" they get up to 10 or 11, to really put the hurt on units and vehicles. I may hate melta with a passion, but i recognize the need for it to be there and be scary.
Ok so i've had 2 ideas for weapon types similar to the ideas of laser, melta, and lance.
Shred: If a model is hit and wounded by a weapon with this special rule, they receive 2 wounds rather than one.
(This rule would be used for things like frag-type weapons and shotguns, things that dont make any sense currently. Eldar shuriken weaponry might get this, since their guns are basically really amazing shotguns. The idea of a lower-strength but double-wounding weapon would be very interesting to use.)
Storm: If a model using a weapon with this special rule rolls a to-hit roll of 6, they count as having hit with an additional round.
(This rule would help serve 2 things. Firstly, it would help make the storm bolter actually useful in marine armies, since its never NEVER taken when other options exist, because its so mediocre by comparison, and second would let us give orks that high-volume, low accuracy shooting without it being insane.)
(I'm also toying with the idea of it being a 5 or 6, rather than just a 6, but that might be a bit too much.)
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Post by: IcyFireKnight
If we use 6" increments with a max range of 48 inches for rare units, that gives us 8 range "slots" to put weapons into
But it's not really 8. It's really only 6 if not less. The ranges where they matter are gonna be 12", 18", 24" and maybe 30". That's where the majority of the guns should be, and it's just too bundled. The thousand guns that are in this category get herded into 4 groups, which is simply too chunky. If we had it where the most densely packed areas got split into 3" while the extremes stayed at 6" (instead of GW who completely skipped out 42"), we would sort of have the thing you wanted where you were converting the statistic values where 4 = 4.5 or something like that; the most populous places would maintain variety - 3" is very noticeable - but the outlying places wouldn't have unneeded groups.
I agree with the melta thing, but if we want closer range firefights where every inch matters don't you think sticking to 12" is going to be too much?
Have to respond to your other ideas in the morning
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Post by: Rav1rn
The ranges where they matter are gonna be 12", 18", 24" and maybe 30". That's where the majority of the guns should be, and it's just too bundled.
isn't that how it should be? What advantage does adding more increments here add? Its just back to the mobility discussion again, where how much effect does this really have? Is the underlying problem. I just dont see 3" increments improving anything.
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Post by: IcyFireKnight
You can't show that one army has an edge over another if the increments are so large. 99% of non-Heavy weaponry have to be herded into these three categories, and there's no space in between. If we added 15" and 21" ONLY, disregarding the outlying range groups, we can create variety as well as a distinct, noticeable tactical advantage. We can highlight shooty armies by giving them longer range guns, but this would be impossible if the next grade up was a full 6". Also, in the most dense areas of stats we need to maintain variety, correct? This is akin to what we have been trying to do with the comparison chart (the focal point) and your conversion from 1-10 to 1-12 where you created extra stats for the densest infantry populations.
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Post by: Rav1rn
I dont really like the idea of using inconsistencies, when everywhere else we've been trying to minimize or remove them. Beyond that, the game has never been focused on the range of guns, they just set up engagement ranges and show what is a short, medium, and long range gun. And its not really a tactical decision or advantage,even with the tau. The extra range of the Firewarriors is great and all, but the real strength is the extra damage. Having 15" and 21" means that you have to remember two new ranges when they don't really add anything. As for differentiating shooting armies, off the top of my head there are only two purely shooting focused armies, imperial guard and tau. Everything else is either Melee focused, movement focused, or jack of all trades. And there are so many ways to differentiate shooting armies other than arbitrary ranges.
As for it being similar to the stat problem of overcrowding, yes superficially, but here it's for a purpose. Ranges arnt meant to provide advantage except in rare cases like Firewarriors. They're used to show how to use the unit, and which units it can compete with. If my squad is using pistols at 12" I know i can't outshoot a squad with rifles at 24", so i have to go to Melee or dropping behind them or whatever tactic i choose to compensate for that difference in range. But this only happens because its such a large range discrepancy. If its a 3" difference, more often than not players will just advance, negating any advantage or difference it would have provided otherwise. For this 3" difference, half a standard movement distance, to have an effect you have to bank on the opponent just sitting 3" outside of his own shooting range, which no one will do.
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Post by: IcyFireKnight
Well played, Storm: If a model using a weapon with this special rule rolls a to-hit roll of 6, they count as having hit with an additional round.
I see where you're going with this, but I still don't like the on rolls to 6, because it completely disregards the user's BS which is what it should be based off. Like what I tried to do with rending, it should be that if they still hit if their BS was 1/2/3 lower then they count as hitting with two shots instead of one. I like the name though! Shred: If a model is hit and wounded by a weapon with this special rule, they receive 2 wounds rather than one.
I would change these two a bit:
Storm: If a model has a weapon with this special rule, any rolls To Hit that would still succeed if it had suffered -3 Marksmanship count as two hits instead of one.
Shred: If a model has a weapon with this special rule, any rolls To Wound that would still succeed if it had suffered -3 Power count as two wounds instead of one.
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Post by: Rav1rn
Im tossing around a new way of doing orders with less math and easier use. They would work much more like current imperial guard orders, in that they grant specific effects, special rules, rerolls, etc. We could also make orders more personal to each army this way, similar to the 6th edition codexs that include a warlord chart, but not as dumb and less random.
For example
Arise! : must be issued at the start of a units activation. The unit is cleared of all status conditions, and gains the fearless and fleet special rules for the remainder of the game turn.
Im also thinking about doing a parallel system for command as for psychics powers, where there are psychics power charts that each mastery level has access to, as it would provide better motivation to pay for things like the librarian upgrades, and maybe let us create lower tier psykers for armies that lack them.
As for shred, maybe make it if the targets defense value is equal to or less than the weapons strength, it does double wounds. For storm, maybe for every successful hit, roll a D6. On a 6+ (Maybe a 5+), one additional hit is scored. Its a bit slower, but it accomplishes the same thing. I know what your modifier system accomplishes, but its a pain to work out in the heat of things, despite its accuracy and logical sense.
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Post by: IcyFireKnight
But...the orders were great! Each order was individual and unique, it wasn't just a matter of addition/subtraction on stats. I think orders should be universal, every army should be able to capture that opportunity if the situation comes. I just feel it's way too expected and plain if we gave each army their own commands, not to mention it would be extremely hard to keep them unique and cool. Armies are bound to be able to, and to want the same orders, all armies should deserve "commands".
Gtg now will reply in 16 hours? maybe for every successful hit, roll a D6. On a 6+ (Maybe a 5+), one additional hit is scored.
kinda sounds like rerolls
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Post by: Rav1rn
Rerolls is one way to do storm, but id rather it be lots of shots rather than rerolls, since thats the domain of master crafting and its more fun with more shots.
But...the orders were great! Each order was individual and unique, it wasn't just a matter of addition/subtraction on stats. I think orders should be universal, every army should be able to capture that opportunity if the situation comes. I just feel it's way too expected and plain if we gave each army their own commands, not to mention it would be extremely hard to keep them unique and cool. Armies are bound to be able to, and to want the same orders, all armies should deserve "commands".
they are very unique and exciting, but there's also lots of numbers being moved around, and i think we can capture the essence of many if not most through clever use of special rules. Not saying we shouldn't go for the numerical approach, but its more difficult for people to get into at first. Plus this means we don't just have orders values and special rules interacting, its just special rules. As for making some army specific, i didn't necessarily mean completely different charts for everyone, but maybe each army has 1 order in each level that is unique to them, so we can get some cool names and unique effects in here, like having tyranids have something called Consume! And Prey!. It would also be another way to differentiate all the different space marine chapters from each other if nothing else.
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Post by: IcyFireKnight
Well could we think of another rule for Mastercrafted? It's not living up to its name atm. As for storm, why not just give those guns more shots? Or perhaps just give them "Suppressing" and remove the Storm rule.
You know how you said that when a unit is suppressed they can still move but with their heads down? How about we make it so that they can only take pot shots (-3BS) and may only "run" through the hail of bullets (cannot move, except for running and charging).
Also, I would like to take this opportunity to extinguish some of the overlaps we have with modifiers. There is an increasing amount of rules which allow you to do something at the expense of your movement/shooting (e.g. firing ordnance weapons, running, Take Cover! command) and I want to make sure that you can't give up your chance to move twice by doing two things. It's hard to explain, but without this kind of intervention, something like this could happen:
A squad leader uses the Take Cover! command. It cannot move this turn. It exploits this circumstance by firing Heavy weapons at full BS.
As you can see I want to make it so that you can only sacrifice your movement/shooting once I guess.
they are very unique and exciting, but there's also lots of numbers being moved around, and i think we can capture the essence of many if not most through clever use of special rules. Not saying we shouldn't go for the numerical approach, but its more difficult for people to get into at first. Plus this means we don't just have orders values and special rules interacting, its just special rules.
In an ideal world you would have only numerical modifiers, because that is the simplest and most effective way to do this. But you and I wouldn't want that because it is boring, monotonous and unrealistic. But equally we cannot shove all the numbers into special rules, which are essentially ways of explaining more complex modifiers; there is no point in turning everything into special rules because that over-complicates things. So I decided to settle with a majority of numerical modifiers that represent real scenarios with a bit of flavoursome special rules sprinkled where appropriate
As for making some army specific, i didn't necessarily mean completely different charts for everyone, but maybe each army has 1 order in each level that is unique to them, so we can get some cool names and unique effects in here, like having tyranids have something called Consume! And Prey!
Ok thank god I thought you meant completely different charts for everyone. Sure each army can have one or two extra commands for personal use only but only in addition to the universal pools.
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Post by: Rav1rn
I dont really see why mastercrafting needs to be changed, its a slick way to give to-hit rerolls, and as an upgrade option is pretty cheap incase there are point lying around, and WS increases a already the domain of power weapons.
may only "run" through the hail of bullets (cannot move, except for running and charging).
this is an interesting idea, i worry it may make assaulting armies too powerful though, as many people would try to stop Death Stars with suppression, and this would let them run right through it.
I see what you mean by the problem, but for most armies getting two orders issued to one unit would require both an HQ's order and the sergeants order, which is a pretty substantial amount of resources getting pumped into that unit.
But equally we cannot shove all the numbers into special rules, which are essentially ways of explaining more complex modifiers; there is no point in turning everything into special rules because that over-complicates things
i would argue special rules are much easier to remember than numerical values, because we all know what feel no pain, stealth, shrouded, fearless, and stubborn allow a unit to do, because they're universal special rules, and their effects are limited to one aspect of a unit, and easy to remember. Also, if we want any sort of unique orders for each army, there needs to be a fast way of telling the opponent what they do if they not familiar with it. We can keep numerical orders, because obviously somethings just need that level of precision, but many of them can be described as a modified version of a current special rule or set of USRs, with a may not assault/move/shoot clause attached to them.
. As for storm, why not just give those guns more shots? Or perhaps just give them "Suppressing" and remove the Storm rule.
i dont want to just give them suppressing because i agree with the current games logic of how a unit gets pinned. It has to be faced with firepower that it can't hit back against, can't locate, and/or can't move away from. I think blast weapons, barrage, ordinance, sniper rifles, and truly massive amounts of firepower fit this definition quite nicely. The problem with giving the suppression rule to a single model is that should that model score even 1 hit, the target unit has to roll for suppression even though it clearly doesn't mesh with the definition. Its the situation tau payers could take advantage of by giving their Firewarrior sergeants a slightly different gun than the Pulserifle just to abuse the pinning rule it granted, while not sacrificing the firepower of the rest of the unit, which is not accurate and frustrating.
Ok thank god I thought you meant completely different charts for everyone lol no as interesting that would be, im lazy and couldn't be bothered to come up with that many unique and balanced orders. I think a few for each army should be more than enough, since that lets us really push the core aspects of the army in the command system, and keep it from being too routine and universal.
Maybe make some of these unique orders, especially the more powerful ones, one use orders, for things like an ork waaaagh or some command for the blood angels that pushes all units within the command range into the red thirst/black rage for a game turn.
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Post by: IcyFireKnight
i dont really see why mastercrafting needs to be changed, its a slick way to give to-hit rerolls, and as an upgrade option is pretty cheap incase there are point lying around, and WS increases a already the domain of power weapons
slick? I just think there could be a more realistic and less boring approach i would argue special rules are much easier to remember than numerical values, because we all know what feel no pain, stealth, shrouded, fearless, and stubborn allow a unit to do, because they're universal special rules, and their effects are limited to one aspect of a unit, and easy to remember. Also, if we want any sort of unique orders for each army, there needs to be a fast way of telling the opponent what they do if they not familiar with it. We can keep numerical orders, because obviously somethings just need that level of precision, but many of them can be described as a modified version of a current special rule or set of USRs, with a may not assault/move/shoot clause attached to them.
I think it would feel weird if we showed some of the numerical changes as special rules while the rest stayed as raw numbers. Unless we find names for every increase and decrease of any amount for every stat we can't put them all into special rules. How weird would it be if you had "This command grants Shrouded, -1 Dexterity, -2 Ballistic Skill and the unit may not move." The problem with giving the suppression rule to a single model is that should that model score even 1 hit, the target unit has to roll for suppression even though it clearly doesn't mesh with the definition. Its the situation tau payers could take advantage of by giving their Firewarrior sergeants a slightly different gun than the Pulserifle just to abuse the pinning rule it granted, while not sacrificing the firepower of the rest of the unit, which is not accurate and frustrating.
Clearly we're not going to let that happen. We should tweak how a unit can get suppressed. Let's give all Blast, Barrage, Ordnance and Sniper weapons Suppressing in the definition ok? So like what I've done here:
Sniper: If a model has a weapon with this special rule, any wounds it causes are doubled. Also, all Sniper weapons have the Heavy, Rending and Suppressing special rules.
Then we have conditions on how a unit can get suppressed, like using the amount of shots being fired and how many weapons with the Suppressing rule are in the unit. How about this:
Suppressing: If a model has a weapon with this special rule, any shots it fires count as two for Suppression tests.
Or maybe we can have Suppressing (X) where (X) is the amount of shots it counts as for Suppression tests? So snipers could count as three etc.
Also, maybe we can have different levels of suppression, each one making the target lose BS and Mobility? perhaps.. Maybe make some of these unique orders, especially the more powerful ones, one use orders, for things like an ork waaaagh or some command for the blood angels that pushes all units within the command range into the red thirst/black rage for a game turn. mm mm mm
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Post by: Rav1rn
Suppressing: If a model has a weapon with this special rule, any shots it fires count as two for Suppression tests.
i like the idea of this, but for things like blasts, ordinance, and snipers, they typically only hit a couple of models, or are a low model count unit. I think something similar to the current pinning rule, where they force a pinning test on successful wounds, would work a bit better. If we can't implement extra shots for storm well, this might be a good alternative.
slick? I just think there could be a more realistic and less boring approach
the problem is the other ways we could implement it are already covered by other special weapons, and yes slick, its straightforward and simple to use, and worth the points despite not being at the forefront of anyone's mind. More realistic, idk if power weapons didnt give WS bonuses it would fit very nicely there, but as it is it would be a bit redundant.
I think it would feel weird if we showed some of the numerical changes as special rules while the rest stayed as raw numbers. Unless we find names for every increase and decrease of any amount for every stat we can't put them all into special rules. How weird would it be if you had "This command grants Shrouded, -1 Dexterity, -2 Ballistic Skill and the unit may not move."
i dont mean we have orders that include both numbers and special rules, but rather it has one or the other. We'd have to simplify and condense many orders yes, but i think it would be much more streamlined this way, while keeping the essence of the order the same.
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Post by: IcyFireKnight
i like the idea of this, but for things like blasts, ordinance, and snipers, they typically only hit a couple of models, or are a low model count unit. I think something similar to the current pinning rule, where they force a pinning test on successful wounds, would work a bit better. If we can't implement extra shots for storm well, this might be a good alternative.
Yeah so maybe a squad has 10 shots w/ Suppressing. So 20 shots would basically cause a Suppression test one way or another. Just a really REALLY out of the blues idea, if you have 20 effective shots for Suppression, you divide that by 10 and compare that value to targets Fortitude. So normally it would be a 5+ (???) because 2 compared to 4 equates to a 5+, idk really random idea but what do you think?
the problem is the other ways we could implement it are already covered by other special weapons, and yes slick, its straightforward and simple to use, and worth the points despite not being at the forefront of anyone's mind. More realistic, idk if power weapons didnt give WS bonuses it would fit very nicely there, but as it is it would be a bit redundant.
Maybe power weapons don't increase weapon skill but instead do something else, while only mastercrafted increase weapon skill? We need to think of something cool for power weapons, just an increase probably won't cut it seeing as they are everywhere. i dont mean we have orders that include both numbers and special rules, but rather it has one or the other. We'd have to simplify and condense many orders yes, but i think it would be much more streamlined this way, while keeping the essence of the order the same
I wouldn't say streamlined, I'd say smudged out. Clearly we cannot shove all numerical things into special rules so we either have to drop the majority of them which will be a nightmare, not to mention again, it would be terrible if there was a special rule representing any increase or decrease of any amount to any stat. And most orders will not keep the essence, in fact most will just be shaved bare of all personality it had.
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Post by: Rav1rn
Yeah so maybe a squad has 10 shots w/ Suppressing. So 20 shots would basically cause a Suppression test one way or another. Just a really REALLY out of the blues idea, if you have 20 effective shots for Suppression, you divide that by 10 and compare that value to targets Fortitude. So normally it would be a 5+ (???) because 2 compared to 4 equates to a 5+, idk really random idea but what do you think?
thats a bit too involved, but its an interesting direction. It still causes problems with blasts and similar weapons though.
Maybe power weapons don't increase weapon skill but instead do something else, while only mastercrafted increase weapon skill? We need to think of something cool for power weapons, just an increase probably won't cut it seeing as they are everywhere.
thats how I feel about it too, but there's nowhere for them to go without armor of some sort. To break it down, a power weapon needs to increase a models ability in close combat. Increasing a models ability in close combat can be done only a few ways. Extra attacks, higher weapon skill, more damage, higher initiative, poison, rending, instant death, reroll, etc. the only ones that even sort of fit are strength increases and higher weapon skill, and even then theyre not a good match as those areas are already covered by other weapon types. Im open to suggestions but i really have no ideas.
I wouldn't say streamlined, I'd say smudged out. Clearly we cannot shove all numerical things into special rules so we either have to drop the majority of them which will be a nightmare, not to mention again, it would be terrible if there was a special rule representing any increase or decrease of any amount to any stat. And most orders will not keep the essence, in fact most will just be shaved bare of all personality it had.
the problem is that right now all of the orders uniqueness is bought with complexity and math, which isn't a great direction. And they don't necessarily have to be 100% special rules. Empty the Mag! could just as easily be:
Must be issued before the units movement phase. The unit may not move, doubles the number of shots at targets within 12" this activation, and receives last strike USR until the units next activation. The unit may not shoot next activation.
No math, no complexity, its just the core of that order compressed. Sure some of the uniqueness is gone, but i don't think having to keep multiple units stat alterations on hand each turn is worth it.
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Post by: IcyFireKnight
thats a bit too involved, but its an interesting direction. It still causes problems with blasts and similar weapons though.
I wouldn't say it's too involved, rather it's one of those things that isn't quite intuitive, however once you explain it then you'll definitely remember it. Also what kind of problems with blast weapons? Just count the number of models on the template, multiply by two (because it's Blast; suppressing) then add that with the rest of the shots from your squad and move it right 1 decimal place to give you the number you compare to 4. It sounds long-winded in writing but really it's not too bad seen that it's on the same complexity level as a lot of other mechanics atm. Im open to suggestions but i really have no ideas.
That's ok ^^ put your thinking cap on, I think we should work off what feels right. Let's see, power weapons are still weapons you swing -> use the model's power, not a weapon specific power, but power weapons have some sort of energy field -> increase user's Power? Hammers and axes are heavy -> make them reduce weapon skill/dexterity? Daggers and the like increase dexterity? And while we're at it, when a model has two close combat weapons (excluding pistols which fire a shot at user's weapon skill) they get to attack with both weapons but have decreased weapon skill because they are wielding two?
Actually, forget half of that, how about this?
Power: If a model has a weapon with this special rule, any rolls To Wound that would still succeed if it had suffered -3 Power cause two wounds instead of one.
This thing has come up quite a lot, but right now my thought sequence was that power weapons have gauss-like traits, and atm gauss is represented by rolls of 6 causing automatic wounds. So I polished that "on a roll of 6" rule with the same technique I have used for rending and storm etc. What do you think? Have you changed your opinion on the slightly unusual "imagine-" mechanic which tries to represent an unusual occurence? the problem is that right now all of the orders uniqueness is bought with complexity and math, which isn't a great direction. And they don't necessarily have to be 100% special rules. Empty the Mag! could just as easily be:
Must be issued before the units movement phase. The unit may not move, doubles the number of shots at targets within 12" this activation, and receives last strike USR until the units next activation. The unit may not shoot next activation.
No math, no complexity, its just the core of that order compressed. Sure some of the uniqueness is gone, but i don't think having to keep multiple units stat alterations on hand each turn is worth it.
Well why would it not be able to move? And where is the BS decrease? Why would you refuse to incorporate a BS decrease to show that their rate of fire increases things like recoil and recklessness? And what does last strike do? Empty The Mag! as it is, does not deserve to have its -2BS decrease replaced by a "cannot move" which makes little sense.
I will be compassionate as I know where you're coming from; the fear of making things too mathematical and drowning everything in numbers. I would like to keep commands to a maximum of two stat modifiers, but right now I'm finding it extremely hard..
As an update for my command ideas, at this present moment I think that 4 pools of 4 commands is optimal. The bottom two pools are the lower tiers - exarchs and vet. sergeants gaining access to more commands while the lowest of sergeants only get the first pool. For this reason the second pool is aimed at having a "expertise and specialist" feel to it. The higher two pools have the dedicated strategists with access to all pools while the more specialist/inexperienced HQs only manage 3. For this reason the last pool is aimed at having a "commanding an army" feel to it.
Level 1: Split Fire!: The unit receives -1 Ballistic Skill. Up to half the squad may shoot at a different target.
Level 1: Let's Roll!: The unit receives +1 Fortitude and +2 Mobility. It may not shoot.
Level 1: Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move.
Level 1: Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -2 Ballistic Skill. It may not move.
Level 2: Overwatch!: The unit receives -2 Ballistic skill. All shots fired gain the Suppressing special rule. It may not move.
Level 2: Infiltrate!: The unit receives +2 Mobility and +1 Stealth. It may not shoot.
Level 2: Empty The Mag!: The unit receives -2 Ballistic Skill. It may fire double the amount of shots, but may not shoot next turn.
Level 2: Raid!: The unit receives +1 Mobility, +1 Weapon Skill and +1 Dexterity. It may not shoot.
Level 3: Target Acquired!: The unit receives +2 Ballistic Skill. It may not move.
Level 3: Focus!: The unit receives +1 Ballistic Skill and +1 Weapon Skill. It gains the Seasoned Marksman special rule.
Level 3: Sit Tight!: The unit receives +3 Stealth and +1 Dexterity. It may not move or shoot.
Level 3:
Level 4: Into The Fray!: The unit receives +3 Mobility, +1 Dexterity and +2 Fortitude.
Level 4: Arise!: The unit receives +1 Strength and +1 Defense. It removes all morale status effects and gains the Feel No Pain special rule.
Level 4: Lionheart: This command may only be issued when over half the unit has been killed. It receives +2 Attacks and gains the Fearless special rule.
Level 4:
Hope you like it, I insist you point out any dumb mistakes in this!
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Post by: Rav1rn
I wouldn't say it's too involved, rather it's one of those things that isn't quite intuitive, however once you explain it then you'll definitely remember it. Also what kind of problems with blast weapons? Just count the number of models on the template, multiply by two (because it's Blast; suppressing) then add that with the rest of the shots from your squad and move it right 1 decimal place to give you the number you compare to 4. It sounds long-winded in writing but really it's not too bad seen that it's on the same complexity level as a lot of other mechanics atm.
sorry i was thinking more along the lines of large blast vehicle weapons. I think we need something like suppression (X), so truly insane weapons can get higher suppression "multipliers". For example, your typical suppression weapon (say a Heavy Bolter) would be suppression (2) to demonstrate they get a 2X multiplier on their shots. A whirlwind missile launcher might get suppression (3) while the ridiculous imperial guard artillery unit with the insane cannon would get suppression (4). This lets the bigger, meaner blast/ordinance weapons of vehicles have more suppression power than typical infantry level weapons, and if they only hit a couple of models, they still have a chance for suppression, due to their multiplier. And is fortitude your morale equivalent or your defense equivalent? Because if its your morale equivalent it makes a lot more sense, and yeah I guess if you get used to it itd be fine, but round down or round up? I'd say down, it just makes more sense to me on this topic, but i like the current 2d6 morale system, so this wouldn't work with that. And to head off your idea on making morale consistent with everything else, 2d6 is very important as you have reliability in this system, since the results create a bell chart so its possible to see how likely each unit is to flee and map the results accordingly.
Hammers and axes are heavy -> make them reduce weapon skill/dexterity? Daggers and the like increase dexterity? And while we're at it, when a model has two close combat weapons (excluding pistols which fire a shot at user's weapon skill) they get to attack with both weapons but have decreased weapon skill because they are wielding two?
Having different power weapons differentiated from each other is kinda pointless since we don't even have power weapons nailed down yet. Sure those sound like great directions to go, but we need a power weapon mechanic. Lowering WS for wielding two weapons makes sense, i just hate it. The points necessary to take a matching melee weapon is typically enormous, for more powerful ones anyways, and you typically lose ranged weapons in exchange, so there's already plenty of penalty involved, and in a game of potentially millennia old warriors, i think they have the time and experience to train with two weapons to the point of mastery.
As for power weapons causing double wounds, that still doesn't fit, and it competes with shred and the like.
Well why would it not be able to move? And where is the BS decrease? Why would you refuse to incorporate a BS decrease to show that their rate of fire increases things like recoil and recklessness? And what does last strike do? Empty The Mag! as it is, does not deserve to have its -2BS decrease replaced by a "cannot move" which makes little sense.
the cannot move is because theyre so focused on taking out that squad that they don't think about moving, but also to make it a defensive order, so players can't run up and empty the mag at a unit. Last strike was the effect/ USR that would apply to things like powerfists to show they strike last in close combat, again because they were so focused on shooting that unit down they didnt ready themselves for hand to hand combat. The loss of a BS penalty is unfortunate, but It was necessary to show how the order could be done differently while keeping the core idea the same.
As an update for my command ideas, at this present moment I think that 4 pools of 4 commands is optimal. The bottom two pools are the lower tiers - exarchs and vet. sergeants gaining access to more commands while the lowest of sergeants only get the first pool. For this reason the second pool is aimed at having a "expertise and specialist" feel to it. The higher two pools have the dedicated strategists with access to all pools while the more specialist/inexperienced HQs only manage 3. For this reason the last pool is aimed at having a "commanding an army" feel to it.
the problem i have with 4 order pools is that it would be hard to determine which units get access to which charts, because for any examples i can think of, there's very little differentiation between weak commander and experienced veteran. My librarians and chaplains may be wonderful combatants and icons, but they are only veterans with respect and semi-authority, not masters of tactics and strategy. But we would have to put them at command level 3 to show that they are better than a normal veteran, when thats a heavy handed way of doing so. A three level system (Base, Veteran, Command) offers all the differentiation with orders we need, while command ranges would differentiate between these levels, as more experienced veterans can actually be shown as such.
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Post by: IcyFireKnight
Lowering WS for wielding two weapons makes sense, i just hate it. The points necessary to take a matching melee weapon is typically enormous, for more powerful ones anyways, and you typically lose ranged weapons in exchange, so there's already plenty of penalty involved, and in a game of potentially millennia old warriors, i think they have the time and experience to train with two weapons to the point of mastery.
Yeah, but don't you think that it would definitely be harder to manipulate two weapons in the heat of battle than one? The skill of the warrior doesn't matter, they fight better with one and hence can't fight as effectively with two. You're trading manouevrability for power. And if you want to talk about points, we can modify them - so never let that be a hindrance to something that makes sense.
So what do power weapons do? If we can't think of anything classy, we can just make them give +1 power. Simple, logical and effective. But if there's anything uber-exciting and fresh, I'd take that instead. the cannot move is because theyre so focused on taking out that squad that they don't think about moving, but also to make it a defensive order, so players can't run up and empty the mag at a unit.
No way, if they're asked to empty the mag it shouldn't change their movement, if anything it would make them more inclined to move towards their target. It shouldn't just be a defensive order. In normal circumstances someone will NOT be firing at max speed, because of the recoil and not wanting to waste bullets. But it should be able to be applied to situations where you are allowed to hold the trigger down. The advantage is that you get two turns' worth of fire in one, however you get such a negative modifier (-2/3 BS) that it would be daft to use it in normal situations. But we would have to put them at command level 3 to show that they are better than a normal veteran, when thats a heavy handed way of doing so.
How is it heavy-handed? A three level system (Base, Veteran, Command) offers all the differentiation with orders we need, while command ranges would differentiate between these levels, as more experienced veterans can actually be shown as such.
In my opinion a Dire Avenger Exarch should not be as experienced as a Librarian. The Librarian does still have a significant amount of experience, at least more than a simple Exarch. If you put them on the same level you're either going to make Exarchs really strong or Librarians kind of a poof, and neither of them deserve that.
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Post by: Rav1rn
In my opinion a Dire Avenger Exarch should not be as experienced as a Librarian. The Librarian does still have a significant amount of experience, at least more than a simple Exarch. If you put them on the same level you're either going to make Exarchs really strong or Librarians kind of a poof, and neither of them deserve that.
thats where command ranges give a differentiation, while neither are capable of the tactical mastery of actual commanders, one is a veteran, and the other is a veteran who occasionally leads small groups. But while both would get the veteran chart, the librarian would get a short command range to show he has more command of the battlefield than the exarch, because he's an HQ choice vs a sergeantish character.
So what do power weapons do? If we can't think of anything classy, we can just make them give +1 power. Simple, logical and effective. But if there's anything uber-exciting and fresh, I'd take that instead.
thats the only direction i can think of too, but it is really boring. Id argue it should be +2 rather than +1 since that feels a bit too weak, but hopefully inspiration will strike for a new idea.
Yeah, but don't you think that it would definitely be harder to manipulate two weapons in the heat of battle than one? The skill of the warrior doesn't matter, they fight better with one and hence can't fight as effectively with two. You're trading manouevrability for power. And if you want to talk about points, we can modify them - so never let that be a hindrance to something that makes sense.
i would argue not, there have been historical examples of effective warriors wielding two weapons, i think the inhabitants of the 41st millennia can manage it. But on this topic, we should subscribe to the rule of cool, and dual wielding melee weapons is definitely cool, so lets keep it free of additional penalties.
No way, if they're asked to empty the mag it shouldn't change their movement, if anything it would make them more inclined to move towards their target. It shouldn't just be a defensive order. In normal circumstances someone will NOT be firing at max speed, because of the recoil and not wanting to waste bullets. But it should be able to be applied to situations where you are allowed to hold the trigger down. The advantage is that you get two turns' worth of fire in one, however you get such a negative modifier (-2/3 BS) that it would be daft to use it in normal situations.
the mental image i have of this order is a squad getting charged by a fast horde of enemies or a big lumbering monster, and they know they can't get away so they try to dish out as much damage as possible before that unit closes for Melee. Yes they would be less accurate but i think there are better ways to represent this. Maybe split this into a defensive version and an offensive version, with one affecting movement and the other affecting accuracy. As for representing accuracy drops, to do this without numbers i think Must reroll successful hits would work very well with doubling shots, otherwise yeah dropping BS would do it too. I would still argue they should get last strike though, to show their focus on shooting instead of Melee, as well as a shortened max range just to be sure.
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Post by: IcyFireKnight
thats where command ranges give a differentiation, while neither are capable of the tactical mastery of actual commanders, one is a veteran, and the other is a veteran who occasionally leads small groups. But while both would get the veteran chart, the librarian would get a short command range to show he has more command of the battlefield than the exarch, because he's an HQ choice vs a sergeantish character.
Actually things like vet sergeants and exarchs shouldn't be able to issue commands to units other than their squad. Basically 0". And I'd give librarians 5/6". Id argue it should be +2 rather than +1 since that feels a bit too weak, but hopefully inspiration will strike for a new idea.
Seeing as power swords are like what, 10 points on average? +2 Power is fine. But on this topic, we should subscribe to the rule of cool, and dual wielding melee weapons is definitely cool, so lets keep it free of additional penalties.
Just a -1 WS decrease is not going to affect its coolness ^^ Because two weapons is actually VERY strong, remember, you're essentially doubling your effectiveness in combat! Sacrificing shooting isn't a good enough penalty because anyone that just wants to jump in and assault won't be affected by this balance measure and they will reap the benefits. Which is why just a small decrease in WS is representative of reality and a precaution. I also think people would be understanding of this change and they will be positively affected by it. Must reroll successful hits would work very well with doubling shots
This is an interesting way to go, I'd just like you to decide mentally the pros and cons of rerolls; then,
Doing some calculations, doubling the shots and then rerolling successful ones actually doesn't increase the number of shots hitting THAT MUCH. (This could be useful to suppress, but then you would just go for the suppression command - so we should make it so that their number of shots hit is increased by around 50% otherwise the command isn't going to be that potent)
E.g. 10 Boltgun shots equate to 6.67 hits. 10 x 2/3 = 6.67
------20 Boltgun shots that reroll successful hits equate to only 8.89 hits. 20 x 2/3 x 2/3
It's a 33% increase, do you think this is enough? to show their focus on shooting instead of Melee, as well as a shortened max range just to be sure.
well to be honest they aren't told to Focus! like in that command  they are just keeping their finger on the trigger instead of preserving rounds, I wouldn't say they need to focus more, furthermore I want to avoid a shortened max range "just to be sure".
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Post by: Rav1rn
Actually things like vet sergeants and exarchs shouldn't be able to issue commands to units other than their squad. Basically 0". And I'd give librarians 5/6".
Exactly, an Exarch is limited to his unit, since he's sort of a sergeant, and a librarian is an independant character HQ unit. However, fluff-wise a librarian has no real authority within a chapter, hes just a highly skilled warrior with unique powers, and is respected for his knowledge, capabilites, and prowess. However, he is still just the equivalent of a veteran with special abilitites, he's not a commander, captain, chapter master etc, and is not a master of tactics, however he may lead smaller forces of marines when the real strategic officers are not required. He is only capable of what a veteran is tactically, but he has the experience and training to be able to see more of what's going on in his area of the battlefield than a typical veteran, and the respect of his peers let him give advice/orders. Hence, Veteran level orders, but he has a command range.
Just a -1 WS decrease is not going to affect its coolness ^^ Because two weapons is actually VERY strong, remember, you're essentially doubling your effectiveness in combat! Sacrificing shooting isn't a good enough penalty because anyone that just wants to jump in and assault won't be affected by this balance measure and they will reap the benefits. Which is why just a small decrease in WS is representative of reality and a precaution. I also think people would be understanding of this change and they will be positively affected by it.
Yes but think about how hard it is to give an entire unit only double weapons. The only models i know of that can do so, for vanilla marines and equivalent anyways, are sergeants, veterans, and HQ units. And even on sergeants, the only free option is 2 chainswords, giving him any more powerful dual weapons makes him a 56 point model minimum, and thats just with standard powerswords, nevermind powerfists, thunderhammers, or lightning claws, which would take him closer to 76 points. I think at 56 points for a 3 attack sergeant with power weapons is incredibly exepensive for how little use he'd likely get out of that arrangement compared to a typical loadout, and since the dual chainsword option isnt at all powerful, i dont see a point adding a penalty on top of all that. It may be a bit different for different codices, but i would think its a similar situation for most of them, dual wielding standard troops are rare, if even possible at all.
well to be honest they aren't told to Focus! like in that command they are just keeping their finger on the trigger instead of preserving rounds, I wouldn't say they need to focus more, furthermore I want to avoid a shortened max range "just to be sure".
I don't know about you, but if im facing down a scary unit that needs to die, whether its charging at me or im trying to mow it down myself, im not gonna be readying myself for combat, im gonna be getting as many shots out as possible, regardless of whether ive been ordered to focus or not. As for the max range, im worried about situations like a unit trying to flank around some terrain, and then you pop up a unit right at the max range and unload everything on it.you just ruined that units day. Not to say this shouldn't be used aggressively, it definitely should, but i think a range penalty would make people be much more aggressive that this version than they would likely be otherwise.
Edit: as for is re rolling successful hits enough, i think the prospective payoff will be very good incentive for people to take, not to mention making it a prime candidate for things like special weapons and template weapons especially, because a 33% increase in plasma or Melta weapons is a lot hurt to lay on a unit, and flamers dont care about hits anyways.
Lowering BS by 2 means that on double shots space marines would be landing the same amount of hits funnily enough
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Post by: IcyFireKnight
Yes but think about how hard it is to give an entire unit only double weapons. The only models i know of that can do so, for vanilla marines and equivalent anyways, are sergeants, veterans, and HQ units. And even on sergeants, the only free option is 2 chainswords, giving him any more powerful dual weapons makes him a 56 point model minimum, and thats just with standard powerswords, nevermind powerfists, thunderhammers, or lightning claws, which would take him closer to 76 points. I think at 56 points for a 3 attack sergeant with power weapons is incredibly exepensive for how little use he'd likely get out of that arrangement compared to a typical loadout, and since the dual chainsword option isnt at all powerful, i dont see a point adding a penalty on top of all that. It may be a bit different for different codices, but i would think its a similar situation for most of them, dual wielding standard troops are rare, if even possible at all.
I said that we just have to ignore points right now because it seems like it's getting in the way for some logical changes which you said you would accept. Especially particular points-cost anecdotes which are negligible atm and we can just fix the points cost later. I don't know about you, but if im facing down a scary unit that needs to die, whether its charging at me or im trying to mow it down myself, im not gonna be readying myself for combat, im gonna be getting as many shots out as possible, regardless of whether ive been ordered to focus or not.
Yeah, I agree you won't be as prepares for combat but that doesn't mean every single model hits last. Some may still be sharp enough to hit at the same time. So we can give -1 Dexterity to portray that? As for the max range, im worried about situations like a unit trying to flank around some terrain, and then you pop up a unit right at the max range and unload everything on it.you just ruined that units day. Not to say this shouldn't be used aggressively, it definitely should, but i think a range penalty would make people be much more aggressive that this version than they would likely be otherwise.
What's wrong with that? Bearing in mind your firepower is only increased by 33%, you've practically just threw away your unit just by being impatient enough to waste 200% of firepower for 133% of it. Or it actually does give you the tactical edge, in which case you've commanded well. But in most situations, the command is not worth it. Lowering BS by 2 means that on double shots space marines would be landing the same amount of hits funnily enough
Yeah I saw that
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Post by: Rav1rn
What's wrong with that? Bearing in mind your firepower is only increased by 33%, you've practically just threw away your unit just by being impatient enough to waste 200% of firepower for 133% of it. Or it actually does give you the tactical edge, in which case you've commanded well. But in most situations, the command is not worth it.
i guess, im just worried someone's going to find a horribly broken way to exploit this, but well see.
I said that we just have to ignore points right now because it seems like it's getting in the way for some logical changes which you said you would accept. Especially particular points-cost anecdotes which are negligible atm and we can just fix the points cost later.
the thing is, it doesn't matter if points shift here or there a little bit, a sergeant with 2 power weapons is going to be 50ish points no matter what we do, even more so if we increase the veteran upgrade cost (which we should since its so much more valuable now). And yes it's sort of a logical penalty but think about how irritating it would be to model a character with 2 matching weapons, then pay the ridiculous points cost to use him, and the get a penalty for doing so? I dont want there to be an explicit penalty for people who want to go the expensive upgrade direction, because the implicit penalty of the upgrades is already there, because they will always cost more than the model having the upgraded stats base.
Yeah, I agree you won't be as prepares for combat but that doesn't mean every single model hits last. Some may still be sharp enough to hit at the same time. So we can give -1 Dexterity to portray that?
the risk of going this route is that there isn't enough penalty involved with just dropping dexterity a little bit. Yes not being able to shoot next turn is a harsh penalty, but the offensive version of Empty the Mag! Is going to be a very opportunistic order, and id like it if the player had to be sure about how safe he would be for melee combat, and be severely penalized for not taking that into effect. If two marine squads are fighting and one emptys the mag at the other, and i had an assault squad nearby that charges at that unit, i want that assault squad to tear them to shreds for not taking them into account, and with a -1 penalty theyre still hitting on 3+, whereas if they strike behind that assault squad and get chopped up without a chance to hit back, that is a properly painful punishment.
OOOOOOOOO here's an idea, that Must reroll all successful hits carries over into Melee, so if they get charged they are still hitting much less often than an equivalent unit. Id still like an "initiative" penalty involved though, but that may be overkill if we do this. Maybe make it the attacking unit gets to reroll all failed hit idk, i like this second direction better
Yeah I saw that
yeah lol, i guess were doing rerolls then, unless you've got a different system in mind?
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Post by: IcyFireKnight
And yes it's sort of a logical penalty but think about how irritating it would be to model a character with 2 matching weapons, then pay the ridiculous points cost to use him, and the get a penalty for doing so?
Ridiculous points cost?! Lower it?!?!? Gosh, I think it's clear that we should nerf double weapons a bit just because of how much it amplifies your combat capability. And coming with that, is a slight nerf to the points cost for another CCW. Think of how abundant it is right now for everyone just to be spamming double weapons because they don't care whether they can shoot or not, they just want to double their chop-chop effectiveness. Do you really want something to be able to double how much damage they can do in combat at the click of 15 points? Or do you want them to be able to increase their damage output by a good 33-67% for 10 points? OOOOOOOOO here's an idea, that Must reroll all successful hits carries over into Melee, so if they get charged they are still hitting much less often than an equivalent unit.
Sounds like a plan:
Level 2: Empty The Mag!: The unit receives -1 Dexterity. It may fire double the amount of shots, but may not shoot next turn. It must re-roll all successful hits, even in close combat.
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Post by: Rav1rn
Ridiculous points cost?! Lower it?!?!? Gosh, I think it's clear that we should nerf double weapons a bit just because of how much it amplifies your combat capability. And coming with that, is a slight nerf to the points cost for another CCW. Think of how abundant it is right now for everyone just to be spamming double weapons because they don't care whether they can shoot or not, they just want to double their chop-chop effectiveness. Do you really want something to be able to double how much damage they can do in combat at the click of 15 points?
adding 1 extra attack is far from game breaking, especially since everything has double wounds now. And I don't know who is spammingg double weapons when theyre only possible on a small number of units? The only way i know to spam double weapon for marines beyond assault terminators at least is vanguard veterans, and at 25 points a piece before weapons and jump packs, thats easily approaching a 100 point model to get 3 attacks, two lightning claws and a jump pack. As for "lowering it?!?!?" Do you mean the cost of special Melee weapons or the cost needed to get a dual wielding model? I think most of the special weapon prices ive seen are decently costed, maybe play with 5 points here or there.
Or do you want them to be able to increase their damage output by a good 33-67% for 10 points?
i really dont understand what this means. If taking two weapons has the same effect its always had, just with a -1 to dexterity, theyre still hitting just as hard as before, theyre just a bit easier to hit back?
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Post by: IcyFireKnight
It'd be -1 Weapon Skill actually, not Dexterity. We could assume the wielder actually, if anything, gains some dexterity because he is able to block blows. What do you think? -1 Weapon Skill for +1 Dexterity? It means he has a smaller chance of pulverising things in one turn with his massively augmented strength but in return can maybe deflect blows more easily.
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Post by: Rav1rn
It'd be -1 Weapon Skill actually, not Dexterity. We could assume the wielder actually, if anything, gains some dexterity because he is able to block blows. What do you think? -1 Weapon Skill for +1 Dexterity? It means he has a smaller chance of pulverising things in one turn with his massively augmented strength but in return can maybe deflect blows more easily.
I was working under the assumption that the effects wouldn't stack. If im wielding 2 thunderhammers, i'm not hitting at 4X my strength, im hitting more often at 2X my strength. Same with power weapons. As for decreasing weapon skill and increasing dexterity, i think its still just a way to penalize something that already has implicit penalties attached to it. Having a few more effects isn't really going to improve or seriously alter anything, its just one more thing to keep in mind.
I had some ideas on changing some order names, let me know what you think.
Lionheart ==> For the Fallen!
Overwatch ==> Covering Fire!
Infiltrate ==> Flank!
Stay Put ==> Stand Your Ground
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Post by: IcyFireKnight
Having a few more effects isn't really going to improve or seriously alter anything, its just one more thing to keep in mind.
I don't want it to improve or seriously alter something, but I do want to alter it enough so that it has an impact on the game. It's not hard to know that you have decreased WS and increased D when wielding two weapons (except for double daggers, yeah!) I guess you could compare it to knowing that bikes give you +1 Toughness. Something like that.
Lionheart ==> For the Fallen!
Liking it.
Overwatch ==> Covering Fire!
Mm I prefer overwatch, but if you really want then whatever
Infiltrate ==> Flank!
Don't mind, like both
Stay Put ==> Stand Your Ground
That would be a great 'nother command but stay put is meant to be like "get down, don't move and wait" kind of command, I can see Stand Your Ground sort of being like a Last Stand command where you fight until the bitter end.
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Post by: Rav1rn
nfiltrate ==> Flank!
Don't mind, like both
Im trying to prevent confusion between the order Infiltrate and the USR Infiltrate. this actually causes problems with outflank then... ugh.
I don't want it to improve or seriously alter something, but I do want to alter it enough so that it has an impact on the game. It's not hard to know that you have decreased WS and increased D when wielding two weapons (except for double daggers, yeah!) I guess you could compare it to knowing that bikes give you +1 Toughness. Something like that.
Thats a good comparison, but its still just one more thing that doesnt really improve anything. I know you like realism, and most of these models are either purpose born for war, or trained for decades. Somewhere in there they likely trained with two weapons to the point where they dont suffer from it. Beyond that, its just such a broad change that different models and entire armies have to be considered. Tyranids all have 6 limbs, typically with 2 sets of arms, would they have to deal with this constantly? what about special characters that come base with 2 weapons like lilith hesperax from the dark eldar? Or the sisters of battle seraphim who wield two pistols in close combat? Its just a level of additional complexity that i dont see improving anything, and wed have to make special rules to say these models arnt affected, or raise their stats to account for this automatic decrease, neither of which are great directions if we want to keep them the same as they would be otherwise.
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Post by: IcyFireKnight
Im trying to prevent confusion between the order Infiltrate and the USR Infiltrate. this actually causes problems with outflank then... ugh. Lol I'd we could work something out with Infiltrate and Outflank, don't wanna discuss it right now but they seem very very ripe for change. Thats a good comparison, but its still just one more thing that doesnt really improve anything. I know you like realism, and most of these models are either purpose born for war, or trained for decades. Somewhere in there they likely trained with two weapons to the point where they dont suffer from it.
But if you just look at the other side here, yes it is realistic that they would be able to proficiently use two weapons, but what you're also saying is that the warrior is just as bad with one weapon as he is with two weapons. And he must've trained more with one weapon than two.
what about special characters that come base with 2 weapons like lilith hesperax from the dark eldar? Or the sisters of battle seraphim who wield two pistols in close combat? Its just a level of additional complexity that i dont see improving anything, and wed have to make special rules to say these models arnt affected, or raise their stats to account for this automatic decrease, neither of which are great directions if we want to keep them the same as they would be otherwise.
I think I've already got this figured out. Any wargear, that modifies the character's stat, that comes free with the character, has already been accounted for in the statline. Think about terminators. Do you want them to look like terminators on the stats, or do you want them to look like puny space marines then have to work out all the modifiers from the wargear. However any purchasable wargear has not been accounted for.
For Lilith Hesperax, perhaps she's trained so much with her two weapons that she IS in fact better with two than she is with one, so she would not lose WS.
So basically this means that anything that comes anyway, or is a mandatory upgrade, is innate to their stats already. I think that clears up a lot of clutter you put forward like the Tyranid limbs etc.
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Post by: Rav1rn
but what you're also saying is that the warrior is just as bad with one weapon as he is with two weapons
yeah exactly, he's exactly the same with one or two weapons, for better or for worse. And yes they probably trained with one weapon more but if their training lasted 2 decades, and they only devoted 5% of their time to wielding 2 weapons, thats still a whole year of doing only that.
I admit thats a pretty nifty way of resolving the problem, but its sill solving a problem that doesn't need to happen in the first place.
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Post by: IcyFireKnight
No but even if they have training with two weapons, they are STILL going to be better with one weapon because they have more training with one weapon! Losing weapon skill isn't a representation of their lack of training with double weapons, it's a representation of their training with double weapons COMPARED to their training with one.
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Post by: Rav1rn
I just really don't like adding in unnecessary penalties. Notice i said unnecessary, not inaccurate. Yes they would train less with two weapons, but think about how all the other modifiers in the game work. Bikes increase toughness because theres a big hunk of metal between you and the person shooting you, powerfists and thunderhammers offset their massive power bonus and ability to allow a model to wreck vehicles with low initiative, and weapons that are powerhouses without downsides are offset by massive prices, like relic blades. I would argue dual power weapons should be counted in that third category, and be offset by their prices. +1 attack will not be a collosal bonus, thats only a 50% increase in raw attack output on most models that can use them, usually with the downside of doubling the price of the model, which should be enough. And most of these dual wieldings are frankly rubbish. I don't think anyone is going to argue that dual wielding thunderhammers is at all points effective, and thats 60 points worth of upgrades, but the model looks cool and if someone wants to do this, i dont want to punish them even more than they would be already. The only truely worthwhile dual wielding for MEQ is dual lightning claws, and thats 30 points for rerolling wounds on one model while losing shooting, as only taking one doesnt give this reroll.
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Post by: IcyFireKnight
It's not a penalty. They get +1 Dexterity, remember? Not only is there the appeal to realism, but it's also a balancing act. Dual weapon models are usually very very brutal, but can fall down easily if your opponent wants that. This means they're very hit-and-miss (no pun intended), as in too unbalanced, ESPECIALLY when you raise the prices. I think raising the prices will only make it more unbalanced, as you're trying to put tons of damage on one end of the balance, and since it's so heavy on that end you have to balance it out by piling on point after point. I guess the analogy could be summed up that I don't want 100kg of strength balanced out with 100kg of points, it's just too extreme, it makes things more volatile, I would prefer something like 60kg of power balanced with 60kg of points i.e. a moderate amount.
Also in the rulebook I think it would be nifty if we explained why we put some rules in place with a simple sentence describing our reasoning. Kinda like how in the 40k rulebook you can often see they've put a "we assume that the model" etc.
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Post by: Rav1rn
Also in the rulebook I think it would be nifty if we explained why we put some rules in place with a simple sentence describing our reasoning. Kinda like how in the 40k rulebook you can often see they've put a "we assume that the model" etc.
this is a wonderful idea, lets be sure to do this. Maybe sprinkle little blocks in here or there titled [Designer Comments] or something alongside other methods.
Dual weapon models are usually very very brutal, but can fall down easily if your opponent wants that. This means they're very hit-and-miss (no pun intended), as in too unbalanced
this is exactly the point though. When you put points into a model, you are not increasing it in every area. Typically, you are putting points into a model to increase its combat ability, not its mobility or durability. So there is a balancing act of combat ability vs survivability, as in can i make full use of this model before he dies? If you make a Deathstar unit, its going to attract tons of fire, this is the real danger of upgrades, because by making it scary, you made it a higher target, so you either have to play smarter with it, or suffer the consequences. Youre right, it is unbalanced, but its unbalanced through the players acceptance of risk, because these upgrades push a model cost far above where a points formula Would say it should be asked on Wargear and Statline. Ifwe made rules that allowed it, I could make the most uber -Killy model ever conceived at the price of 2000 points, but there's no way one über model Could Defeat 2000 points worth of regular units, the weight of fire and ability to focus in on him ensures his destruction.
It's not a penalty. They get +1 Dexterity, remember
is that in addition to the WS penalty, or is it just a dex bonus? Either way, its still one more thing that doesn't make enough of a difference to justify. If i dual wield lightning laws, i get +2 power for power weapon, +1 attack for dual wielding, a reroll of failed wounds for lightning claw rules, and then any other effects for wielding two weapons. That's 4 effects to keep track of, more if i mastercraft, and i just dont see an advantage beyond realism. My perspective is that if absolute realism is a goal, there are game systems built with that at its core, but 40K is not and has never been terribly realistic, the fact Melee weapons still exist is proof of that. So while i like things to make sense, sometimes realism is an acceptable sacrifice if it would not be worth the extra complexity.
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Post by: IcyFireKnight
It does make a difference to justify. I am just tweaking it so that the STRENGTH of a dual-weapon model is PROPORTIONAL to the SURVIVABILITY of it. Do not interpret this the wrong way, I'm not saying the stronger it gets, it HAS to get tougher, I just want there to be enough correlation so that it's actually usable and balanced. In fact, it means that taking dual weapons actually increases your damage as well as defense, but ONLY enough to make it relative.
The way you put it made it seem like there were a lot of things to keep track of, when really it's easy peasy. It's second nature that another weapon gives another attack and +1D -1WS, power weapons means +2 Power, while lightning claws, you can think of something if you wanna change it (I don't know space marines). Also hope you're having fun with the new SM codex!
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Post by: Rav1rn
Also hope you're having fun with the new SM codex!
ugh what I've heard about it is really exciting, but at nearly $60 USD, i won't be able to pick it up for a while. My 5th edition BRB didnt cost that much  .
The way you put it made it seem like there were a lot of things to keep track of, when really it's easy peasy. It's second nature that another weapon gives another attack and +1D -1WS, power weapons means +2 Power, while lightning claws, you can think of something if you wanna change it (I don't know space marines)
yes buts its tons of effects to keep track of, especially if we try to speed things up. Would it be an insurmountable learning curve? No of course not, look at how people understands current 40k rules, but its still a lot to juggle when taking everything else that can be going on into account. Imagine a biker unit dual wielding Power weapons, almost every single stat on their Statline would be altered from base.
It does make a difference to justify. I am just tweaking it so that the STRENGTH of a dual-weapon model is PROPORTIONAL to the SURVIVABILITY of it. Do not interpret this the wrong way, I'm not saying the stronger it gets, it HAS to get tougher, I just want there to be enough correlation so that it's actually usable and balanced. In fact, it means that taking dual weapons actually increases your damage as well as defense, but ONLY enough to make it relative.
the problem with this logic is that the real danger to a Melee deathstar unit, or any unit/model with lots of points tied up in upgrades, is that the place theyre going to die is not in Melee, its in shooting, because the opponent is going to do everything they can to avoid Melee with that unit. A unit of 10 vanguard veterans dual wielding lightning claws is one of the scariest units i can think of in 40K, but ignoring points problems, their wounds are going to come from shooting because no one in their right mind would charge into that. And if they do get into combat, if they wipe out the enemy unit, they'll just get shot down by every enemy unit in the area.
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Post by: IcyFireKnight
ugh what I've heard about it is really exciting, but at nearly $60 USD, i won't be able to pick it up for a while. My 5th edition BRB didnt cost that much
Pity :( GW really are just squeezing the lemon way too hard I doubt I will ever be able to get fully into 40k if it carries on this slope (I have 4000 points in total of all my armies and that has cost (my dad haha) thousands of pounds. The discussion we've had, I feel is really beneficial to me, and while I'm not even sure we'll (or at least me) even finish this thing, it's been really valuable - thanks. yes buts its tons of effects to keep track of, especially if we try to speed things up. Would it be an insurmountable learning curve? No of course not, look at how people understands current 40k rules, but its still a lot to juggle when taking everything else that can be going on into account. Imagine a biker unit dual wielding Power weapons, almost every single stat on their Statline would be altered from base.
Nope hehe, the bikes' modifications will show on their statline already (like termy armour), however weapons won't affect the stats, only other wargear. the problem with this logic is that the real danger to a Melee deathstar unit, or any unit/model with lots of points tied up in upgrades, is that the place theyre going to die is not in Melee, its in shooting, because the opponent is going to do everything they can to avoid Melee with that unit. A unit of 10 vanguard veterans dual wielding lightning claws is one of the scariest units i can think of in 40K, but ignoring points problems, their wounds are going to come from shooting because no one in their right mind would charge into that. And if they do get into combat, if they wipe out the enemy unit, they'll just get shot down by every enemy unit in the area.
That's the thing when you have such a high risk high reward unit which snatches a substantial amount of your points, they're so volatile and unreliable that they're close to unplayable. Unless they get a lucky charge, they're a complete waste - it's why raising the points costs insanely to accommodate for insane power boosts can't work. The small tweak should allow dual weapons to be popular, BECAUSE they're more reputable.
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Post by: Rav1rn
Pity :( GW really are just squeezing the lemon way too hard I doubt I will ever be able to get fully into 40k if it carries on this slope (I have 4000 points in total of all my armies and that has cost (my dad haha) thousands of pounds. The discussion we've had, I feel is really beneficial to me, and while I'm not even sure we'll (or at least me) even finish this thing, it's been really valuable - thanks.
i can kind of understand their problem, these are luxury goods, and once people have what they need they don't have to buy any more, but still its just plastic. The rapid pace of releases has done wonders for their popularity though, and i think the new sternguard box is one of the best they've ever produced.
Nope hehe, the bikes' modifications will show on their statline already (like termy armour), however weapons won't affect the stats, only other wargear.
yeah but a space marine biker can be described as a space marine with higher defense and higher mobility. Add in dual power weapons and its higher attacks, higher dexterity, higher strength... That's a lot of highers  .
That's the thing when you have such a high risk high reward unit which snatches a substantial amount of your points, they're so volatile and unreliable that they're close to unplayable. Unless they get a lucky charge, they're a complete waste - it's why raising the points costs insanely to accommodate for insane power boosts can't work. The small tweak should allow dual weapons to be popular, BECAUSE they're more reputable.
im not sure of any other way to handle this though. The good news is that since power weapons no longer ignore armor, and instead just increase strength, they don't have to be quite as expensive, so that should help somewhat
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Post by: IcyFireKnight
yeah but a space marine biker can be described as a space marine with higher defense and higher mobility. Add in dual power weapons and its higher attacks, higher dexterity, higher strength... That's a lot of highers
Yea but you only have to keep track of 3 of them ^^ And it's true that a marine on a bike with dual power swords has this many changes, they have 3 extra pieces of equipment!
I think there is a nice opportunity to do something with bikes in combat. Because naturally the bikes would be super-hard to swing at but once they're immobilised they can get trampled. The good news is that since power weapons no longer ignore armor, and instead just increase strength, they don't have to be quite as expensive, so that should help somewhat
That's absolutely true, I also think that if we expand a little bit the variety of points costs, so that they aren't 95% in multiples of 5. This is because right now, there are some instances of units costing 61 points or 121 points or what not (jetbikes/hawks), and most of the time I find that it's frustrating when you end up with 1496 points or something like that. So you either have to avoid that unit completely or fit a number of them in. And I don't think it would hurt if we expanded the number of off-increment models from 5% to 10% or so.
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Post by: Rav1rn
That's absolutely true, I also think that if we expand a little bit the variety of points costs, so that they aren't 95% in multiples of 5. This is because right now, there are some instances of units costing 61 points or 121 points or what not (jetbikes/hawks), and most of the time I find that it's frustrating when you end up with 1496 points or something like that. So you either have to avoid that unit completely or fit a number of them in. And I don't think it would hurt if we expanded the number of off-increment models from 5% to 10% or so.
so wait, do you like oddly costed models or not? If you want to get off the 5 point increment scale, something i think that would be really exciting is if imperial units stuck to multiples of 5 for the most part, while chaos and xenos move off of them for the most part. Obviously not a perfect direction, but a nice subtle way to differentiate the three factions of imperial, chaos, and xenos from each other. And yeah ending up with a couple of points left over is irritating, but upgrade cost changes to bring the odd unit costs up into simple multiples is a good solution, and otherwise subtle options that can take up those few points, like mastercrafting for imperial units, but a xenos version, would work nicely as well.
I think there is a nice opportunity to do something with bikes in combat. Because naturally the bikes would be super-hard to swing at but once they're immobilised they can get trampled.
maybe, but theyre still going to be just the normal model in close combat, so im not sure a penalty fits too well. Maybe give them some bonus like mounted charge or something, where if they move over a certain distance, but didnt turbo-boost, they get some bonus to strength if they charge into Melee. Most bikes don't want to get into Melee, since they typically have really nice guns on them or rely on hit and run tactics, so this might be an interesting way of giving them incentive to charge. Lets not try anything too crazy with bike special combat rules, otherwise were gonna piss off a lot of dark eldar players who like reavers  .
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Post by: IcyFireKnight
so wait, do you like oddly costed models or not? If you want to get off the 5 point increment scale, something i think that would be really exciting is if imperial units stuck to multiples of 5 for the most part, while chaos and xenos move off of them for the most part. Obviously not a perfect direction, but a nice subtle way to differentiate the three factions of imperial, chaos, and xenos from each other.
Actually this is a really good idea! SM and IG would stick to 5 point gradations, while the weirderthe xenos, the weirder their points costs get. So tau might have a few off-points costs, while Dark Eldar would not have a single multiple of 5 points cost! maybe, but theyre still going to be just the normal model in close combat, so im not sure a penalty fits too well. Maybe give them some bonus like mounted charge or something, where if they move over a certain distance, but didnt turbo-boost, they get some bonus to strength if they charge into Melee. Most bikes don't want to get into Melee, since they typically have really nice guns on them or rely on hit and run tactics, so this might be an interesting way of giving them incentive to charge. Lets not try anything too crazy with bike special combat rules, otherwise were gonna piss off a lot of dark eldar players who like reavers
Yeah, I think bikes shouldnt get hammer of wrath because you don't just drive into the enemy lol, you joust like cavalry. They should get extra strength for their momentum - they should also be able to get out of combat (hit and run), maybe using their dexterity (?) or mobility? Of course I don't want something completely extravagant because like you said it can get unnecessarily complicated.
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Post by: Rav1rn
they should also be able to get out of combat (hit and run), maybe using their dexterity (?) or mobility?
idk, i kinda feel like hit and run should be reserved for the really amazing bikes (eldar), but the idea of disengaging from Melee voluntarily is interesting... Maybe make it a dexterity check, where they have to "roll to hit" their opponents dexterity to disengage...food for thought
Actually this is a really good idea! SM and IG would stick to 5 point gradations, while the weirderthe xenos, the weirder their points costs get. So tau might have a few off-points costs, while Dark Eldar would not have a single multiple of 5 points cost!
ok i like the idea of more chaotic == more deviation, but we need to keep an eye on things to make sure the points are still roughly where they should be, this would be a really silly reason to destabilize points values over.
Automatically Appended Next Post: How do you feel about for invulnerable saves and feel no pain, those saves may always be taken to save a wound? Unless the wound causes double wounds, in which case feel no pain would be ignored?
This would make sense for these saves, as they would more accurately represent energy shielding/dexterity/incorporeality, and insane bloodrage respectively. I never really liked the way invulnerable saves worked anyways, since its not like its something that would just be ignored since the armor save was better, it should have always had a chance of deflecting/blocking stuff, or dodging the attack, or just having it pass right through them.
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Post by: IcyFireKnight
Maybe make it a dexterity check, where they have to "roll to hit" their opponents dexterity to disengage...food for thought
Yeah, but I think we should only make it voluntary disengage when the disengaging unit has at least 3 more Mobility than the thing they're running from. Even then we must hesitate to make voluntary disengage carefree because I don't want them just disengaging then pewpewing that unit to death next turn. this would be a really silly reason to destabilize points values over.
It shouldn't be a problem, 99% of the time you're going to be using a calculator to work out points and if you play Dark Eldar it's going to be a slick twist when you're adding up! How do you feel about for invulnerable saves and feel no pain, those saves may always be taken to save a wound? Unless the wound causes double wounds, in which case feel no pain would be ignored?
This would make sense for these saves, as they would more accurately represent energy shielding/dexterity/incorporeality, and insane bloodrage respectively. I never really liked the way invulnerable saves worked anyways, since its not like its something that would just be ignored since the armor save was better, it should have always had a chance of deflecting/blocking stuff, or dodging the attack, or just having it pass right through them.
Of course, the whole idea that you can only take one save (armour, cover or invuln) is absolute ludicrousness. Invulns, consequently, will have to be nerfed slightly, because they don't care about the aggressor's firepower, it's got no counterplay to it. I hope to change this though.
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Post by: Rav1rn
Yeah, but I think we should only make it voluntary disengage when the disengaging unit has at least 3 more Mobility than the thing they're running from. Even then we must hesitate to make voluntary disengage carefree because I don't want them just disengaging then pewpewing that unit to death next turn.
i guess, the problem is that i dont know of any units that are going to have DEX 7 or higher beyond some ridiculous exceptions like the keeper or secrets. 98% of models are going to be sitting at the 3-5 ranges so far as i can tell. Genestealers would probably be around a 6, lictors would probably be a 7, maybe temple assassins from the grey knights codex would be at 7, and some eldar special characters would be up there too.
An alternative is a DEX check against the opponents Dexterity, and if succeeded, the opponent gets one free round of attacks before the unit disengages and begins its shooting phase.
shouldn't be a problem, 99% of the time you're going to be using a calculator to work out points and if you play Dark Eldar it's going to be a slick twist when you're adding up!
i meant to deviate from the points formula saying what they should cost based on stats, not so much list-building. There's going to be about a .5 to 1 point tolerance points-wise that we can play with, since thats the outputs i was getting with my D10 formula for points, so as long as its within that tolerance, i think well be in good shape.
Of course, the whole idea that you can only take one save (armour, cover or invuln) is absolute ludicrousness. Invulns, consequently, will have to be nerfed slightly, because they don't care about the aggressor's firepower, it's got no counterplay to it. I hope to change this though.
im not really sure how to nerf them, i think they'd function fine as is. A 5+ invulnerable, while awful in 40K, would be amazing in this system, since there's no saves otherwise. The danger is the really high ones (storm shield terminators cough cough). We probably need to look at the interplay between wounds and invulnerable saves, because if my chapter master has 8 wounds like it says he should, in terminator armor for DEF 8, and a 4+ invulnerable, he's gonna be nigh immortal to small arms fire, and very hardy against more powerful weaponry.
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Post by: IcyFireKnight
i guess, the problem is that i dont know of any units that are going to have DEX 7 or higher beyond some ridiculous exceptions like the keeper or secrets.
Exactly, most infantry cannot simply withdraw from combat; they'd get mowed down as they flee. I meant Mobility; only if you have 3 more mobility do you have the chance to hit and run.
i meant to deviate from the points formula saying what they should cost based on stats, not so much list-building.
I acknowledge what you're saying, I just want to tell you that I would take the liberty of decreasing/increasing a points cost by within 5 points, as long as it is honest to the all-round strength that we give it.
To be honest I think invulnerables are fundamentally flawed; they actually don't care about what they're being hit by; in other words, the way they respond to ALL types of fire is the same. It means that they die just as easily to P1 laser shots as they do to P12 laser shots.
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Post by: Rav1rn
Exactly, most infantry cannot simply withdraw from combat; they'd get mowed down as they flee. I meant Mobility; only if you have 3 more mobility do you have the chance to hit and run.
hmmm ok that's an interesting direction, so would hit and run let less dexterous units leave combat, or would it make it an auto-pass without need of the check? Also why mobility? Dexterity seems like it would make more sense for this.
To be honest I think invulnerables are fundamentally flawed; they actually don't care about what they're being hit by; in other words, the way they respond to ALL types of fire is the same. It means that they die just as easily to P1 laser shots as they do to P12 laser shots.
this logic only applies to shielding though, and there are so many other types of invulnerable saves in the game. Daemon incorporeality, harlequin agility, the sisters of battle blessing of the emperor, and the strength of the weapon has no role in these saves, as a STR1 shot would pass through a daemon as easily as a a STR12 shot, same with dodging and blessings. Shielding is but one type of invulnerable, so i think for the sake of simplicity its best to keep it in there, despite its somewhat less logical approach.
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Post by: IcyFireKnight
hmmm ok that's an interesting direction, so would hit and run let less dexterous units leave combat, or would it make it an auto-pass without need of the check? Also why mobility? Dexterity seems like it would make more sense for this.
I just don't think withdrawing from combat should be a universal move like running, only comparatively fast units should be able to. this logic only applies to shielding though, and there are so many other types of invulnerable saves in the game. Daemon incorporeality, harlequin agility, the sisters of battle blessing of the emperor, and the strength of the weapon has no role in these saves, as a STR1 shot would pass through a daemon as easily as a a STR12 shot, same with dodging and blessings. Shielding is but one type of invulnerable, so i think for the sake of simplicity its best to keep it in there, despite its somewhat less logical approach.
What do demons have that do that? I know that there are some situations where the power of the weapon is ignored like dodging (but they should have like a SR called Dodge which can be ignored by blast/template) which would really only be Dodge (6+) or (5+). And what does the blessing do?
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Post by: Rav1rn
What do demons have that do that? I know that there are some situations where the power of the weapon is ignored like dodging (but they should have like a SR called Dodge which can be ignored by blast/template) which would really only be Dodge (6+) or (5+). And what does the blessing do?
Daemons invulnerable saves are attributed to them not having physical bodies, so sometimes attacks just pass right through them. Sister of battles blessing is a 6+ invulnerable every sister of battle has, to do with faith and prayers and stuff like that. Not sure how i like dodge as a special rule, but the idea of having blast negate it is a good idea, so it should work nicely. As for having invuln saves be variable with the weapons strength, i dont really see how that works, since its essentially just usual armor then, rather than a chance of something being deflected. Plus higher strength weapons already have a way to influence models like that, because their high strength means its easy to get most of the wounds on models, even if they have high defense, like terminators. I think toning down and scaling back the invulnerable saves from the current level insanity, like storm shield terminators, and making a 3+ incredibly rare, 4+ uncommon, and 5+ standardish would work nicely.
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Post by: IcyFireKnight
I know that, but I think we can both agree that invulnerable saves are only to be used in situations where the strength of the projectile is COMPLETELY ignored. Is it really the truth that Daemons can get hit by pellets and fall to the floor just as they can with stronger shots? Side note: would they be vulnerable to warp-opening weapons? (wraithcannon, d-cannon). For the sisters of battles blessing I can see where you're coming from, but 6+ may need changing; depends.
There could be some sort of thing which acts like an invuln but kinda like a lance, so the shield treats anything above Power (X) as Power (Y).
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Post by: Rav1rn
Is it really the truth that Daemons can get hit by pellets and fall to the floor just as they can with stronger shots?
Thats where strength vs defense comes in, the invuln save is just overlaid over that.
Side note: would they be vulnerable to warp-opening weapons? (wraithcannon, d-cannon).
From my understanding of these weapons, they just suck anything in the real world into the warp, and since the daemons are some weird sort of warp-matter thing in the real world, they get sucked in like everything else.
There could be some sort of thing which acts like an invuln but kinda like a lance, so the shield treats anything above Power (X) as Power (Y).
Maybe, but it feels a bit involved and its another rule of cool moment, and i like the idea of there just being some screw-you trait certain units have. For instance, the legion of the damned space marines are described as walking out of a volcano eruption after that same volcano erupted and killed the better half of an entire company of space marines, and as such they have a 3+ invulnerable save to show they arnt really "real". Terminators are described as being able to withstand anti-vehicle level weaponry since the crux terminatus protects them to a certain extent, same with iron halos and all the other invuln wargear the imperium has. Besides, itd be hard to take advantage of ridiculous invuln saves since theyre fairly rare, with the exception of the storm-shield which honestly needs to be nerfed hard.
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Post by: Dast
Hello,
Interesting project, I have read the first few and last few pages at the moment, so am still not getting exactly what is going on but should do soon.
The commands sound really cool, I like them all.
You seemed to be back to D6s at one point, then i skipped a few pages and someone mentioned people buying d10s along with metric rulers, then their were some stats that had a suspicious looking 0.1666 hanging about.
So I know its a bit late in the thread, but oh well, I would suggest that if you still wanted more possible "rolls" (ie d10's d12s whatever) it might be best to use decks of playing cards. Just shuffle up and draw. Ace=1. Numbers are themselves. Either take the jack queen and king out or make them 11, 12 and 13 respectively.
Playing cards are quite easy to find, much easier than d10's at least.
The only problem I can see is that if you fire a sizeable number of shots in one go the chance that you get all 1's goes away (their are only 4 aces). This is increasingly an issue when you start to throw a lot of shots in one go. (30 homagaunts on the charge type stuff). Maybe shuffle a few packs together?. Re-set and shuffle again every X cards? I don't know.
Dast
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Post by: Rav1rn
Hey Dast, welcome to the thread.
We've more or less abandoned the ideas of migrating away from D6, and stuck to them since everyone has them, and they're readily available. D12 would have been preferable, but ultimately not worth it in the grand scheme of things. Using playing cards is an interesting idea, not sure how well itd fit into mechanics and stuff like that (People would probably want to check each others decks to make sure theres no cheating which would take a while), but lets see what comes up from it. I don't know if you saw this or not, but there's a pretty solid push for us to make unit cards of some sort, though this is still very much in the conceptual phase, as we didn't put too much thought into it, and haven't really discussed it since.
Glad to hear you like commands. Not really sure how much info you have on them, but feel free to shoot us some questions and we'll try to sum up where they are at the moment. We're pretty excited about where they're going, but getting to that end result is a long road, and its a pretty radical departure from current 40K systems, so i don't really want to rush into conclusions with them, only to scramble once we hit playtesting since they dont work right or are causing problems.
As for it being late in the thread, i'd argue its still early in the thread, we're still not close to an even semi-finalized ruleset (at least thats how i feel), and core mechanics are still being discussed and worked out, never mind getting special rules, unit values, the points formula, and everything else necessary to get a polished product out of the gate, so the more input the better.
The only problem I can see is that if you fire a sizeable number of shots in one go the chance that you get all 1's goes away (their are only 4 aces). This is increasingly an issue when you start to throw a lot of shots in one go. (30 homagaunts on the charge type stuff). Maybe shuffle a few packs together?. Re-set and shuffle again every X cards? I don't know.
This is exactly the kind of thinking i like to see when we're working out rules, so keep it up!
Edit: Holy cow page 14? wow...
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Post by: IcyFireKnight
Greetings Dast! Feels like a privilege that we got one of the co-writers from Grimdark too!
Frankly playing cards are ambitious but a bit too alien! Plus all the complications
It kinda embarrasses me that Rabid got to get his ruleset finished in 10 pages while we're still babbling away, not even half finished at 14 pages xD That's ok.
Unit cards sound cool, but I wouldn't call it the most original idea (but they're still cool), plus from a design point of view, unless you are competent at graphics and what not, it's gonna be hard to get an up-to-standard one that doesn't look like utter **** haha
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Post by: Rav1rn
Unit cards sound cool, but I wouldn't call it the most original idea (but they're still cool), plus from a design point of view, unless you are competent at graphics and what not, it's gonna be hard to get an up-to-standard one that doesn't look like utter **** haha
I wish i had even a fraction of the skill needed to do the unit card art idea justice, but hey we can just float a template kind of thing out there and let others fill in the art, im sure theres fan artists out there willing to do so. Lots of cool possibilities to do with this idea, but yeah far from critical.
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Post by: IcyFireKnight
On ze thread we should advertise + ask if anyone wants to help ups make em
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Post by: Rav1rn
Yeah but that's a very late in the process, non-critical factor so lets worry about other things first.
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Post by: Rav1rn
Ok so we were on invulnerable saves? Anything else we want to address right now?
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Post by: IcyFireKnight
So I have just read almost everything in this thread, and I'm just going to round up some of our thoughts and ideas:
- Model statistic lines have been extended from 9 to 11
- Armour and toughness merged into one Resilience value; strength and AP merged into one Power value
- To accommodate this, average wounds doubled from 1 to 2
- There are now receiving stats for shooting and combat (Stealth and Dexterity, the counterparts being Marksmanship and Skill (?))
- Universal comparison chart (average stat is 4):
..........1.....2.....3.....4.....5.....6.....7.....8.....9....10...11...12
.....1|4+...5+...5+...6+...6+...---...---....---...---....---...---....---
.....2|3+...4+...5+...5+...6+...6+...---....---...---....---...---....---
.....3|3+...3+...4+...5+...5+...6+...6+...---...---....---...---....---
.....4|2+...3+...3+...4+...5+...5+...6+...6+...---....---...---....---
.....5|2+...2+...3+...3+...4+...5+...5+...6+...6+...---...---....---
.....6|---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---...---
.....7|---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---
.....8|---....---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+
.....9|---....---....---....---....2+...2+...3+...3+...4+...5+...5+...6+
...10|---....---....---....---....---....2+...2+...3+...3+...4+...5+...5+
...11|---....---....---....---....---....---....2+...2+...3+...3+...4+...5+
...12|---....---....---....---....---....---....---....2+...2+...3+...3+...4+
- To kill a model you have to roll to Hit (Mk vs St, or Sk vs D) then roll to Wound (P vs R)
- (Not finalised/discussed) In combat there are 3 steps. Most strike at Combat Step 2, but some models in some situations can get some of their attacks in at Combat Step 1.
- (Not finalised) Units can get suppressed or neutralised under masses of fire (separate from morale), however if they fail their morale they always fall back
- FOC looking something like this:
...........................................HQ.......................................
.............................................||........................................
===========.......============......==========
||...Specialist...||===||...Core...Core...||===||...Support...||
||...Specialist...||===||...Core...Core...||===||...Support...||
||...Specialist...||===||...Core...Core...||===||...Support...||
||...Specialist...||===||...Core...Core...||===||...Support...||
===========.......============.......==========
Things to discuss:
- TURN SYSTEM
- subsequently, reserves
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Post by: Rav1rn
Units can get suppressed or neutralised under masses of fire (separate from morale)
I don't see why suppression should be completely separate from morale. I think having a suppression check be a morale check that just results in suppressed condition instead of falling back would work really well, as those scaredy cat conscripted guardsman would be easily suppressed at morale 6, but the literally fearless necrons would advance regardless at morale 10 / Fearless. One thing i have been tossing around is beefing up morale checks to 3d6 with a stat change to match, but i dont really think the additional morale slots are necessary.
- FOC looking something like this:
...........................................HQ.......................................
.............................................||........................................
===========.......============......==========
||...Specialist...||===||...Core...Core...||===||...Support...||
||...Specialist...||===||...Core...Core...||===||...Support...||
||...Specialist...||===||...Core...Core...||===||...Support...||
||...Specialist...||===||...Core...Core...||===||...Support...||
===========.......============.......==========
I like the look of the chart. Im not sure restricting additional specialist and support slots to taking 2 more Core/Troops choices is the best direction. I think something like you may take 1 less specialist and support choice than you have troops choices would be more fun, since that's typically where the really fun, flavorful units are, and making them that restricted might be frustrating.
On a similar note, should only Core/Troops be able to capture objectives, or should any non-vehicle unit be able to capture objectives? having anything be able to capture would make more sense realistically, but could have adverse effects on how people view Core/Troops units, leading to minmaxing and other problems.
In combat there are 3 steps. Most strike at Combat Step 2, but some models in some situations can get some of their attacks in at Combat Step 1.
Ok combat steps is starting to make this a more coherent system. So i'm assuming you would start at Combat Step 1, then work your way up to Combat Step 3? How do we want to handle combat in the same Combat Step? Make it a roll off or a simultaneous thing where we pretend every model lands attacks at the same time, and remove wounds after all attacks have been dealt? Im not a huge fan of breaking the number of attacks into "faster strikes" and regular attacks, it just seems like itd feel clunky, despite being a suitable replacement for extra attacks for charging. Maybe have charging grant a strength bonus to represent their extra momentum, though this could either complement or overlap with furious charge, depending on how you look at it. How do we want the special rules to interact with this? Something like everything strikes at Combat Step 2 as normally, and stuff like:
Swift Strike: A model with this special rule strikes at Combat Step 1
Sluggish Strike: A model with this special rule striks at Combat Step 3
First Strike: A model with this special rule strikes before models at Combat Step 1. In the event that two models with this special rule engage each other, they strike simultaneously / roll-off to see who goes first.
Last Strike: A model with this special rule strikes after models at Combat Step 3. In the event that two models with this special rule engage each other, they strike simultaneously / roll-off to see who goes first.
- TURN SYSTEM
Im a big fan of alternating unit actions, and pretty much all of the ideas we put up before on how to run something like that. so minimum 1 unit activation per turn, may roll to activate more, up to 3 activations per turn max, etc. It does require counters unlike alternating phases, which has many points in its favor as well, i just think unit-by-unit would result in more tactically rewarding gameplay, as you really have to think through the rest of the game turn before making a decision.
- subsequently, reserves
Subsequently? And for reserves, id like something that lets players chose when a unit comes in, with restrictions on how many may come in in a game turn. Id prefer to avoid randomness if at all possible, yes i know its not totally realistic, but i think we can do better than random. Maybe make it so units that enter from reserve earlier take something like a dangerous terrain test to represent wounds they received on their way in to the battlefield. Maybe even make the dangerous terrain test more dangerous at earlier turns, and less at later turns, to show units who rushed in vs units that took their time and avoided fire.
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Post by: IcyFireKnight
I'd like to make it so that fortitude is on the same level as the other stats, i.e. 3-5 average, with necrons/chaos at 7 or so. It's a universal comparison chart and having morale as the odd one out feels untidy.
If you want to go that direction with the FOC then I don't really know what's wrong with the current FOC, btw, what is wrong with it?
At the moment I am not opposed to giving capturing power to other units, as long as we take precautions. Maybe have charging grant a strength bonus to represent their extra momentum, though this could either complement or overlap with furious charge
I wouldn't mind this, either that or +1 Sk/D.
Which reminds me, I am quite liking the idea of Mk and Sk (Marksmanship and Skill) for BS and WS. It sounds better in my head (people can't actually say WS because double-u is annoying) and it's pretty accurate, if not, as accurate as they are at the moment. Skill can have some ambiguity, but it's just as ambiguous as WS and I prefer it.
The thing is I am trying to avoid having models getting ALL of their attacks off first, or even worse, whole squads getting all their attacks off first.Im a big fan of alternating unit actions, and pretty much all of the ideas we put up before on how to run something like that. so minimum 1 unit activation per turn, may roll to activate more, up to 3 activations per turn max, etc. It does require counters unlike alternating phases, which has many points in its favor as well, i just think unit-by-unit would result in more tactically rewarding gameplay, as you really have to think through the rest of the game turn before making a decision. Yeah but the fact that if one person has a bigger army, he is gonna get all these almost "alpha strike" things right at the end of the turn, and for me that is a big turn-off. Plus, I am confident we can avoid the burden of counters.
Getting dangerous terrain through reserves isn't a bad idea, but what do you say to determining reserves at the start of a match, where you roll a D3+1 (rerollable if you have a dedicated commander). And all of them come in on the same turn, to represent a reinforcing army.
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Post by: Dast
Hello again,
I think it would be nice if morale also used your universal chart (making it that much more universal). I think someone mentioned this, but when I tried to quote it I couldn't find it.
My proposed system:
After all shooting from 1 unit against another, the unit being attacked must make a role of its leadership (or bravery or whatever its called) against the number of casualties they sustained.
So a leadership 8 unit to suffer 4 casualties from shooting has a 1/6 chance of running. (The 4-8 lookup gives a 2+). If they had suffered 6 casualties they would have a 1/3 chance of running. (6-8 look up gives 3+)
You would probably need to be able to use the remaining number of models in the unit in place of your leadership if you wanted too. (This way hordes of easy to kill models wouldn't run instantly).
This system would make the chances of running increase relatively smoothly with the number of casualties suffered, without any extra modifiers or anything.
Dast
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Post by: IcyFireKnight
I think it would be nice if morale also used your universal chart (making it that much more universal). I think someone mentioned this, but when I tried to quote it I couldn't find it.
Here I said: It's a universal comparison chart and having morale as the odd one out feels untidy. After all shooting from 1 unit against another, the unit being attacked must make a role of its leadership (or bravery or whatever its called) against the number of casualties they sustained.
So a leadership 8 unit to suffer 4 casualties from shooting has a 1/6 chance of running. (The 4-8 lookup gives a 2+). If they had suffered 6 casualties they would have a 1/3 chance of running. (6-8 look up gives 3+)
You would probably need to be able to use the remaining number of models in the unit in place of your leadership if you wanted too. (This way hordes of easy to kill models wouldn't run instantly).
This system would make the chances of running increase relatively smoothly with the number of casualties suffered, without any extra modifiers or anything.
This is an interesting idea, my only concern is that wouldn't it further strengthen MSUs?
How about instead of doing it by the model, we do it by the model %, so for every 1/3 of the unit lost, you have to roll off. i.e:
When you lose 1/3 of the unit, you have to roll against 1. Fortitude 4 against 1 is 2+.
When you lose 2/3 of the unit, you have to roll against 2. Fortitude 4 against 2 is 3+.
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Post by: Rav1rn
Hey guys sorry about the delay, busy couple of days.
How about instead of doing it by the model, we do it by the model %, so for every 1/3 of the unit lost, you have to roll off. i.e:
When you lose 1/3 of the unit, you have to roll against 1. Fortitude 4 against 1 is 2+.
When you lose 2/3 of the unit, you have to roll against 2. Fortitude 4 against 2 is 3+.
I like this way of doing things, it makes sense that people are going to react differently to when they lose 1 man from their squad vs a large percentage of them.
I'd like to make it so that fortitude is on the same level as the other stats, i.e. 3-5 average, with necrons/chaos at 7 or so. It's a universal comparison chart and having morale as the odd one out feels untidy.
Idk it feels weird, but thats probably just due to unfamiliarity, the math says this should work approximately as well as 2D6, this might make the increased leadership of sergeants a bit too extreme though.
If you want to go that direction with the FOC then I don't really know what's wrong with the current FOC, btw, what is wrong with it?
Do you mean the current 40K FOC? i dont like that one because it restrict possible army's too much. For example, blood angels have a wide variety of potential army lists available to them that vanilla marines dont, just because they have assault marines as troops. This is the kind of result im looking for in changing the FOC. We need a classification for specialists and support units, as these are obviously not troops, but otherwise players should be free to use whatever more standard units they want. For example, I don't see a point in restricting Space Marine armies to scouts and tactical squads as troops, when assault marines, bikes, and scout bikes would all work just as well as troops, and allow for much more interesting and fun army lists. But i dont want to make people take more of the troops than they want and/or really need, so they can focus on what specialist and support units to get, as this is often where the real flavor of the army is.
Getting dangerous terrain through reserves isn't a bad idea, but what do you say to determining reserves at the start of a match, where you roll a D3+1 (rerollable if you have a dedicated commander). And all of them come in on the same turn, to represent a reinforcing army.
It still has randomness in it though, when it doesn't need it. Reserves, particularly deep strike and outflanking, should be tactics the player can rely on and plan around, not something they hope will work in their favor, because then we end up with the same situation we have right now, where people avoid these options as they can't rely on them. As for it being dangerous terrain tests, maybe not explicitly, but it has to be something similar, so fro every model in the unit, roll a D6, if they roll a 1 they take a strength X hit, where X is a strength that decreases every game turn. So maybe str 4 in turn 2, str in turn 3, str 2 in turn 4, and no danger in turn 5. Vehicles roll on the damage result table on a 1 i guess.
Which reminds me, I am quite liking the idea of Mk and Sk (Marksmanship and Skill) for BS and WS. It sounds better in my head (people can't actually say WS because double-u is annoying) and it's pretty accurate, if not, as accurate as they are at the moment. Skill can have some ambiguity, but it's just as ambiguous as WS and I prefer it.
I still just dont see an advantage for doing this, and it could push people away.
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Post by: xruslanx
Why has it gone from 40k d10 to "let's write an entirely new ruleset?"
Pretty miss-leading title really.
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Post by: Rav1rn
We just didn't feel like starting a new thread, since we were already pretty deep into this one.
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Post by: xruslanx
At least change the thread title to "d10 40k ruleset"? The title at the moment makes it sound like a conversation to d10 within the original rules, but it's not.
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Post by: IcyFireKnight
Do you mean something like...
Commander
Infantry
Vehicles
Very loose, but there is potential.
For reserves, this is the maths concerning probability
Current:
Turn 1: n/a
Turn 2: 6/9
Turn 3: 2/9
Turn 4: 1/9
Suggested:
If you want a specific turn: 5/9
If you want Turn 2 or 3: 8/9
If you want Turn 3 or 4: 8/9
Chances of not getting what you want: 1/9
As you can see, right now you can't even choose when they come on. IRL a decent commander should be able to plan. Right now people basically just use reserves as an invulnerability tactic for 1 or 2 turns, which just seems like a toxic tactic with no depth to it As for it being dangerous terrain tests, maybe not explicitly, but it has to be something similar, so fro every model in the unit, roll a D6, if they roll a 1 they take a strength X hit, where X is a strength that decreases every game turn. So maybe str 4 in turn 2, str in turn 3, str 2 in turn 4, and no danger in turn 5. Vehicles roll on the damage result table on a 1 i guess.
I was attracted with the realism in representing wounds on the way, but that kind of mechanic feels very "filler" to me. I still just dont see an advantage for doing this, and it could push people away.
It could just as easily pull them in. It's fresh, anew, it sounds frankly much cooler and people would like it. Automatically Appended Next Post: Yea Rav1rn change it to something appropriate ^^
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Post by: Rav1rn
As you can see, right now you can't even choose when they come on. IRL a decent commander should be able to plan. Right now people basically just use reserves as an invulnerability tactic for 1 or 2 turns, which just seems like a toxic tactic with no depth to it
?? and yeah people can keep their units off the table with reserves, but thats where limiting units that can enter each game turn comes in, if you try some sort of alpha-strike strategy, and they keep their units off, its still going to be your whole army against a few units of theirs, until the next turn, and then its still not going to be their entire army. Alternatively, they can keep important units off the table, but then theyre not using it, and it still has to come on at some point, presumably without deepstrike, outflank, or anything like that because theyd have used that in the first place.
Yea Rav1rn change it to something appropriate ^^
I didn't know you could alter post titles after the fact
I was attracted with the realism in representing wounds on the way, but that kind of mechanic feels very "filler" to me.
Its trying to approximate something that happened off the table. Obviously it can be buffed in strength or whatever, but doing a realistic damage system for things that take place off the table would be really hard to do.
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Post by: IcyFireKnight
?? and yeah people can keep their units off the table with reserves, but thats where limiting units that can enter each game turn comes in, if you try some sort of alpha-strike strategy, and they keep their units off, its still going to be your whole army against a few units of theirs, until the next turn, and then its still not going to be their entire army. Alternatively, they can keep important units off the table, but then theyre not using it, and it still has to come on at some point, presumably without deepstrike, outflank, or anything like that because theyd have used that in the first place.
The problem with this argument is that they have a reason to keep it off the board, the fact that they have the opportunity to hold back certain units heavily outweighs the fact that the rest of their army is still there. Its trying to approximate something that happened off the table. Obviously it can be buffed in strength or whatever, but doing a realistic damage system for things that take place off the table would be really hard to do.
Really rough suggestion: Any unit coming from reserves automatically removes ( 2D6-6) x 10% of their unit as casualties.
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Post by: Rav1rn
The problem with this argument is that they have a reason to keep it off the board, the fact that they have the opportunity to hold back certain units heavily outweighs the fact that the rest of their army is still there.
i've never even heard of someone using reserves to gain a significant advantage, beyond dodging alpha-strike tactics, like avoiding an all-drop pod list's initial drop, because the units still start on the board where they would have been anyways, and arrive piecemeal. And yes if they have a reason to keep a unit off the board, more power to them, but thats an option with its upsides and downsides just like everything else.
Really rough suggestion: Any unit coming from reserves automatically removes (2D6-6) x 10% of their unit as casualties.
Idk, i dont like the idea of rolling random numbers to see how many of your units died on their way in like this. Plus this has the potential to wipe out over half of many squads before they even entered the table, which is insane. Yes, taking wounds and casualties on the way in is reasonable, but potentially half? It also unfairly favors hordes, as losing 6 members of a 30 man squad is nothing, so we need something that is determined by the number of models in the squad.
Edit: wow sorry didnt see the X10% part...eh im still not sold on it. Losing up to 60% that easily feels a little too extreme.
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Post by: xruslanx
Cheers for the rename, I look forward to having a look at your ruleset when it's finished
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Post by: Rav1rn
Not to divert from the current discussion topic too much, but here's a really out there idea for how vehicle damage and resolution could work in a more interesting way. A vehicles Hitpoints or wounds or whatever is essentially its crew amount, and when it takes a wound it loses a crew member, taking that position offline. Once all the crew are dead, the tank is killed. Maybe make it a roll off or something to see whether the tank itself took the damage, or if it was just the crewman being hit, as a technician could repair damage to the tank or something.
So losing driver would be immobilized, losing gunner would be weapon destroyed, etc.
So larger tanks would have more crew members (more wounds) and some specialized or super large tanks would have redundant crew members. Maybe even some sort of commander crewman who can replace a fallen crew member at the expense of some element of the tanks effectiveness, maybe letting them ignore the first shaken/stunned result per turn to show the commander keeping his crew under control and focused. Having multiple gunners could allow for cool things like independent targeting, or maybe re rolling failed hits, to show two men are checking firing solutions, ranges, environmental conditions, etc.
So for example, a rhino would have crew: Driver, Gunner. But a land raider would have crew: Commander, Gunner 1, Gunner 2, Driver, etc
List of potential tank crew roles i can think of are Commander, Gunner, Loader, Comms, Technician, Driver, not really sure what half of these would do, but maybe make crew upgrades or additions an option for upgrades, to make it stronger or change how the tank works or something. So for instance, paying for a loader to be added to the crew could let you Double the number of shots fired from one gun a turn, adding a technician grants something like on a 6+ the tank is cleared of one status effect (Immobilized, Weapon Destroyed, etc).
This essentially turns the tank into a unit within the vehicle, though im not sure how it would work for things like dreadnoughts and other walkers. This could also be way too micro, but it could be a cool way of spicing vehicles up a bit, maybe making them feel like they belong and adhere to the game mechanics more than they do now, where theyre kinda just metal boxes with guns. Having a larger, more redundant, crew could also help alleviate some of the problems super expensive tanks suffer from right now, in that they typically don't perform at the level one would expect from their points costs, the most obvious example of which would be the standard land raider.
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Post by: Lanrak
I you take that basic idea one step further.
And simply allocate Hit Points to Armament or Mobility.
Then some vehicles can have more mobility Hit points than Armament Hit points.
EG an Ork Warbuggy has ONE hit point in Armament .(For its main weapon.)
But has 3 Hit points in Mobility.
EACH hit in mobility reduces the Warbuggy movement value by 4 "
Eg 12" then 8" after one hit, 4" after second hit , and immobile after the 3rd hit.
This way Hit points can be allocated to systems and crew .(To allow a bit more freedom in allocation.)
You could apply this to M/Cs too.
Hit points in Arms (attacks) Legs ( movement.)
Just a thought ...
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Post by: Rav1rn
Glad to see youre still with us Lanrak,
I like the idea of breaking it down that way, feels kinda like the called shot system found in RPGs which is always fun. Maybe adapt that to 40K or something. One thing that might be interesting is creating pseudo anti-tank weapon rules, like penetrating and smashing, to show when one is targeted at the tank (taking Hitpoints) and the other is targeted at the crew (for shaken/stunned). So for instance, a lascannon would be penetrating, while a thunderhammer would be smashing.
A model may make a called shot on a vehicle or monstrous creature for some penalty kind of deal. Obviously we need streamlining of some sort otherwise this could spiral out of control really fast, but it would make shooting these models much more engaging than they are right now. A BS penalty of some sort is the most likely route for this, maybe re rolling successful hits. Combined with the range penalties we've discussed before, i think this would work nicely.
One thing i still dont know about is if we want to make it so old school destroyed results are still possible, or if we want to make it a whittle them down approach. Getting rid of destroyed results could actually make tanks more prevalent on the table, which isn't really want i want, but making that result possible with this direction would be kinda odd, and idk how to work it in.
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Post by: IcyFireKnight
Concerning reserve casualties, I think a reasonable medium would be: D6-3 x 10%. If you're really unlucky you might lose 3 men from your 10-man squad, but to be honest that's judicious when you think about it; a 10 man strike team could've been ambushed, taking a few casualties, but they still get onto the battlefield relatively unscathed.
As for reserves, I still think it is absolutely necessary that there is that chance, that minute, minute chance that your squad gets delayed. If you only have one or two squads in reserves then it's not too much of a problem if they come in late, now that you can plan ahead for their arrival (because you determine at the START of the game when they will arrive). However, if you exploit reserves too much you might find yourself being punished for it (the uncertainty measure). To fortify my argument, is the reality aspect of it.
Your tank idea is quite intriguing, on one hand it's very idea-stimulating, but on the other there are some flaws to it.
Once again, one of my main objectives is the reality part of it. In a tank there are crew members, but there is also the tank itself. Unless one of the crew members has his head sticking out of the top, or a lucky shot passes through the window, the crew are not going to be injured until the shot penetrates the vehicle's hull. However, it CAN destroy exterior weapons WITHOUT having to penetrate the armour.
If it does penetrate the armour, it can quite possibly ignite the fuel/ammunition inside.
So the question is, how can we represent these scenarios in the game mechanics? Well, snipers would be able to hit exposed weapons and crew MUCH more easily, so that is something we have to incorporate.
We could have the To Hit roll to determine whether any weapons are destroyed or any crew members are killed, while the To Wound roll determines whether the vehicle blows up, or takes critical damage.
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Post by: Rav1rn
I would agree that 30% should be the maximum, i just prefer something less binary than the D6-3 X 10% direction, since that system is going to do nothing half the time, which kinda defeats the purpose of saying they take some fire getting into the battlefield, it also fails to provide incentives to wait until later turns, which should also be present. It also doesn't take into account the strength and durability of the units which is a huge problem, because my terminator squad should take far less damage than an equivalent model count ork boy mob. Id like to see something like for every model in a unit entering from reserves, roll a D6, and on a 1 (maybe a 1 or a 2) they take a strength something hit that can change with each game turn, this way taking a little bit of damage is virtually guaranteed, while massive or no damage is less likely, and the units durability is taken into account, and it provides incentive to wait until later turns.
As for reserves, I still think it is absolutely necessary that there is that chance, that minute, minute chance that your squad gets delayed. If you only have one or two squads in reserves then it's not too much of a problem if they come in late, now that you can plan ahead for their arrival (because you determine at the START of the game when they will arrive).
if its just a minute chance, why even bother with the steps necessary to keep that minute chance in place? And I think having variable str hits depending on which turn you come in on solves the delayed problem quite nicely, because if i order my units to rush to get here by turn 2, theyre not going to get delayed, theyre charging headfirst past enemy fire to reach the battlefield, which is why they would take much more powerful hits than units taking their time. As for determining at the start of the game when i want units to come in, thats frustrating because i have to make decisions with no information, which would be awful for deep striking and outflanking, because i want to call them in as a reactionary attack, to take advantage of a mistake or opening, not just say they come in at some arbitrary point, then hope i can make use of them when they do come in.
Your tank idea is quite intriguing, on one hand it's very idea-stimulating, but on the other there are some flaws to it. Lol i think most of the ideas on this thread have started as idea-provoking but flawed
Once again, one of my main objectives is the reality part of it. In a tank there are crew members, but there is also the tank itself. Unless one of the crew members has his head sticking out of the top, or a lucky shot passes through the window, the crew are not going to be injured until the shot penetrates the vehicle's hull. However, it CAN destroy exterior weapons WITHOUT having to penetrate the armour.
So the question is, how can we represent these scenarios in the game mechanics? Well, snipers would be able to hit exposed weapons and crew MUCH more easily, so that is something we have to incorporate.
This logic is why I want to break effects into penetration and anti-crew, because the snipers wouldn't try to knock out weapons or pierce armor, they'd aim for view slots, Sensors, and Hatches, so snipers would be anti-crew. Similarly, having thunderhammers annihilate armor has never made much sense to me, but the shockwave they make disrupting the crew made plenty of sense.
If it does penetrate the armour, it can quite possibly ignite the fuel/ammunition inside.
We could have the To Hit roll to determine whether any weapons are destroyed or any crew members are killed, while the To Wound roll determines whether the vehicle blows up, or takes critical damage.
I think we need to seriously consider an overhaul of tank mechanics if we go this direction, because trying to mix and match like this seems to have weird results. I like The idea Lanrak brought up, with varied Hitpoints and pseudo-called shots, so that would make for an interesting core to work off of, but things like glancing hits and penetrating hits should be present, as should potential for explosion, and i don't think any slight alteration of existing rules is going to so this properly.
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Post by: IcyFireKnight
since that system is going to do nothing half the time, which kinda defeats the purpose of saying they take some fire getting into the battlefield
Of course they're not going to get casualties 100% of the time, that's why it's not just "if you use reserves, you ARE going to lose some of your unit", that would be even more boring. it also fails to provide incentives to wait until later turns, which should also be present.
I can see what you're trying to say translucently, but it can't be an incentive if it is determined randomly (not randomly, but you can choose which turn you want them on generally) and to be honest the reasoning that "they rush into battle so they take more wounds" is kinda obsolete, being delayed one turn is not so much the "pace" of the unit, but rather them being delayed (or not being able to quite make it when you want them to) and really they would travel hastily anyway, it's just not that big of a deal. It also doesn't take into account the strength and durability of the units which is a huge problem, because my terminator squad should take far less damage than an equivalent model count ork boy mob
Thank you, you made me realise this problem (but not exactly a "huge" one and certainly not unamendable) so how about instead of automatic casualties it is " D6-3 x 10% of their squad has taken wounds" or something like that. if its just a minute chance, why even bother with the steps necessary to keep that minute chance in place?
Well no, it's a minute chance that they get delayed completely (until turn 4 that is) but the chances that they get there exactly on time is only 5/9. There is a 1/3 chance that they get their one turn off. theyre charging headfirst past enemy fire to reach the battlefield, which is why they would take much more powerful hits than units taking their time.
Frankly this wouldn't be a real situation, the unit would always be swift OR cautious, and the mechanic of being delayed is not to represent the fact that they're moving slower, it's to show that there were COMPLICATIONS and they couldn't get their exactly as intended.
I would say that you CAN use deep strike and outflank reactionary, as long as we make it so that you roll D6-3 and you can come on on the turn you rolled OR higher. This way, it shows that they ARRIVE on one turn, ready to be used, but may not be utilised until the time is right.
Actually, yeah, this is a good idea. If you make them come on on the turn they arrive to the outskirts of battle then they may not have got all their kit ready ('specially for deep strike) so maybe some handicaps for the first turn. But if they arrive, and you wait for the right moment, they will be more ready to operate. This logic is why I want to break effects into penetration and anti-crew, because the snipers wouldn't try to knock out weapons or pierce armor, they'd aim for view slots, Sensors, and Hatches, so snipers would be anti-crew. Similarly, having thunderhammers annihilate armor has never made much sense to me, but the shockwave they make disrupting the crew made plenty of sense.
Partially, but that's not to say that a sniper shot CAN'T penetrate the hull JUST because it's a sniper and he was aiming for the crew. It just means he has a significantly higher chance of knocking of some weapons or what not. Equally, a thunderhammer can STILL completely mangle vehicle flesh, even if its aim is not exactly that.
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Post by: Rav1rn
Partially, but that's not to say that a sniper shot CAN'T penetrate the hull JUST because it's a sniper and he was aiming for the crew. It just means he has a significantly higher chance of knocking of some weapons or what not. Equally, a thunderhammer can STILL completely mangle vehicle flesh, even if its aim is not exactly that.
Sorry if i didn't explain this well, i meant completely separate crew damage and vehicle damage, because of course a thunderhammer space marine is going to hit ridiculously hard ( Str 10), but it has the added effect on the crew. The problem with the sniper example is that 40k is fluff wise somewhere between medieval times and pre-world war 2. I dont think anti-material rifles were widespread, if present at all, and the current sniper rules vs vehicles reflect that role in pure anti-personnel. So having them try to take down a weapon system with an anti-personnel rifle would be silly, hence why they would focus on where they can hit the crew. But what I want to see if a separation of attempts and results to destroy a tank, vs attempts to suppress it (anti-crew). So something like lower strength, but high fire rates could affect the crew more, while high strength, low shots focus on damaging the vehicle. So yes, the sniper could try damaging the vehicle itselft, but it would have an extremely low chance of doing damage, while focusing on the crew could be much more likely to cause damage. Maybe take Lanraks idea of mobility and weaponry points, and add in crew points (for anti-crew). Not really sure how the mechanics of this would work though, so work to be done.
I think we've more or less reached an impass about reserves, so im gonna open a thread and let people vote on which system theyd prefer, and well build off whatever comes out of that. We've got other topics to bring up and were circling.
I think we may have to bump up defense by 1 across the board like you suggested a while back, because right now space marines can one hit kill orks and guardsman ( Str 5 vs Def 2), which kinda defeats the purpose of doubling wounds. This would still bring tyranid gaunt only to a 2 though, so they'll still be getting one-shotted, and i don't know what to do about that...maybe it makes sense for that to happen and we bump up SM points slightly to compensate, idk.
Im also thinking about ways to take advantage of the new wound system more, maybe give mostrous creatures a pseudo feel no Pain save kind of deal rather than insane amounts of wounds, to represent their toughness and ability to ignore or shrug off minor wounds, because otherwise were going to have tons of wound slots we don't use. So a really rough rule for this idea would be
This model gains a save of (x) against weapons with strength lower than their defense value..this lets us fine tune models a bit more easily, since we can control how much minor weapons can affect them. So a hive tyrant might have a 4+ for this save, as its a medium sized monstrous creature, but the truly massive Tyrannofex would have a 2+ for this save, as its so large that a Boltgun is barely noticeable. Maybe give it to hero and HQ type characters to keep their wounds under control and let us use all the wound slots. Idk what the realism explanation for this would be beyond describing them as near mythical feats of heroism or something, or sheer hardheaded ness and unwillingness to die and shrug off wounds.
This direction also lets us get past the awkward situation of a 12 wound monstrous creature taking 12 las cannon shots to kill it, which would be a bit too extreme in my opinion, so if it had around 6 wounds with this kind of save, it could survive 6 las cannon shots, while still ignoring the majority of small arms fire, which feels a bit better.
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Post by: IcyFireKnight
I think we've more or less reached an impass about reserves, so im gonna open a thread and let people vote on which system theyd prefer, and well build off whatever comes out of that. We've got other topics to bring up and were circling.
I feel like you're avoiding this a bit, but whatever. but high fire rates could affect the crew more, while high strength, low shots focus on damaging the vehicle
This doesn't appeal to me, it's too thick and "heavy-handed". And too simplistic. I think we may have to bump up defense by 1 across the board like you suggested a while back, because right now space marines can one hit kill orks and guardsman ( Str 5 vs Def 2)
Can you explain to me what you have it mind with that at the moment?!?! Like why should they be one-shotting them? Why are you gonna resort to upping defense but not anything else, haven't we already discussed that? As far as I'm concerned, I am satisfied with the variety we have got at the moment, where 3-5 is the norm and 2 is ONLY for anomalous units? So basically Eldar and IG have R3 (expected), Orks and Tau have R4 (tau with the armour and orks with the muscly swagger) while Necrons and SM have R5.
Now I feel like we shouldn't have Power influencing the number of wounds caused. My argument is that Power already has an oxymoron - Resilience - and if we have the number of wounds depending on it AS WELL, well then slight changes in Power will mean more than they should. Another thing I want to bring forward is that in reality it won't be as simple as one wound two wound three wound things, in 40k it's only simplified like that just to show " HP", so we should leave it be that "one wound" is just a representation, and we can't have Power falsely trying to interact with it. This model gains a save of (x) against weapons with strength lower than their defense value
Hmph I'm a bit vexed on this one, isn't this just a STEEP defense scaling? i.e. a bit like how AP and armour saves work right now? Because I abhor how that works right now (as in, a 2+ save doesn't care whether it's being hit by AP3 or AP-) if you know what I mean, it's like drawing a line on stat interaction which should be continuous + quantitative.
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Post by: Rav1rn
I feel like you're avoiding this a bit, but whatever.
A little bit, but i'm mostly trying to head off the situation of after 2-3 pages of back and forth, we realize we want fundamentally different things from reserves, and we'd have to go this direction anyways, which is what was begining to become clear.
This doesn't appeal to me, it's too thick and "heavy-handed". And too simplistic.
Again, sorry if this is really misleading, im barely past the concept stage with this idea. I don't mean there is an explicit rule or quality of these weapons that mean that a low strength but high shot weapon is better at suppressing vehicles (Crew Damage), while higher strength weapons (typically low shot number) are better at penetrating and damaging vehicles, but rather that it is more effective to use these weapons this way. For instance, imagine if we had two different firing modes, say theyre called damage and suppression. If i fire in suppression mode, i lose the ability to penetrate the vehicle (or maybe just make it much harder) but i have a much higher chance of distracting or injuring the crew. So low strength weapons (typically higher number of shots) would typically want to fire in this mode, as they dont have much chance of penetrating, but their high number of shots means they can have more/higher effects on the crew. Alternatively, if im shooting at a vehicle with something like a lascannon (high strength, low shots), i dont want to aim for things like view ports, hatches, or general crew compartments to suppress the crew, i want to aim for the places where i can do the most damage to the vehicle itself, like weapon systems, the engine, magazines, reactors, etc.
This isn't really the system i have in mind, but im trying to get the idea across and cleared up somewhat. Ideally, shots meant to damage the vehicle would still affect the crew on a glance at the very least, because on penetrations it not such a big deal, because if you destroy the weapon system that crew member manning it cant do anything regardless, so he might as well die with it, but i want an option for low strength weapons to give up or reduce the likelihood of penetration in exchange for being able to affect the crew more, if that makes any sense.
Can you explain to me what you have it mind with that at the moment?!?! Like why should they be one-shotting them? Why are you gonna resort to upping defense but not anything else, haven't we already discussed that? As far as I'm concerned, I am satisfied with the variety we have got at the moment, where 3-5 is the norm and 2 is ONLY for anomalous units? So basically Eldar and IG have R3 (expected), Orks and Tau have R4 (tau with the armour and orks with the muscly swagger) while Necrons and SM have R5.
I was still working off my really rough conversion where toughness and armor were both taken into account to give a value of 0-5. If we go this direction, which is probably best, i would argue orks should be defense 3 rather than 4, because they compensate for their lack of armor with their toughness, while the imperial guard do the opposite. This direction should negate why i felt toughness should have been bumped up, as this essentially does the same thing. It does still bring to light the question of what to do about tyranid gaunts, as they would have to be lower than orks and imperial guardsmen, and if we are using the doubling strength == doubling wounds, boltguns would be instant killing gaunts.
Another worry is that we dont have a slot for things that are above firewarriors (T3 with a 4+) but below a space marine, like sisters of battle, normal humans in power armor like inquisitors, and scout marines that are tougher but with worse armor. I also remember you saying a while back you didnt want boltguns to be wounding space marines on a 4+, so bringing space marines to defense 6 would do that.
Hmph I'm a bit vexed on this one, isn't this just a STEEP defense scaling? i.e. a bit like how AP and armour saves work right now? Because I abhor how that works right now (as in, a 2+ save doesn't care whether it's being hit by AP3 or AP-) if you know what I mean, it's like drawing a line on stat interaction which should be continuous + quantitative.
If we want strength 5 weapons to be able to affect things like monstrous creatures, their defense can at most be 9, which limits potential defense values, unless we want these weapons to be unable to affect certain models. But at defense 9, 1 in 6 strength 5 shots will still be getting through, which seems like its too many, because there's no longer an armor value to stop those. I think these infantry weapons need a chance to affect monster, to represent hitting things like the eyes, but it shouldn't be that higher of a probability.
It also gives us a means by which to avoid a couple of the problems the new wound system introduces, such as us being unable to use a lot of the non-even numbered slots since we just doubled wounds, particularly at the higher end of the scale, and having models at 12 wounds that would normally be at 6 wounds (like the tyrannofex) would take 12 lascannon shots to kill, which i think we can all agree is a bit excessive. Having this save lets us lower their wound amounts and use more of the possible wound slots, but lets them keep the durability against small arms fire, while being less immortal against weapons meant to kill them.
As for it being such as steep and sudden change, it is just a rough idea so im open to ideas on how to do this, but it'd have to be something like a second defense value against which the owner of the monster has to roll off against, or something along those lines.
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Post by: IcyFireKnight
Hmph, I don't think that it would be a good idea to be able to focus fire on the crew exactly..nor the vehicle itself. Unless there is a crew member outside the vehicle, the chances of a shot passing through a view slit are negligible. It would also be hard in some cases like war walkers or unarmoured sentinels, the chances of you hitting the driver is pretty high...
So right now what I'm hoping for is to keep the same system as right now, which , just have a special category for weapons/models that actually have the chance to take out a crew member which can potentially inhibit the vehicle's actions some way or another
I feel like gaunts should be at the same level as IG and Eldar, I mean it's only from a 5+ to a 6+, it's not enough difference to warrant R2, plus that would be incredibly annoying.
Like I said, 3-5 is the normal infantry range, it would be insane to put the ordinary marine on an extraordinary level, plus Boltguns are P4, they should be.
For wounds, I'm treading cautiously with how radical we want to make it. In the back of my head I'm tempted to put Attacks (shooting and melee) and wounds to the same scale as the other stats, but I don't see that happening without tons of dice. However at the moment, the gap between a 1 wound model and a 2 wound model is huge. 2 wound models are effectively twice as tough. If we move it to 3-5 like the others, then those kind of differences are more streamline-able and fine.
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Post by: Rav1rn
I feel like gaunts should be at the same level as IG and Eldar, I mean it's only from a 5+ to a 6+, it's not enough difference to warrant R2, plus that would be incredibly annoying.
Like I said, 3-5 is the normal infantry range, it would be insane to put the ordinary marine on an extraordinary level, plus Boltguns are P4, they should be.
on the flip side, its also only from a 5+ to a 4+ from a guardsman to a Firewarrior, and if we want some form of consistency we need to have it be the same step. They are horde units though, and meant to perform a similar function to vehicles in that they help deliver important units unharmed to their goals, and maybe do some damage along the way, so this isn't as big a deal. Id suggest looking at more interesting ways to compensate for this in-codex rather than just bumping them up, maybe bringing back the endless horde special rules from older codexs. Also, whats the point of having a "normal range" if we never move below it?
As for having boltguns as strength 4, do you mean alongside Lasguns within 12", and ork gunz? Because no, that's not going to happen. And as for why they shouldn't be at defense 6, i say why not? Make them like they are in the fluff, super humans covered in near-vehicle level amounts of armor. As long as their points cost is adjusted to properly account for this, i think it would work quite nicely. Players wouldn't be able to spam them as much as is possible right now, and they would have to play a bit smarter to compensate. They're what, 14 points now? I think going back to 16 or even 18 ppm would be worth that increased durability. Plus we need a way to represent the units between space marines and Firewarriors, and this is a pretty solid solution.
Hmph, I don't think that it would be a good idea to be able to focus fire on the crew exactly..nor the vehicle itself. Unless there is a crew member outside the vehicle, the chances of a shot passing through a view slit are negligible. It would also be hard in some cases like war walkers or unarmoured sentinels, the chances of you hitting the driver is pretty high...
So right now what I'm hoping for is to keep the same system as right now, which , just have a special category for weapons/models that actually have the chance to take out a crew member which can potentially inhibit the vehicle's actions some way or another
god i cannot convey this idea well at all. Aiming at view slots was a bad example, but when a tank is taking fire, even if its not strong enough to penetrate, you can hear it in the tank, it still has an effect on the crew, and obviously the more powerful the attack, the larger the sounds and effects inside the tank. For a time, tank rounds were not designed to actually punch through the armor, they focused on turning the armor against the crew, as when hit by enemy fire the inside walls of the tank would shatter a small amount, creating shrapnel clouds inside the tank, which could injure or kill crew members. Also, the sounds of heavy fire can distract crewmen, hits not hard enough to penetrate can rock a tank and cause people to fall out of their station, knock out electronics, hit their head, create micro-shrapnel, etc, so there are numerous ways to affect the crew without penetration.
So one way to do this would be to bring back the vehicle damage charts, but rather than having penetrating and glancing roll on the same table, there would be a glance table with crew results, and a penetration table with vehicle results.
But the point im trying to make is that id like for army's to be playable without taking the large bulky anti-tank weapons in place, as they can instead take lighter, less powerful weapons that can suppress vehicles by interrupting the crews. Many pure or near pure assault army's are considered infeasible, as they have no way to deal with tanks at medium to long range reliably, and their available anti tank weapns are not terribly suited to taking down these targets, and such a system could provide it to them. The higher number of shots typically found on lower strength AP weapons would help them compensate for the lower strength, as they can land more hits to potentially cause these suppression results on the crew.
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Post by: IcyFireKnight
on the flip side, its also only from a 5+ to a 4+ from a guardsman to a Firewarrior, and if we want some form of consistency we need to have it be the same step
I suppose, but we still have the liberty to change it and I feel Tau should be a *bit* more armoured than Eldar, and to be honest they need it because they come in much shorter numbers than Tyranids, whereas the justification for Eldar being R3 is that they're Eldar. Also, whats the point of having a "normal range" if we never move below it?
But we would move below it in some cases. But only rare cases. I can see whole armies in R6 working (because then we can actually have P3 weapons wounding on a 6+ for a change) but yes, we totally need to up their cost to compensate. As for bolters, I feel like if we put Lasguns to P3 normal with Assault 2 always (they have double the ammunition of bolters), it's enough to keep them at P4.
I can see this happening, a kind of VEHICLE MORALE (yes?!) where a certain number of hits has some sort of effect on the crew. However we CANNOT make this too OP or anti-vehicle weapons will just die..
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Post by: Rav1rn
I suppose, but we still have the liberty to change it and I feel Tau should be a *bit* more armoured than Eldar, and to be honest they need it because they come in much shorter numbers than Tyranids, whereas the justification for Eldar being R3 is that they're Eldar.
? I meant that gaunts are T3 with a 6+, guardsman and eldar guardians are T3 with a 5+, Firewarriors are T3 with a 4+, sisters of battle are T3 with a 3+, so it would make sense for these units to be defense 2,3,4, and 5 respectively.
To the entire army working with defense 6 comment, the implication is that an entire defense 2 army wouldn't work, and it would but you wouldn't be able to play it the same way, and we'd need more specialized rules to make it work. For instance, doing something like the old endless horde rules, where if a unit with this special rule is wiped out or routed, the entire unit may re-enter from the owning players side of the table, or something along those lines. But yes, space marines would need to cost quite a bit more than they do now to balance that out, which im not opposed to.
As for bolters, I feel like if we put Lasguns to P3 normal with Assault 2 always (they have double the ammunition of bolters), it's enough to keep them at P4.
Firstly Lasguns should not be assault or 2 shots base, because that greatly clashes with the role of a standard guardsman in that they are a largely immobile gun line that depends on orders to reach higher effectiveness. Second, i liked the system of having most guns at strength 4, "good guns" at strength 5, amazing guns at strength 6, it made sense, as it made sure boltguns were the same strength as a space marine in Melee, and showed how much weaker many of the weaker models, like guardsmen and eldar guardians, were in Melee than shooting.
One thing i would actually like to see is something like eldar shuriken weaponry be lower strength, but have something like shred special rule, so while its less likely for them to wound, when they do its devastating, and shuriken weaponry isn't really suited to penetrating vehicles, so the lower strength makes sense.
I can see this happening, a kind of VEHICLE MORALE (yes?!) where a certain number of hits has some sort of effect on the crew. However we CANNOT make this too OP or anti-vehicle weapons will just die..
Vehicle morale isn't really what i meant, but its a step in the right direction. And obviously not OP, thats something we should avoid at all costs in every element of the game. For the certain number of hits having an effect on the crew, that might be a way to do it, I'll think on this.
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Post by: IcyFireKnight
I meant that gaunts are T3 with a 6+, guardsman and eldar guardians are T3 with a 5+, Firewarriors are T3 with a 4+, sisters of battle are T3 with a 3+, so it would make sense for these units to be defense 2,3,4, and 5 respectively.
I know it would make sense, but remember the jump from 5+ to 6+ is actually much smaller than from 3+ to 4+, so I think that R2 for 'Nids is just slightly too much. it made sure boltguns were the same strength as a space marine in Melee
I am opposed to this. I know you want to try to show that boltguns are stronger than an SM punch, but that's the thing, weapons and melee strikes are on the same Power scale, to be able to differentiate between the melee power "norm" and the ballistic power "norm" it would either call for a different stat, or a different average. So it would be like shooting attacks with average P4, whereas melee attacks with average P3.
And what's wrong with lasguns being Assault 2? You say you want it to be a fairly immobile defense line. That's what the inherent trait of a laser does!
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Post by: Rav1rn
I know you want to try to show that boltguns are stronger than an SM punch, but that's the thing, weapons and melee strikes are on the same Power scale, to be able to differentiate between the melee power "norm" and the ballistic power "norm" it would either call for a different stat, or a different average. So it would be like shooting attacks with average P4, whereas melee attacks with average P3.
what? I want space marines to be the same strength for both Melee and shooting, they're supposed to be the jack of all trades, master of none army. And having different averages, isn't that what was in place with most weapons being in the 4-5 range, with a few examples of 6s? It has a higher average than the Melee range of 3-5?
I know it would make sense, but remember the jump from 5+ to 6+ is actually much smaller than from 3+ to 4+, so I think that R2 for 'Nids is just slightly too much.
actually the jump from a 5+ to a 6+ is much greater, youre halving the chance of success as opposed to decreasing it by something like a third for moving from a 3+ to a 4+. But tyranid gaunts are THE horde unit of 40k they should drop like flys, having them be as survivable as many other units doesn't make sense. Plus all the fluff has gaunts dying in droves, until the scarier units close in and start taking fire instead, so making use of that idea should be a key component to the army.
And what's wrong with lasguns being Assault 2? You say you want it to be a fairly immobile defense line. That's what the inherent trait of a laser does!
But having them be assault means they can move and fire, and having them be 2 shots means that several imperial guard orders will be invalidated. First rank fire second rank fire is a huge component of the army, and there's an order that lets them move and fire. Having these abilities be traits of the command structure fits better with the army than having it be an individual components.
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Post by: IcyFireKnight
what? I want space marines to be the same strength for both Melee and shooting, they're supposed to be the jack of all trades, master of none army. And having different averages, isn't that what was in place with most weapons being in the 4-5 range, with a few examples of 6s? It has a higher average than the Melee range of 3-5?
nah there's a misunderstanding. If you take the logic that a bolter round is stronger than an SM punch, then you have to say that for everything else as well, basically meaning that in general melee attacks will be weaker. This means that weapon Power averages would be 1 or 2 higher than model-innate Power averages. And I don't want that. actually the jump from a 5+ to a 6+ is much greater, youre halving the chance of success as opposed to decreasing it by something like a third for moving from a 3+ to a 4+
Oh yeah, derp, but the point is that 5+ and 6+ armour saves are regarded as close to trash, whereas 4+ and 3+ and 2+ are much more looked upon and sought after. So I don't think Tyranids would deserve that, we have the right to change it if we feel it is seemly and imo gaunts should be on the same level as guardsmen. But having them be assault means they can move and fire, and having them be 2 shots means that several imperial guard orders will be invalidated. First rank fire second rank fire is a huge component of the army, and there's an order that lets them move and fire.
woah let's not talk about IG orders yet, as of yet we need to block it out right now and come back to it later, I am not ready to talk about IG order reworks. And having them be assault means they can move and fire, isn't that what rapid fire still is anyway? You said you want people to take risks which is why you like the rapid fire rule of 40k at the moment, this is the same kind of thing, if you move closer to them, although you're taking a risk because IG suck at combat, you're getting a stronger shooting facet.
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Post by: Rav1rn
nah there's a misunderstanding. If you take the logic that a bolter round is stronger than an SM punch, then you have to say that for everything else as well, basically meaning that in general melee attacks will be weaker. This means that weapon Power averages would be 1 or 2 higher than model-innate Power averages. And I don't want that.
but i don't want a SM Bolter to be stronger than a SM punch, i. Want them to be equivalent.
Oh yeah, derp, but the point is that 5+ and 6+ armour saves are regarded as close to trash, whereas 4+ and 3+ and 2+ are much more looked upon and sought after. So I don't think Tyranids would deserve that, we have the right to change it if we feel it is seemly and imo gaunts should be on the same level as guardsmen.
yes but people still take gaunts despite their trash survivability, because they perform a function that is not necessarily killing units, theyre mobile cover screens for scary units on top of potentially causing some damage themselves. And I think just having 3 and higher would be boring, itd be like never having a unit stat like BS or WS be less than 3.
You said you want people to take risks which is why you like the rapid fire rule of 40k at the moment, this is the same kind of thing, if you move closer to them, although you're taking a risk because IG suck at combat, you're getting a stronger shooting facet.
yes but assault serves a very different function than rapid fire, assault helps preserve a units mobility, whereas rapid fire is incentive to move forward to gets more shots. But the IG have more incentives to not move (orders, low Melee abilities, etc), so that incentive doesn't really come into play. Not to mention the entire design idea of the guard infantry is a blob of immobile guns, so such a change is literally changing the idea of the army.
Automatically Appended Next Post: I just posted the voting thread about reserves systems, let me know if ou want me to change any of the info on it.
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Post by: IcyFireKnight
For your reserve post I think your doubling wounds comment has skewed the feedback, you might as well just leave it. Could you change option 2 to (also update your option accordingly):
There is an element of uncertainty. At the start of the game, each player (assuming they have reserves) rolls a re-rollable D3+1 to determine when their unit arrives (Turn 2 to 4). Note that you do not have to utilise your unit as soon as they arrive, you just want to get the lowest result possible so they're ready asap. This means that there is 5/9 chance that your unit is ready on turn 2, 3/9 chance that your unit is ready on turn 3, and a 1/9 chance that your unit is ready on turn 4.
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Post by: Rav1rn
Do you want me to leave the damage information on there too? because thats kinda a big part of it
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Post by: IcyFireKnight
but i don't want a SM Bolter to be stronger than a SM punch, i. Want them to be equivalent.
Yeah, but SM punches are above average, but bolter rounds are average in the 41st millenium with all this exotic weaponry, it's just that marines have incredible strength.
For gaunts, I want them to be in the same category as guardsmen and guardians. yes but assault serves a very different function than rapid fire, assault helps preserve a units mobility, whereas rapid fire is incentive to move forward to gets more shots. But the IG have more incentives to not move (orders, low Melee abilities, etc), so that incentive doesn't really come into play. Not to mention the entire design idea of the guard infantry is a blob of immobile guns, so such a change is literally changing the idea of the army.
Wait...what's the Rapid Fire rule at the moment? It's just if you're 12" you can always fire 1 more shot regardless of whether you move? Correct me if I'm wrong, but that's exactly the same mechanic as with laser. So really there is no difference (only a distinction) between assault 2 with laser, or rapid fire without laser. Automatically Appended Next Post: Do you want me to leave the damage information on there too? because thats kinda a big part of it
You can have it for your option but personally I don't want it. The reason being, if you delay your squad it's not because they're moving slower it's because they're tactically biding until the right moment.
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Post by: Rav1rn
Yeah, but SM punches are above average, but bolter rounds are average in the 41st millenium with all this exotic weaponry, it's just that marines have incredible strength.
you're basing this on averages when that doesn't make any sense. I dont care if Melee has an average of 4, while shooting has an average of 1, it doesn't matter, because its the actual strength that matters, not the location relative to the average. If the Melee and shooting strength have the same value, its the same strength in game. And I thought most guns were going to be either strength 4 or 5? Because in that case Bolters should absolutely be in the 5 category, because they have to be stronger than things like Lasguns, ork guns, and the gaunt level bio weapons.
Wait...what's the Rapid Fire rule at the moment? It's just if you're 12" you can always fire 1 more shot regardless of whether you move? Correct me if I'm wrong, but that's exactly the same mechanic as with laser. So really there is no difference (only a distinction) between assault 2 with laser, or rapid fire without laser.
the same as it is right now in the rules. May move and fire out to the weapons maximum range once, or 2 shots if within half range, and you may not assault after firing.
I thought laser was a weapon effect that caused weapons to get less powerful the longer range youre shooting, and potentially let you shoot through targets? Why was this changed, it was a cool mechanic.
And no assault 2 does not mean the same things as rapid fire, because assault 2 means you fire 2 shots always. Think about the difference between grey knight shooting vs normal space marine shooting. The only difference is that a grey knight come stock with an assault 2 storm bolter, but their shooting is so incredibly different from one another, just because of this distinction.
For gaunts, I want them to be in the same category as guardsmen and guardians.
why? I dont see this as a good reason to butcher the current logic behind the rules, when there are exciting possibilities in ways to overcome this problem uniquely. And we're going against fluff, the real ruleset, and pretty much everything else that says gaunts die in droves by putting them at defense 3 alongside orks and guardsmen and eldar guardians.
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Post by: IcyFireKnight
I dont care if Melee has an average of 4, while shooting has an average of 1, it doesn't matter, because its the actual strength that matters, not the location relative to the average. If the Melee and shooting strength have the same value, its the same strength in game.
Are you saying that you want melee attacks and shooting attacks to be on the same Power scale, with different averages? So punches would average 4 but shots would average 5? And I thought most guns were going to be either strength 4 or 5? Because in that case Bolters should absolutely be in the 5 category, because they have to be stronger than things like Lasguns, ork guns, and the gaunt level bio weapons.
Hell no when did I say that? Guns are going to be exactly the same thing - with the majority of infantry guns at P3-5, where 5 is stronger than average and 3 is below average. 3 is for tyranid guns, long range las, and I guess ork guns (although i have not a clue what they are). Shurikens could fit into P3 too, with a different rule. And no assault 2 does not mean the same things as rapid fire
I don't think you understood me? When did I say Assault 2 means Rapid Fire? I said lasers have the same mechanics as rapid fire. And they do. And no assault 2 does not mean the same things as rapid fire
What does the fluff say? I know nothing about nids, but as long as the most basic tyranids have R2, I don't see it being a problem (i.e. all the other tyranid species won't be that squishy)
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Post by: Rav1rn
Are you saying that you want melee attacks and shooting attacks to be on the same Power scale, with different averages? So punches would average 4 but shots would average 5?
yes that's the idea, but not necessarily those values. Its the realistic route, in reality gunshots and punches are still measured and evaluated exactly the same so far as things like momentum and kinetic energy are concerned, it just so happens that bullets have an average far higher than punches in these areas.
Hell no when did I say that? Guns are going to be exactly the same thing - with the majority of infantry guns at P3-5, where 5 is stronger than average and 3 is below average. 3 is for tyranid guns, long range las, and I guess ork guns (although i have not a clue what they are). Shurikens could fit into P3 too, with a different rule.
quite a while ago actually, we discussed this before. And it leads to the awkward situation of space marine punches being stronger than their shooting which doesn't make any sense, as well as the situation of an imperial guardsman hitting as hard with his fists as his Lasgun, which also doesn't make any sense.
I don't think you understood me? When did I say Assault 2 means Rapid Fire? I said lasers have the same mechanics as rapid fire. And they do.
what laser mechanic are you talking about? The one where the shots decrease in strength as range increases? I dont remember any other mechanic for lasers being brought up.
What does the fluff say? I know nothing about nids, but as long as the most basic tyranids have R2, I don't see it being a problem (i.e. all the other tyranid species won't be that squishy)
gaunts are completely cannon fodder, most of them don't even have digestive systems since theyre expected to die so quickly, as making those organs would take time and resources that could be used to make another gaunt, and their express purpose is to die in large enough numbers to deplete the enemy's ammunition supplies. And yes of course the other species would be much more survivable, its just that gaunts are meant to die in ridiculously huge numbers, so lets bring that across in the rules.
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Post by: IcyFireKnight
quite a while ago actually, we discussed this before. And it leads to the awkward situation of space marine punches being stronger than their shooting which doesn't make any sense, as well as the situation of an imperial guardsman hitting as hard with his fists as his Lasgun, which also doesn't make any sense.
Well firstly, it's not fair to compare a directed energy weapon with a kinetic force. As for SM, I thought you wanted their punches to be the same as their boltgun? You said that earlier and now you're contradicting yourself.
The thing is, if you use the logic that melee strikes are on a different scale (as in average) then you have to apply that to all the armies, and I just don't find it worth it because although yes, it's awkward, but it's just as awkward if not even more awkward that the average is not 4 anymore. For all stats barring Attacks and Wounds, my goal was to stabilise them. Now the average is 4, with 1 either side being most common. But if you decrease the average just for one reason, while creating a whole lot of different problems (one being that things won't die very fast in combat, which leads onto more problems because tarpitting will become utilised by even the slightest of disposable units etc etc) what laser mechanic are you talking about? The one where the shots decrease in strength as range increases?
Yes, and that is akin to rapid fire. You're within half range? Good, your shooting is augmented.
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Post by: Rav1rn
Well firstly, it's not fair to compare a directed energy weapon with a kinetic force. As for SM, I thought you wanted their punches to be the same as their boltgun? You said that earlier and now you're contradicting yourself.
it doesn't matter though, damage is damage, and saying that a standard humans punch is the same strength as their gun is crazy, it'd be like handing soldiers boxing gloves on the end of a potato launcher. As for contradicting myself, no I'm not, if a space marine is strength 5 in Melee, his gun needs to be strength 5 in shooting, because otherwise his assault rifle that shoots 20mm grenade rounds is insanely underpowered.
But if you decrease the average just for one reason, while creating a whole lot of different problems (one being that things won't die very fast in combat, which leads onto more problems because tarpitting will become utilised by even the slightest of disposable units etc etc)
but I'm not decreasing the average, I'm actually increasing it slightly for shooting. If the average for Melee is a 4, with 1 point on each side being standard ranges, thats fine. But if most guns are strength 4 or 5, with some examples of standard weapons at strength 6, the average is just below a 5. This helps ensure that units weak in Melee are actually shown as being weak in Melee themselves rather than in comparison to other units, and helping provide incentive to keep out of Melee besides the enemy being better at it. As for it being awkward to have the average slightly higher for shooting vs Melee, i don't really see how its awkward if it makes sense both realistically and gameplay wise, because the only way this awkwardness would come into play is if someone collected all the standard weapon and Melee strengths of units and then noticed, that shooting is higher, and even then it's not a problem with the game or the system, just an odd situation with the math.
Yes, and that is akin to rapid fire. You're within half range? Good, your shooting is augmented.
yes but they go about things very differently. Doubling a models number of shots is a vast difference to not applying a negative modifier to their shooting. Just because the situation in which their special cases are triggered is similar does not mean they are in any way performing similar functions.
EDIT: Just had a little idea, do we want to give some sort of bonus to taking dedicated close combat weapons, but not the pistol + CCW combo or the dual weapon combo? Because obviously the space marine hitting someone with the chainsword is going to be better suited to close combat than the one bonking the enemy on the head with the butt of his bolter? Idk just a quick little idea, but i think itd be interesting, maybe have them be +1 strength or something, but it could marginalize power weapons at +2 strength, so wed either have to buff power weapons up some, or slightly change the rules for power weapons or something.
EDIT2: I just had an idea for rending that gets rid of some of the math and weirdness in its current iteration with our system. Kinda take what we have going for lance (Never counts vehicle defense as being higher than 11 or whatever value we put on it). Rending would instead be Never counts infantry defense as being higher than 4. If a enemy units defense value is equal to or lower than 4, the model may reroll wounds. We could even make it rending (4) or whatever if want to allow slight variations in the strength of rending.
An extension / alternative to this that also makes power weapons more interesting would be to make it so that rolling a 6 with a rending weapon would activate these rending effects i said above, and if they rolled above a certain number on a follow-up roll they cause double wounds or something, while a power weapon would always have the armor reducing effect active, without needing to roll for that 6.
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Post by: IcyFireKnight
but I'm not decreasing the average, I'm actually increasing it slightly for shooting
That's potentially even worse. You're changing an average of 4+ to wound into an average of 3+ to wound. Things will be falling out of the sky. It's not worth just one reason to have to burden ourselves with all the consequences of a different average (on the same stat? wtf) Anyway, I want it consistent. The averages should be the same. to not applying a negative modifier to their shooting
what are you talking about? The laser effect is exactly the same as rapid fire mechanically, the only difference being a stronger shot instead of two weaker shots. EDIT: Just had a little idea, do we want to give some sort of bonus to taking dedicated close combat weapons, but not the pistol + CCW combo or the dual weapon combo? Because obviously the space marine hitting someone with the chainsword is going to be better suited to close combat than the one bonking the enemy on the head with the butt of his bolter? Idk just a quick little idea, but i think itd be interesting, maybe have them be +1 strength or something, but it could marginalize power weapons at +2 strength, so wed either have to buff power weapons up some, or slightly change the rules for power weapons or something.
Well dedicated close combat weapons would be better anyway right? EDIT2: I just had an idea for rending that gets rid of some of the math and weirdness in its current iteration with our system. Kinda take what we have going for lance (Never counts vehicle defense as being higher than 11 or whatever value we put on it). Rending would instead be Never counts infantry defense as being higher than 4. If a enemy units defense value is equal to or lower than 4, the model may reroll wounds. We could even make it rending (4) or whatever if want to allow slight variations in the strength of rending.
Ehh it feels alien to what rending should be. It feels like a substitute for what a special rule is actually trying to represent. An extension / alternative to this that also makes power weapons more interesting would be to make it so that rolling a 6 with a rending weapon would activate these rending effects i said above, while a power weapon would always have them active, without needing to roll for that 6.
Like I said the "on a roll of 6" rules are really biased and not well made at all, because it ignores the existing chance of hitting (repeating what I said ages ago if you hit on a 6+ anyway...common sense from there on, it's not objective)
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Post by: Rav1rn
what are you talking about? The laser effect is exactly the same as rapid fire mechanically, the only difference being a stronger shot instead of two weaker shots.
Did you even read this statement? Because they are clearly two very different effects being applied here, and at that the 2nd statement doesnt even make sense. 40K is a game of dice and numbers; If you throw enough dice, you will win, and giving a 2 shot weapon, disregarding the pointlessness of giving an assault weapon to a unit that never charges unless absolutely necessary, to a unit that is meant to be spammable is ludicrous. Plus, Rapid fire is the basic firing mechanism of nearly every troops choice in the game that isn't based on mobility (eldar, dark eldar, tyranids, etc), so why break that trend? But lets toss some numbers in here to get things rolling. If i have 2 lasguns, one a strength 3, assault 2 lasgun, and the other a str 4 rapid fire laser lasgun, lets see what they can do at "max" range of 24"
Lasgun 1)
Fire 2 times at 24", wound the average (4) on a 5+, average of 66.66% chance of wounding the target from that gun
can fire and move to maximum effect at any range
can charge into melee after firing
Lasgun 2)
fire once at 24", wound the average (4) on a 4+, average of 50% chance wounding the target
cannot charge after firing
must be within 12" to reach maximum efficiency (both in # of shots, and strength)
So lasgun 1 (the new version) is 33% better than lasgun 2 at wounding the average, can fire for full effect at any range, and can charge into melee after firing, and removes any incentive for them to advance or move at all. This change would probably bump the humble Guardsman platoon into one of the scariest choices in the game, because nothing short of vehicles and monstrous creatures are going to survive 100 lasgun shots, before orders,upgrades, and bonuses no less, from a unit costing less than 300 points.
Like I said the "on a roll of 6" rules are really biased and not well made at all, because it ignores the existing chance of hitting (repeating what I said ages ago if you hit on a 6+ anyway...common sense from there on, it's not objective)
Like i said, just an interesting option to consider for making power weapons more interesting than just a strength bonus.
Ehh it feels alien to what rending should be. It feels like a substitute for what a special rule is actually trying to represent.
Here's the thing though, EVERYTHING we've done thus far for these rules has been a substitute for what they are really supposed to be doing. It's inevitable that its going to feel like that with simplistic methods, because the function they were designed to serve no longer exists. This is the first direction i've seen that could be mechanically interesting while still making them feel sorta right. And so far as it being alien, i think it mechanically represents it quite well, because it makes sure the unit brings down the higher armor values, while making it much more likely to wound the lower armor values.
Well dedicated close combat weapons would be better anyway right?
Not necessarily though, lots of times you have the option to take a close-combat weapon without taking the pistol to compliment it, so as it stands, these choices are just there for modeling purposes. Im not a huge fan of this idea, but it could be a cool way to bring an in-game effect for these choices, so i thought id bring it up.
That's potentially even worse. You're changing an average of 4+ to wound into an average of 3+ to wound. Things will be falling out of the sky. It's not worth just one reason to have to burden ourselves with all the consequences of a different average (on the same stat? wtf) Anyway, I want it consistent. The averages should be the same.
But think about how insane having shooting-focused units be exactly as strong in melee as they are in shooting (Guardsmen would actually be weaker at shooting then in melee beyond 12" due to laser rule, and that fact just boggles my mind). You said one of your most important factors in the game was realism, and id say having guns be equal to or weaker than many units meant to shoot is a pretty stark break in reality. Not to mention most of the units that inhabit Defense 3 are either expendable or glass-cannon units that can be easily wiped out if the player uses them recklessly. And if we get overly worried about these glass-cannon units being too fragile, i have no problem with them getting a 6+ dodge save at the very least, as that would be easily supported by their increased reaction times and agility.
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Post by: IcyFireKnight
My point is that the laser special rule is akin to rapid fire, so if we give them both rapid fire AND laser then being in 12" will be almost a necessity, since it's around a 270% damage spike, which is too good to miss.
I know you have concerns about them being able to assault if I give them assault weapons, and I agree I overlooked it. Whether we make it so that the default is being able to assault after shooting or NOT, I don't mind, as long as there are rules that oppose it that either let/stop you from assaulting.
For rending, I would argue that there are several ways of interpreting it and that rending is a representation of several different occurences. You said that, along with the fact that it's trying to represent the increased chance of hitting weak spots, it also has an easier time getting through thick armour.
This means that, the special rule that I proposed (with the -3 if it still hits blah blah) is only half the story. The other side, however, you propose the "lance" style rule. The thing with this is that to be honest you can't really draw a line between what it's merely "good" against and what its "effective" against. So I thought of this:
Resolute (X): A model that has a weapon with this special rule treats the target's Resilience as being halved, and the weapons Power is (X).
So it affects all armour as it should, however it has a BIGGER impact on BETTER armour. So it's still going to be good against low armours (your point about "If a enemy units defense value is equal to or lower than 4, the model may reroll wounds." but it's going to be MORE effective against heavy armour. However weapons with this specific rule are NOT going to have Power on their weapon stat, because having them on the same scale of 1-12 probably might not work since the target's Resilience is getting halved anyway. Open to refinement but I think this should work nicely!
Also we have to be careful when using the "reroll" mechanic. Because atm you reroll with the same stats and the same chances, which means that a rerollable 3+ is actually quite a lot better than a rerollable 4+ because your second roll is also a 3+. It's kinda got the same issue with doubling stats, the gap is slightly too wide. But that's just a header, I'm not saying rerolls are bad.
For CCWs, I'd say that having a pistol AND a CCW lowers the user's Sk (Skill) for the CCW attacks only, however the pistol can still shoot normally at the user's Sk. This means that carrying only one CCW is going to be better, and pistols/2nd CCWs won't be mandatory. So:
1 CCW or pistol: No change
2 CCWs: -1 Sk
1 CCW and 1 pistol: -1 Sk for CCW attacks only.
Not finalised, but feel free to let out your opinion (be nice .-.)
For melee being the same Power as shooting, there is a chance for me to say that Power can't just mean brute force but also shredding/piercing/energy too. So yeah, bolters have a decent (at most) penetrating ability, and is quite potent if it does go through, but the kinetic energy in comparison isn't outstanding. So we give it P4. Compare that the Space Marine punch, which, with its momentum, the superhuman strength and the hefty power armour behind, can EASILY cause trauma and hemorrhaging even though it can't penetrate at all.
I know it's just an example. but I wanna get across that it's not COMPLETELY insane, there is some logic to it, and so I feel like it's good as it is
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Post by: Rav1rn
My point is that the laser special rule is akin to rapid fire, so if we give them both rapid fire AND laser then being in 12" will be almost a necessity, since it's around a 270% damage spike, which is too good to miss.
Here's the thing though, imperial guardsman have always been about the weight of fire, not the strength of the individual guns. So having the lasgun be very weak at its maximum range actually makes a lot of sense, as the lasgun doesn't have to be very good at wounding, it just has to capable of wounding the target, the combination of massive numbers and officer orders will buff their shooting just by having them roll a ton of dice. But in the fluff, the really dangerous part of guardsman shooting is when they let them close in on the platoon, then let loose a massive barrage of fire that obliterates enemies getting close. So having their shooting be so much better within that 12" bubble acts as both an offensive and defensive problem, as they shouldn't close for assault, as their absolutely trash in melee, and if they move away, they won't be able to shoot. But the enemy has to think about how they can close that gap without getting hit with a really brutal barrage in close combat, because they have to dodge all the other scary LOS in the army, leman russ and all that, but still somehow close on the squad, while staying beyond 12". And if we want them to be able to shoot and assault, id much rather that be an order rather than a trait of the gun, as that would make more sense within the army's mechanics.
For rending, I would argue that there are several ways of interpreting it and that rending is a representation of several different occurences. You said that, along with the fact that it's trying to represent the increased chance of hitting weak spots, it also has an easier time getting through thick armour.
If i recall correctly, the 3 ways rending was explained was being able to cut through armor, having enough shots to hit a weak point, or being skilled enough to target a weak point, but all 3 of these variations can be explained with the modified lance mechanic. Bringing down the higher level armor shows them being able to target weak points or cleaving through heavier armor, while a re-roll on the lower armor's shows them having no trouble at all breaking through it to wound the model.
And yes, a re-roll is much more powerful than a value increase or decrease, but thats the point of a re-roll besides requiring less math, rending is fairly rare rule and when it is given, it's typically given to a gun that is meant to straddle the line between anti-tank and anti-infantry, while on infantry its typically given to glass cannons, so it needs to be amazing to make up for their high-skill level and fragility.
So it affects all armour as it should, however it has a BIGGER impact on BETTER armour. So it's still going to be good against low armours (your point about "If a enemy units defense value is equal to or lower than 4, the model may reroll wounds." but it's going to be MORE effective against heavy armour. However weapons with this specific rule are NOT going to have Power on their weapon stat, because having them on the same scale of 1-12 probably might not work since the target's Resilience is getting halved anyway. Open to refinement but I think this should work nicely!
My problem with this is that i would argue that higher level armor should be affected less than lower level armor, because if im opening fire on a model with high armor with something like an assault cannon ( str 6, 4 shot, rending), sure that model is going to be treated as having lower armor because its likely to hit weak spots, but at least there is significant armor there for all the other shots, whereas a less armored model doesn't have that advantage, so far as those bullets are concerned, everywhere on that model is a weak spot, so its far more likely to be wounded. Similarly, if i have genestealers attack my terminators, sure they're going to be tearing through that armor (they do have diamond tipped claws after all) but there is thick and sturdy armor to be torn through, whereas my guardsman might as well be wearing a wet cardboard box as far as those claws are concerned, so he's gonna be sliced and diced. Plus halving armor means doing some math, which slows things down a bit.
For CCWs, I'd say that having a pistol AND a CCW lowers the user's Sk (Skill) for the CCW attacks only, however the pistol can still shoot normally at the user's Sk. This means that carrying only one CCW is going to be better, and pistols/2nd CCWs won't be mandatory. So:
1 CCW or pistol: No change
2 CCWs: -1 Sk
1 CCW and 1 pistol: -1 Sk for CCW attacks only.
Im still really not on-board with having 2 melee weapons reducing weapon skill, i just dont see a point for it, and if i understand this correctly, is there any advantage to just having a close combat weapon? and idk i was never a huge fan of this direction, i just thought id bring it up.
For melee being the same Power as shooting, there is a chance for me to say that Power can't just mean brute force but also shredding/piercing/energy too. So yeah, bolters have a decent (at most) penetrating ability, and is quite potent if it does go through, but the kinetic energy in comparison isn't outstanding. So we give it P4. Compare that the Space Marine punch, which, with its momentum, the superhuman strength and the hefty power armour behind, can EASILY cause trauma and hemorrhaging even though it can't penetrate at all.
I know it's just an example. but I wanna get across that it's not COMPLETELY insane, there is some logic to it, and so I feel like it's good as it is
I would love for us to make a system involving different damage types and armor types and all that jazz, but we'd be straying painfully close to RPG territory, and thered have to be all these rules about interactions between different types, and we'd probably need some sort of multi-stage resolution system to deal with all this. and the added bloat wouldn't really be worth it. Plus, since we collapsed toughness and armor into defense, we also collapsed weapons strength and AP together, so so trying to use differences in damage types and penetration doesn't really fly. And so far as bolters are concerned, yeah their penetration isn't amazing or anything, it is a big round so there's a lot of friction and resistance, but it has a diamond tip so that definitely helps. The kinetic energy statement is only partially right though; they're a gyro-jet design, so they perform in an opposite manner to bullets, in that they start off slow then speed up the longer they fly, so their kinetic energy close to the model would be fairly low, but far out itd be like being at close range to a normal gun. However, the kinetic energy is not the scary part of the bolter, its the explosive charge in it, so it penetrates in a bit, then blows the target apart from the inside, and explosions are far more powerful in enclosed spaces.
It's this explosion and the accompanying shrapnel which is the scary part of the bolt, not the kinetic energy, and fluff even states that bolts are powerful enough to pick people up and throw them into a wall with the explosion, so i would definitely say they should be at least as powerful as a space marine punching, which fluff says can cave in a mans ribs with a punch. It's just that it wouldn't make sense fluff wise to have these futuristic weapons be exactly as strong as or weaker than the model wielding them, and from a gameplay perspective, it could motivate people to move in for melee instead of shooting, because they're just as good at it. And if we make it so that 3 is a somewhat common weapon strength, we run into the problem of model being able to wield that weapon can't hurt something defense 8 or higher, such as terminators and monstrous creatures, which means that there is potential for entire groups of units to be rendered useless. This situation would make perfect sense for things like shotguns, and potentially shuriken weaponry, since these are weapons are going about damage very differently than is typical, as well as long-range lasguns since theyre supposed to be trash, but having that situation apply to as many units as it would would be frustrating at the very least.
I also like having lasguns at strength 4, because it lets them be low with the laser rule, while setting up a nice and simple bump up to strength 5 for hellguns (upgraded lasguns), which in fluff are capable of seriously damaging and even penetrating power armor, so they would be on par with bolters.
The shotgun thread has a cool idea on it about how to handle damage for shotguns and the like though, and it's basically the opposite of the laser rule, so every 6" you get closer to the target than max range you increase damage by 1, so a strength 3 shotgun would be 3 at 18", 4 at 12", and 5 at 6". Call it Shrapnel or something.
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Post by: gravitywell
Definitely an interesting topic! I'm surprised with all of the griping and complaining about rules and balance there would be more support for a community driven or “open” set of rules. And with all of the tools these days for online collaboration and communication you figure it would be possible to make it happen too. Have you guys thought of moving on to something more than just a discussion forum?
If I were to take a shot at this I'd probably start fresh and do a lot of groundwork before creating very simple baselines and rules. Then I'd have an easy to use online utility where testers could input their units and they would get a very simple print out of the entire rule system for their entire game (Maybe 1 sheet for the entire rule system with charts and rules etc, and 1 sheet with rules for the units). And then additionally there would be some sort of online form to submit the results. The results could be processed, viewed, discussed, etc.
Of course that’s all easier said than done…
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Post by: IcyFireKnight
Here's the thing though, imperial guardsman have always been about the weight of fire, not the strength of the individual guns. So having the lasgun be very weak at its maximum range actually makes a lot of sense, as the lasgun doesn't have to be very good at wounding, it just has to capable of wounding the target, the combination of massive numbers and officer orders will buff their shooting just by having them roll a ton of dice. But in the fluff, the really dangerous part of guardsman shooting is when they let them close in on the platoon, then let loose a massive barrage of fire that obliterates enemies getting close. So having their shooting be so much better within that 12" bubble acts as both an offensive and defensive problem, as they shouldn't close for assault, as their absolutely trash in melee, and if they move away, they won't be able to shoot. But the enemy has to think about how they can close that gap without getting hit with a really brutal barrage in close combat, because they have to dodge all the other scary LOS in the army, leman russ and all that, but still somehow close on the squad, while staying beyond 12". And if we want them to be able to shoot and assault, id much rather that be an order rather than a trait of the gun, as that would make more sense within the army's mechanics.
I know but think about it, if your Guardsmen are absolute ravagers within 12", why would you ever stay at 24"? You argued that they need orders to do damage at long range, but couldn't they just use those orders to boost them EVEN more at short range? Geez, they'll have about a 300% damage increase if you factor in laser, rapid fire AND orders. And the thing is that they're so expendable, you would just march them up to 12" and wreak havoc with your 50 point jelly squad... So far, this is where I'm at:
We scrap rapid fire for laser (like a replacement). We give them 2 shots to represent that the barrage of fire from all distances. But we give the P3 base, partly for balancing (their firepower can be augmented with other things) and partly because they're just lasguns. Bringing down the higher level armor shows them being able to target weak points or cleaving through heavier armor, while a re-roll on the lower armor's shows them having no trouble at all breaking through it to wound the model.
Yeah but I think we need to split these occurences up, otherwise rending is gonna represent all of these, practically making it an all-round cleaver to anything. So one part of rending (as another rule) is going to show that it can hit weak points in armour (this is going to be given to snipers), this is going to be the "imagine -3" rule I'm ranting about (Hey...there could be a specific part of the rulebook which just makes it crystal clear on what these rules are and why they're like that!)  Another aspect of rending could be the ease of slicing through particularly heavy armour. Just an idea, maybe for each shot hit the armour is lowered by 1/2 or something?
So for assault cannons I would say that although it doesn't have any specific capabilities to hit weak spots (other than being just a lot of shots in one weapon), it can be represented with the second part of rending. Im still really not on-board with having 2 melee weapons reducing weapon skill, i just dont see a point for it, and if i understand this correctly, is there any advantage to just having a close combat weapon? and idk i was never a huge fan of this direction, i just thought id bring it up.
Ehh well just to recap (don't want to get into this again) a warrior with two CCWs is going to find it harder to handle both, so they get -1 Sk, but they can block attacks more easily so they get +1 D. Also it softens up the damage brought from a second attack, and also preserves the warrior slightly more.
Thank you for explaining what a bolt round does haha they're more fancy than I thought...But still I stand by the fact that boltguns would be most convenient at P4 and SM punches hurt arguably more (  ) Whatever
The shotgun idea is cool, could we call it "Buckshot"? Since shrapnel confuses with bog-standard blast weapons. Automatically Appended Next Post: @gravitywell Welcome  Thanks for your input, although I don't see it possible in a million universes that we could fit it all on 1 page xD
What do you mean by "more than a discussion forum"? haha
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Post by: Rav1rn
@Gravitywell
Welcome to the thread! As for moving onto something more than a discussion forum, im assuming you mean a website, which while that would be awesome, i lack the know-how, skills, and frankly the money to do this. As for the functionality of setting up something like community and player test accounts and reports, again that would be awesome, but we are FAAAAR from ready to put out a ruleset that's ready for widescale testing. So far as setting up a 1 page rule outline with a 1 page unit spreadsheet, that would be nice for something like testing individual parts and small-medium level testing, but there's a lot more rules and information than we can fit on 1 page for a final release in the game, and we can't fit enough unit changes onto 1 page to really let players push and break the system like we'd want them to. I love the idea of gathering information and feedback like this though, hopefully we'll be able to implement this during testing phases further down the line, so thanks for the idea!
The shotgun idea is cool, could we call it "Buckshot"? Since shrapnel confuses with bog-standard blast weapons.
Much better name, but lets make sure we ask the poster to use that first, and give them credit for it somewhere.
Ehh well just to recap (don't want to get into this again) a warrior with two CCWs is going to find it harder to handle both, so they get -1 Sk, but they can block attacks more easily so they get +1 D. Also it softens up the damage brought from a second attack, and also preserves the warrior slightly more.
Yeah i remember the reasoning, i just disagree with it. I view the stat more as a "proficiency" kind of deal rather than a maximum capability, so they would definitely train to the point of proficiency. Gameplay wise, i just don't see it being powerful enough to warrant adding in a potentially complicating penalty, or a potentially complicating penalty with a corresponding complicating defense bonus.
I know but think about it, if your Guardsmen are absolute ravagers within 12", why would you ever stay at 24"? You argued that they need orders to do damage at long range, but couldn't they just use those orders to boost them EVEN more at short range? Geez, they'll have about a 300% damage increase if you factor in laser, rapid fire AND orders. And the thing is that they're so expendable, you would just march them up to 12" and wreak havoc with your 50 point jelly squad... So far, this is where I'm at:
But that 300% jump takes them from terrible to below average. A guardsman with the lasgun im talking about is hitting the average on a 5+, wounding on a 4+, so something like 1/6 shots are hitting, and they have 2 shots each at that range. If i recall correctly, most guardsman orders require them to be stationary (obviously excepting the one letting them move and still shoot), so using orders on the move is far less of a problem than you think it would be. So that 50 point guardsman squad of 10 guardsman would only be dealing 3.33 wounds against the average within 12 inches, thats only killing 1-2 models, and they had to close in on you to do that, meaning they either walked through your own return fire and assaulting units (likely to do WAY more damage than any lasgun) or had to buy a transport (which could easily double or even triple the cost of the squad), and you can only fit squads of 10 into the chimera, so thats going to push the costs way higher to field and move the same number of models.
So in order to be scary within that 12" they have to have high numbers, and be able to use orders, which means they are on foot and didn't move. Also, they need to be in range of their command squad to make use of their orders, so that's a limit as well. Running the math, they can do something like 2.22 wounds under these conditions against the average within 24" , which is 66% of the damage they could make by closing in, minus the risk of having to get closer, and the risk on getting into melee, whereas within 12", using orders, rapid fire, and laser, they're doing 5 wounds on the average, which is pretty decent for a 50 point unit.
We scrap rapid fire for laser (like a replacement). We give them 2 shots to represent that the barrage of fire from all distances. But we give the P3 base, partly for balancing (their firepower can be augmented with other things) and partly because they're just lasguns.
But the math shows that doubling the shots is actually a buff, not a nerf, before all the other problems with what weapon type it should be is taken into account.
the "imagine -3" rule I'm ranting about (Hey...there could be a specific part of the rulebook which just makes it crystal clear on what these rules are and why they're like that!)
I will be the first one to admit, that this way of resolving things is totally accurate, it perfectly executes what it needs to do, both gameplay wise and according to logic. Unfortunately, it involves a lot of work, because you either have to have memorized the URC, or have to look it up, which is far more time consuming than a reroll or other effect, so I don't see it as a great solution. As for making a page to explain how this would work, that's exactly my problem with this direction, you need that page to explain how it would work rather than just seeing "oh its a reroll" or whatever.
otherwise rending is gonna represent all of these, practically making it an all-round cleaver to anything.
But isnt that exactly what rending is supposed to do? its a rare special rule, the only units and weapons i can think of that use it are genestealers, assault cannons, snipers, and the grey knight psycannon (which is basically an upgraded assault cannon), so i don't think its going to be easy to abuse or broken or anything, plus it makes sense logically for it to affect things this way.
So for assault cannons I would say that although it doesn't have any specific capabilities to hit weak spots (other than being just a lot of shots in one weapon),
The problem is that that ability to fire massive numbers of rounds is one of the core aspects of rending, so just brushing it aside like this doesn't sit well, and if it's ability is to hit weak spots, wouldn't the weak spot on a terminator be considered normal armor for a lot of other units?
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Post by: IcyFireKnight
Much better name, but lets make sure we ask the poster to use that first, and give them credit for it somewhere.
Sure, but I don't know what you recommended it from  Yeah i remember the reasoning, i just disagree with it. I view the stat more as a "proficiency" kind of deal rather than a maximum capability, so they would definitely train to the point of proficiency. Gameplay wise, i just don't see it being powerful enough to warrant adding in a potentially complicating penalty, or a potentially complicating penalty with a corresponding complicating defense bonus.
Yeah but they would've trained more with one weapon, and their skill stat is supposed to represent their effective skill in normal circumstances. Gameplay wise, it does have an impact since you're changing their stats twice, that's theoretically more than a toughness buff from a bike, plus it's not that complicated, just 1 set of modifiers which will become second nature. But that 300% jump takes them from terrible to below average.
But we can't make them absolutely terrible just to account for the fact that they're average at close range. We can't make them useless at 24", because otherwise there's almost always more incentive just to charge in and deal thrice the amount of damage.
So a guardsman with a rapid fire laser lasgun would probably be 40% as effective the average shooter at long range, which amplifies to 95% at short range. If we remove rapid fire, we can soften such a large disparity by making long range fire slightly better and toning down short range firepower to suit such cheap units. So from 60% to 80% or something close to that seems good ^^ I will be the first one to admit, that this way of resolving things is totally accurate, it perfectly executes what it needs to do, both gameplay wise and according to logic. Unfortunately, it involves a lot of work, because you either have to have memorized the URC, or have to look it up, which is far more time consuming than a reroll or other effect, so I don't see it as a great solution. As for making a page to explain how this would work, that's exactly my problem with this direction, you need that page to explain how it would work rather than just seeing "oh its a reroll" or whatever.
I'm really happy you theoretically like it, and I know its not as pragmatic as other rules but all it needs is a small paragraph in the corner of the page explaining what and why it is what it is  But isnt that exactly what rending is supposed to do? its a rare special rule, the only units and weapons i can think of that use it are genestealers, assault cannons, snipers, and the grey knight psycannon (which is basically an upgraded assault cannon), so i don't think its going to be easy to abuse or broken or anything, plus it makes sense logically for it to affect things this way.
Ohoho you don't play eldar xD What about all the pseudo rending special rules? They're not called rending but they function almost similarly. Eldar have bladestorm, monofilament, distort, plus sniper from ranger long rifles hahahaha. This is why I kinda wanna split it up since some of these don't really fulfill the complete meaning of rending. The problem is that that ability to fire massive numbers of rounds is one of the core aspects of rending
But isn't there no difference between 10 shots from a whole unit and 10 shots from one gun? and if it's ability is to hit weak spots, wouldn't the weak spot on a terminator be considered normal armor for a lot of other units?
Of course it would, which is why if you manage to hit a weak spot of a terminator his armour drops from 8 to 5 or 6.
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Post by: Rav1rn
Yeah but they would've trained more with one weapon, and their skill stat is supposed to represent their effective skill in normal circumstances. Gameplay wise, it does have an impact since you're changing their stats twice, that's theoretically more than a toughness buff from a bike, plus it's not that complicated, just 1 set of modifiers which will become second nature.
Exactly, skill in normal circumstances, they have that much skill in normal circumstances with any weapon they trained with. And yeah it's just one set of modifiers, but its a set of modifiers on top of everything else in a situation that doesn't really require them, and i don't like "its just one set of multipliers" as a justification, since if we did that for everything the game would drag on forever to work out all the numbers.
But we can't make them absolutely terrible just to account for the fact that they're average at close range. We can't make them useless at 24", because otherwise there's almost always more incentive just to charge in and deal thrice the amount of damage.
But they're doing over 2 wounds at 24" under these rules against the average, which isn't amazing, but thats before upgrades like grenade launchers and heavy weapon teams, and honestly, if you're hoping to get most of your wound output from lasgun guardsmen, you'd better be packing A LOT of them, othewise you have artillery, tanks, heavy weapons, special weapons, etc that do most of the damage, with lasgun guardsmen acting as wound shields and adding a bit more into the wound pool. Nothing you or i or any other designer trying to work on guardsmen is going to overcome is the fact that lasguns will never be serious wound dealers, its the special and heavy weapons that will be doing the most reliable damage, with lasguns being icing.
Ohoho you don't play eldar xD What about all the pseudo rending special rules? They're not called rending but they function almost similarly. Eldar have bladestorm, monofilament, distort, plus sniper from ranger long rifles hahahaha. This is why I kinda wanna split it up since some of these don't really fulfill the complete meaning of rending.
Nope, as i've said before, minimal eldar experience over here. Can you give me some examples of these rules? And so far as them being almost the same as rending just with different names...I don't really see why this would work against my version of rending, these units would just have their slightly modified version of it, as stated by their special rule, to where they only do one of the two effects like rerolling wounds against defenses lower than their strength or never treating armor as being above a set value, rather than the full blown rending situation. I actually like this direction as it would help with the eldar's "master of their field" mentality, so for instance (and correct me if im totally wrong on the unit names and uses) but striking scorpions being anti-horde units, they would get re-rolling wounds against models with defense equal to or lower than their strength, whereas howling banshees (anti-heavy infantry) would get the never count defense as being higher than (X), and power weapons to boot.
But isn't there no difference between 10 shots from a whole unit and 10 shots from one gun?
Yes but that's the logic of rending, not the application of it. Logically, they have tons of shots that can find a models weakpoint, but gameplay wise they just have a slightly higher than normal shot count, with rending to demonstrate this trait, as having an assault cannon be heavy 10 would be broken beyond belief and rapidly approaching apocalypse level weaponry.
Of course it would, which is why if you manage to hit a weak spot of a terminator his armour drops from 8 to 5 or 6.
But lets work this through by working with what rending is said to do in the fluff. Say an assault cannon can fire 10 rounds, of which 2 find a terminators weak point and proceed to try to wound him, with the rest being deflected or ignorable, on an equivalent ork model, every part of that ork counts as a weak spot so far as the bullets are concerned, and every one of them can try to wound him. Bringing that into gameplay, rending guns have much lower shot counts than the "filling the air with bullets to find a weak spot" method would really require (since doing so would be very very broken) so rending compensates to show the less armored models being shredded, since they dont have the armor or toughness to shrug off some of the attacks, while still bringing down higher armor to show the hits to weak points.
EDIT: Also, i brought up my concern over players losing units without being able to roll, and thus feeling like they don't have a say in their units deaths. I saw on another post about a different game system a solution thats pretty nice: just let players roll to defend against the attackers strength instead of rolling to wound. It's the exact same probability and chances, the defending player just has a role in their units defense this way, because getting wounded on a 3+ is exactly the same as saving a hit on a 5+.
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Post by: IcyFireKnight
Exactly, skill in normal circumstances, they have that much skill in normal circumstances with any weapon they trained with. And yeah it's just one set of modifiers, but its a set of modifiers on top of everything else in a situation that doesn't really require them, and i don't like "its just one set of multipliers" as a justification, since if we did that for everything the game would drag on forever to work out all the numbers.
Yeah but you want to show that they're better with one weapon, as they're inevitably had more training with just one weapon. And the modifier has a purpose, equally as much as any other modifier. But they're doing over 2 wounds at 24" under these rules against the average, which isn't amazing, but thats before upgrades like grenade launchers and heavy weapon teams, and honestly, if you're hoping to get most of your wound output from lasgun guardsmen, you'd better be packing A LOT of them, othewise you have artillery, tanks, heavy weapons, special weapons, etc that do most of the damage, with lasgun guardsmen acting as wound shields and adding a bit more into the wound pool. Nothing you or i or any other designer trying to work on guardsmen is going to overcome is the fact that lasguns will never be serious wound dealers, its the special and heavy weapons that will be doing the most reliable damage, with lasguns being icing.
I acknowledge that, we can tweak the lasgun's overall effectiveness later, it's just I don't want there to be such an amazing gap between uselessness and ravagery. Yes but that's the logic of rending, not the application of it. Logically, they have tons of shots that can find a models weakpoint, but gameplay wise they just have a slightly higher than normal shot count, with rending to demonstrate this trait, as having an assault cannon be heavy 10 would be broken beyond belief and rapidly approaching apocalypse level weaponry.
Yeah but remember the attacks a weapon gets is just a representation of actually a much larger number of rounds. So an Assault 4 would basically just mean it has a 4 x higher rate of fire than an Assault 1, which sounds good to me. Also, i brought up my concern over players losing units without being able to roll, and thus feeling like they don't have a say in their units deaths. I saw on another post about a different game system a solution thats pretty nice: just let players roll to defend against the attackers strength instead of rolling to wound. It's the exact same probability and chances, the defending player just has a role in their units defense this way, because getting wounded on a 3+ is exactly the same as saving a hit on a 5+.
I'm impartial on this, I'm happy to let the defender roll as long as there are no downsides.
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Post by: Rav1rn
I'm impartial on this, I'm happy to let the defender roll as long as there are no downsides.
glad to hear so, this was something that was really worrying me.
I acknowledge that, we can tweak the lasgun's overall effectiveness later, it's just I don't want there to be such an amazing gap between uselessness and ravagery.
But having them be assault or 2 shot just flat out doesn't work with the mechanics of the guard. One option that would be a bit fluffy would be to offer an upgrade like "overcharged las-packs" which in fluff is said to increase the power of lasweaponry, at the cost of serious damage to components. I think Hellguns are based off this idea, just made with better components so that they don't break down when using overcharged las-packs. So maybe this upgrade would let the Lasgun act as str 4 out to 24". This way we can have the Lasguns be pretty weak, but a decently costed upgrade ( say 15 or 20 points per squad) would let them be more effective at 24".
Yeah but remember the attacks a weapon gets is just a representation of actually a much larger number of rounds. So an Assault 4 would basically just mean it has a 4 x higher rate of fire than an Assault 1, which sounds good to me.
except that this logic doesn't hold up, because it's also 4 times the fire rate of single shot weaponry, whereas the assault cannon is the 40K equivalent of a mini-gun, which can fire 6000 rounds a minute. Rending is there to show this has a much higher fire rate, and thusly a much higher chance to wound, than an equivalent shot weapon so far as stats are concerned, because doing otherwise wouldn't support how rending works and be incredibly unbalanced.
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Post by: IcyFireKnight
glad to hear so, this was something that was really worrying me.
then again, we have to be careful we don't run into any issues with this. But having them be assault or 2 shot just flat out doesn't work with the mechanics of the guard. One option that would be a bit fluffy would be to offer an upgrade like "overcharged las-packs" which in fluff is said to increase the power of lasweaponry, at the cost of serious damage to components. I think Hellguns are based off this idea, just made with better components so that they don't break down when using overcharged las-packs. So maybe this upgrade would let the Lasgun act as str 4 out to 24". This way we can have the Lasguns be pretty weak, but a decently costed upgrade ( say 15 or 20 points per squad) would let them be more effective at 24".
oh sorry if I didn't make it clear, I am fine with it being 1 shots, 2 shots, P3, P4, anything, as long as being 12" away isn't an absolutely HUGE difference compared to being 13" away. except that this logic doesn't hold up, because it's also 4 times the fire rate of single shot weaponry, whereas the assault cannon is the 40K equivalent of a mini-gun, which can fire 6000 rounds a minute. Rending is there to show this has a much higher fire rate, and thusly a much higher chance to wound, than an equivalent shot weapon so far as stats are concerned, because doing otherwise wouldn't support how rending works and be incredibly unbalanced.
Well, since it's 6 barreled, we'll give it 6 shots. Is this satisfactory?
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Post by: Rav1rn
then again, we have to be careful we don't run into any issues with this.
it's exactly the same math, just done in the opposite direction. The only issue is dice changing hands and that's not an issue at the moment so it shouldn't be under the new system
Well, since it's 6 barreled, we'll give it 6 shots. Is this satisfactory?
I do think assault cannons should be 6 shots, but I'm talking about the rending rule overall, assault cannons are just an easy example gun for me to use with this. Just increasing shots doesn't represent rending effects properly, because it functions the same as a high shot weapon, rather than a rending gun. Yes rending guns should be higher shots than normal, but they need to bring down armor and wound more often instead of being just a ludicrous amount of shots
Also I thought of a problem with using alternating phases over alternating activations, it doesn't prevent alpha strike tactics, so something to think about.
oh sorry if I didn't make it clear, I am fine with it being 1 shots, 2 shots, P3, P4, anything, as long as being 12" away isn't an absolutely HUGE difference compared to being 13" away.
But every rapidfire gun has a huge jump from 13 to 12", it's just the nature of the weapon type. Laser just makes it's a more distinct difference, but offering an upgrade to counteract this difference is a better way, we can show lasguns being weak and underpowered, while allowing them to be more powerful if the player is willing to pay for it. We could even make it an upgrade on their command squads for much more points than it would be on individual squads to show it's an order from the platoons officers, while pushing players to take more than minimum size squads to make the upgrade worthwhile. Maybe make an option for the company command squad that does this for the whole army for a ridiculous amount of points, but proportionally less than having it done on every platoon command squad.
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Post by: IcyFireKnight
it's exactly the same math, just done in the opposite direction. The only issue is dice changing hands and that's not an issue at the moment so it shouldn't be under the new system
Ok well I've run into one problem, how do we convert special rules that concern the To Wound roll? I do think assault cannons should be 6 shots, but I'm talking about the rending rule overall, assault cannons are just an easy example gun for me to use with this. Just increasing shots doesn't represent rending effects properly, because it functions the same as a high shot weapon, rather than a rending gun. Yes rending guns should be higher shots than normal, but they need to bring down armor and wound more often instead of being just a ludicrous amount of shots
Well are assault cannons rending though? They've not got special rounds. Automatically Appended Next Post: HEY! I just thought of a way to make re-rolls better. Surely there can't be any argument about this. Instead of making rerolls scale off the existing roll to hit/wound, we just give it its own value to succeed. This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers.
So something like the Target Acquired! command won't just be a +1 Mk command, instead it will grant you a 5+ reroll To Hit.
Similarly:
Seasoned Marksman - A model with this special rule gains a 5+ Attack reroll when shooting.
Sharpshooter - A model with this special rule gains a 4+ Attack reroll when shooting
Nimble Fighter - A model with this special rule gains a 6+ Defense reroll whilst in combat.
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Post by: Rav1rn
Ok well I've run into one problem, how do we convert special rules that concern the To Wound roll?
well if they do something like poison (1) where they get to reroll to-wound rolls of 1, it becomes poison (6) defending player must reroll defense saves of 6.
HEY! I just thought of a way to make re-rolls better. Surely there can't be any argument about this. Instead of making rerolls scale off the existing roll to hit/wound, we just give it its own value to succeed. This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers.
So something like the Target Acquired! command won't just be a +1 Mk command, instead it will grant you a 5+ reroll To Hit.
Similarly:
Seasoned Marksman - A model with this special rule gains a 5+ Attack reroll when shooting.
Sharpshooter - A model with this special rule gains a 4+ Attack reroll when shooting
Nimble Fighter - A model with this special rule gains a 6+ Defense reroll whilst in combat.
very interesting direction, I'm not sure we want this to be the universal law though, because having the reroll be dependent on the model means that it's based on their stats, a reroll for my inquisitorial sniper assassin at BS 8 should be a much higher reroll than a guardsman sniper at BS 3.
That being said, I think there are definitely ways to use this in exciting ways. On things like orders, this would be a godsend, as it gives us much better control over these rerolls and effects.
Well are assault cannons rending though? They've not got special rounds.
yup assault cannon is heavy 4 rending 24", they have the "fill the air with bullets" type of rending. And they kinda do have special rounds, i don't think its ever been fleshed out much, but it's implied they fire diamond bullets.
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Post by: IcyFireKnight
well if they do something like poison (1) where they get to reroll to-wound rolls of 1, it becomes poison (6) defending player must reroll defense saves of 6.
yup something like that very interesting direction, I'm not sure we want this to be the universal law though, because having the reroll be dependent on the model means that it's based on their stats, a reroll for my inquisitorial sniper assassin at BS 8 should be a much higher reroll than a guardsman sniper at BS 3.
That being said, I think there are definitely ways to use this in exciting ways. On things like orders, this would be a godsend, as it gives us much better control over these rerolls and effects.
Give your vindicare a special rule which makes him gain a 2+ Attack reroll. yup assault cannon is heavy 4 rending 24", they have the "fill the air with bullets" type of rending. And they kinda do have special rounds, i don't think its ever been fleshed out much, but it's implied they fire diamond bullets.
No lol, I know they're rending in the game, I just want to ask you if you think they personally should be.
The thing is that your justification for giving assault cannons rending is that you wanna represent their rate of fire. Well, why not just: a) give them more bullets in the first place or b)have a special rule which doubles the number of hits.
I find b) is futile, it would be much more fun just rolling 6 dice.
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Post by: Rav1rn
No lol, I know they're rending in the game, I just want to ask you if you think they personally should be.
The thing is that your justification for giving assault cannons rending is that you wanna represent their rate of fire. Well, why not just: a) give them more bullets in the first place or b)have a special rule which doubles the number of hits.
I'd think they should have rending, it's the entire point off that gun, its not very good otherwise, because other weapons do anything it tries to do better, rending is what makes it a solid jack of all trades gun. And it goes back to the difference between a gun thats meant to have a really high rate of fire, vs one that has more shots than average but is a rending gun. The punisher Gatling cannon on the Leman Russ is meant to have a ridiculously high rate of fire, but the assault cannon isn't meant to be used like that, its a middle of the road compromise on every use, it's ok at killing hordes, heavy infantry, light vehicles, and has a chance to damage heavy vehicles, which just having a high rate of fire doesn't accomplish, it needs rending. And yes just having it double the hits would be silly and weird.
Give your vindicare a special rule which makes him gain a 2+ Attack reroll.
Its just an example, but this situation would happen with all the assassins, not to mention with independant characters who typically have higher stats than rank and file models. My chapter master should not have the same reroll chance as a scout, etc etc. There's just a lot of situations where having it be a flat value wouldn't make sense, it's a similar argument to your opposition to having "on a roll of 6" rules in that they're not accurate.
Do I think there are distinct uses where this would work perfectly? Yes absolutely, and lets look into where this would work best, but having it as the rule of law concerning re-rolls, i dont think its suited to that role.
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Post by: IcyFireKnight
I'd think they should have rending, it's the entire point off that gun, its not very good otherwise, because other weapons do anything it tries to do better, rending is what makes it a solid jack of all trades gun. And it goes back to the difference between a gun thats meant to have a really high rate of fire, vs one that has more shots than average but is a rending gun. The punisher Gatling cannon on the Leman Russ is meant to have a ridiculously high rate of fire, but the assault cannon isn't meant to be used like that, its a middle of the road compromise on every use, it's ok at killing hordes, heavy infantry, light vehicles, and has a chance to damage heavy vehicles, which just having a high rate of fire doesn't accomplish, it needs rending.
So you're saying you only want to keep rending to make it an all-rounder gun? I see, now how about this which should please both of us. We keep it at a solid power of 5, and we give it 6 rounds. Let's see, it's effective against heavy infantry (not bad), more so with light infantry (very good), and it's pretty good against light vehicles (it's wounding on a 6+, but that's what it should be - a large number of bullets that each have a small chance of penetrating). That eliminates the need for rending, it keeps it a solid weapon, and it feels good, like an Imperial scatter laser. And yes just having it double the hits would be silly and weird.
It's funny you would say that because that's effectively what you were planning with the "storm" special rule. Storm would work well here, but once again I think having a larger number of shots is just intuitive and easy. Its just an example, but this situation would happen with all the assassins, not to mention with independant characters who typically have higher stats than rank and file models. My chapter master should not have the same reroll chance as a scout, etc etc. There's just a lot of situations where having it be a flat value wouldn't make sense, it's a similar argument to your opposition to having "on a roll of 6" rules in that they're not accurate.
I thought about this for a second, and then I realised this: The reason why I don't want the reroll to scale off the existing roll is because it makes the existing roll twice as potent, much like a power fist (which is why power fists should not double anymore, instead just give +4 P or something). The reason why it isn't the same as the "on a roll of 6" issue is because you're not disregarding the existing value at all. On the contrary, it isn't the same as power fists either because you're not REGARDING the existing value as much.
Can you see what I'm trying to get here? This reroll mechanic is sort of in between the "on a roll of 6" and power fists:
On a roll of 6: disregards existing value
Power fists: doubles existing value (i.e. scales too much)
My rerolls: DOES NOT disregard existing value, however does not make it too influential either; you're keeping the existing value, but making it laterally stronger (since all units benefit the same way).
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Post by: Rav1rn
It's funny you would say that because that's effectively what you were planning with the "storm" special rule. Storm would work well here, but once again I think having a larger number of shots is just intuitive and easy.
I beg to differ, straight doubling of hits vs rolling for an extra hit are very different, but yeah i havn't been able to get that streamlined, so id say just give weapons that would have gotten Storm (Storm Bolters etc) Suppression (2) instead. It isn't really helping make these weapons more viable choices than any of the others though, so ill keep at it.
I thought about this for a second, and then I realised this: The reason why I don't want the reroll to scale off the existing roll is because it makes the existing roll twice as potent, much like a power fist (which is why power fists should not double anymore, instead just give +4 P or something). The reason why it isn't the same as the "on a roll of 6" issue is because you're not disregarding the existing value at all. On the contrary, it isn't the same as power fists either because you're not REGARDING the existing value as much.
Can you see what I'm trying to get here? This reroll mechanic is sort of in between the "on a roll of 6" and power fists:
On a roll of 6: disregards existing value
Power fists: doubles existing value (i.e. scales too much)
My rerolls: DOES NOT disregard existing value, however does not make it too influential either; you're keeping the existing value, but making it laterally stronger (since all units benefit the same way).
Except that it is exactly the same problem as "on the roll of 6", because you are disregarding the units stats for the reroll. If my chapter master and scout marine can both reroll for a 5+, how is that any different than my gaunt and my tyrannofex both being able to wound anything on a roll of 6? And yes, rerolling is incredibly powerful, but its also quite rare, how many units get rerolls? You typically need a special weapon upgrade, twin-linking, or a special rule / character, all of which are difficult to come by for the majority of units. Also, i don't really see what the problem with doubling strength for powerfists is, it's a nice proportional improvement with appropriate costs, penalties, and bonuses. It also makes sense, my guardsman wielding a powerfist can only have his strength augmented so much, as compared to my space marine wielding one. If you make it a flat +4, it means that it improves every model exactly the same extent, which doesn't make as much sense for a powerfist as it does something like a power weapon, not to mention its kinda abandoning that weapons one interesting trait that sets it apart from other weapons.
If you absolutely want to change the re-roll system, maybe find a way to adapt the old way of rerolling basic stats (if you had BS over 5 for instance) and improve and expand on it, because this way it's still proportional to the units stats, while not being as insane of an improvement.
So you're saying you only want to keep rending to make it an all-rounder gun? I see, now how about this which should please both of us. We keep it at a solid power of 5, and we give it 6 rounds. Let's see, it's effective against heavy infantry (not bad), more so with light infantry (very good), and it's pretty good against light vehicles (it's wounding on a 6+, but that's what it should be - a large number of bullets that each have a small chance of penetrating). That eliminates the need for rending, it keeps it a solid weapon, and it feels good, like an Imperial scatter laser.
I don't really like it under these rules, it's just not what the assault cannon is really trying to be. I don't mind it having less shots as much, so long as it has higher power, so it has a decent chance of damaging light vehicles, and be possible to damage higher armor tanks, and having it be very good against hordes is not the point of it, there are already much better choices for this role. It needs to be decent at everything but hurting high value tanks. Putting higher shots on this (say 6 instead of 4) would mean a fairly high points increase, but as they're typically cheap upgrades at the moment, i don't think thatd be too big a problem, because its competitiors are Heavy Flamer (Pure-anti-infantry/horde), Heavy Bolter (suppression/long range anti-troops/ light anti-tank), Lacannon (Heavy anti-tank), Multi-melta (Short range anti-tank), Plasma-cannon (anti-Heavy Infantry), and autocannon (moderate anti-tank). It can do a bit of everything, but a bit of everything can cost a bit more, versatility is worth it.
Also, ive been thinking this problem over for a while; space marines are Defense 6, which means they can only be double wounded by strength 12 guns...which are rare...so we have to figure out how to handle this. I see 3 options:
1) give them a special rule that says they can be double wounded by strength 10 weapons (bit weird and would flow like a river of bricks)
2) Increase the points cost a ton, so 18ish range for standard troops
3) Keep their points around the 16ish range, and make their upgrades more expensive, an extra 5-10 points here and there will go a long way to bumping up the costs. Get rid of the free special and heavy weapons for tactical squads, which was always a bit dumb.
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Post by: IcyFireKnight
Except that it is exactly the same problem as "on the roll of 6", because you are disregarding the units stats for the reroll.
Except that it's not. You ARE KEEPING the existing value, you get to use that, it's not gone, it doesn't disappear, all you're doing is adding on something. This is EXACTLY THE SAME effect as a flat modifier, such as +1 or +2. The problem with having it scale off the existing value is that it STRETCHES the whole value line-up, meaning that the variety we worked so hard to achieve becomes blurred and unbalanced. And yes, rerolling is incredibly powerful, but its also quite rare, how many units get rerolls?
To be honest it isn't "quite rare", I would say it's between uncommon and rare. If we balance rerolls, we can use them much more extensively, almost to the same level as flat modifiers are being used. In my previous previous post, I said "This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers." It means we WON'T be seeing as much of the bland maths stuff, which for me is a big win. Also, ive been thinking this problem over for a while; space marines are Defense 6, which means they can only be double wounded by strength 12 guns...which are rare...so we have to figure out how to handle this. I see 3 options:
1) give them a special rule that says they can be double wounded by strength 10 weapons (bit weird and would flow like a river of bricks)
2) Increase the points cost a ton, so 18ish range for standard troops
3) Keep their points around the 16ish range, and make their upgrades more expensive, an extra 5-10 points here and there will go a long way to bumping up the costs. Get rid of the free special and heavy weapons for tactical squads, which was always a bit dumb.
This irritates me as it shows that we aren't really on the same wavelength. Once again I want to stress that doubling any sort of value is going to have adverse effects. This is why I'm planning on something so that you take one extra wound for every three that the aggressor's Power surpasses the target's Resilience. So in fact Marines will be getting triple wounded by P12; you can't argue with that, and they get double wounded by P9, which is absolutely reasonable, since P9 is getting into melta level. It can do a bit of everything, but a bit of everything can cost a bit more, versatility is worth it.
So let's see, with 6 shots at P5 you are:
Doing great against hordes (almost as good as a flamer)
Doing a decent job at what a Heavy Bolter would do, at a shorter range with more firepower
Not doing the job of lascannons (that's a good thing)
Kinda doing the job of melta/plasma, but in a different way
Being a "little brother" to the autocannon whose field is more in the anti-medium armour range (this is GOOD).
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Post by: Rav1rn
Once again I want to stress that doubling any sort of value is going to have adverse effects. This is why I'm planning on something so that you take one extra wound for every three that the aggressor's Power surpasses the target's Resilience. So in fact Marines will be getting triple wounded by P12; you can't argue with that, and they get double wounded by P9, which is absolutely reasonable, since P9 is getting into melta level.
I would argue that doubling doesn't necessarily cause adverse effects, but i like this direction for causing additional wounds a lot more than doubling. The way this system works already has some exciting ideas going in my head.
Except that it's not. You ARE KEEPING the existing value, you get to use that, it's not gone, it doesn't disappear, all you're doing is adding on something. This is EXACTLY THE SAME effect as a flat modifier, such as +1 or +2. The problem with having it scale off the existing value is that it STRETCHES the whole value line-up, meaning that the variety we worked so hard to achieve becomes blurred and unbalanced.
But that 5+ doesn't improve things equally, to a guardsman hitting on a 5+, that 5+ re-roll is awesome, to a chapter master that 5+ reroll is garbage. Something that takes a units stats into mind will work better for these rerolls, because twin-linking, master-crafting, etc are not some magical trait where the weapon jumps out of the users hands to go attack the enemy, it complements the wielder. If i gave the same master-crafted relic blade to a guardsman and my chapter master, my chapter-master is going to be able to make better use of that master-crafted trait than a guardsman will, because he is a better combatant. I'm not saying it has to be "I need a 2+ to hit, then my re-roll is 2+" but it cannot be a flat value. Yes, flat values can be used, to great effect even, but they cannot be the rule of law, it just doesn't make sense realistically.
If we balance rerolls, we can use them much more extensively, almost to the same level as flat modifiers are being used. In my previous previous post, I said "This means we can define the power of rerolls ourselves; we can include more rerolls because now you can tweak how powerful they are. It also means we can balance out rerolls with special rule modifiers." It means we WON'T be seeing as much of the bland maths stuff, which for me is a big win.
Exactly, this is a great reason to use flat rerolls, but they have to used sparingly where they make sense. Negative rerolls (rerolling saves and rerolling hits) wouldn't work very well as flat rerolls, because it's still up to the model's skill to deal with hitting targets, and the models armor and toughness to save wounds, throwing a 5+ down for these would be awkward and frustrating for models better than that 5, and could actually be a serious buff to others. Orders are probably the first place to look at putting flat rerolls in, because this is probably where they would mechanically make the most sense to be.
So let's see, with 6 shots at P5 you are:
Doing great against hordes (almost as good as a flamer)
Doing a decent job at what a Heavy Bolter would do, at a shorter range with more firepower
Not doing the job of lascannons (that's a good thing)
Kinda doing the job of melta/plasma, but in a different way
Being a "little brother" to the autocannon whose field is more in the anti-medium armour range (this is GOOD).
Except that being the strength of a bolter cripples it for whatever purpose it was trying to accomplish. It needs to be higher strength, otherwise it will never be able to affect vehicles. Something like strength 7/8, heavy 4, rending 24" would be a direct port from the old stats, id like to see it at heavy 6, but honestly, id rather it have less shots and rending + strength than high # of shots.
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Post by: IcyFireKnight
But that 5+ doesn't improve things equally, to a guardsman hitting on a 5+, that 5+ re-roll is awesome, to a chapter master that 5+ reroll is garbage. Something that takes a units stats into mind will work better for these rerolls, because twin-linking, master-crafting, etc are not some magical trait where the weapon jumps out of the users hands to go attack the enemy, it complements the wielder. If i gave the same master-crafted relic blade to a guardsman and my chapter master, my chapter-master is going to be able to make better use of that master-crafted trait than a guardsman will, because he is a better combatant. I'm not saying it has to be "I need a 2+ to hit, then my re-roll is 2+" but it cannot be a flat value. Yes, flat values can be used, to great effect even, but they cannot be the rule of law, it just doesn't make sense realistically.
I can see where you're coming from but right now our game is a game of comparison. Well you say, why does this matter? It means that it makes the difference it stats MUCH MORE important, in fact twice as important, as effective. It's extremely hard to explain but the idea is clear in my head:
If it's a 4 against a 4, it's a rerollable 4+.
It it's a 5 against a 4, it's a rerollable 3+.
So you've AMPLIFIED the difference between them, when they should be the same. Once again it's really hard to explain but I hope you understand my argument... Except that being the strength of a bolter cripples it for whatever purpose it was trying to accomplish. It needs to be higher strength, otherwise it will never be able to affect vehicles. Something like strength 7/8, heavy 4, rending 24" would be a direct port from the old stats, id like to see it at heavy 6, but honestly, id rather it have less shots and rending + strength than high # of shots.
I'm pretty sure I still want bolters to be P4, unless you can find a quote of me saying otherwise...
I've actually been wanting for a long time to further extend the stat range to 15, and make the infantry average 5. Because our new comparison chart leaves room for more variety, I've been trying to use this variety, however the chart is spreading the value combinations too much for the scale of 12 to handle.
In current 40k the average value for infantry lies approximately a third of the way up the whole scale (about 3.3). With the new scale, where 4 is the average, it is still a third of the way up, but the infantry average values are at the moment able to clearly reach what should be basically unreachable values (because of the comparison chart). So I'm trying to make the stat range proportionate to the comparison chart, as right now I'm finding that the stat range is restricting the room that the comparison chart gives us.
There shouldn't be any clear objections, and widening the range means we can broaden the class where vehicles and monstrous creatures lie.
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Post by: Rav1rn
I can see where you're coming from but right now our game is a game of comparison. Well you say, why does this matter? It means that it makes the difference it stats MUCH MORE important, in fact twice as important, as effective. It's extremely hard to explain but the idea is clear in my head:
If it's a 4 against a 4, it's a rerollable 4+.
It it's a 5 against a 4, it's a rerollable 3+.
So you've AMPLIFIED the difference between them, when they should be the same. Once again it's really hard to explain but I hope you understand my argument...
i don't really understand what you mean, can you try to clarify? But even if we'd do something as simple as "you take a reroll on 1 less value than you would have rolled otherwise" so a 3+ becomes a 4+ on a reroll, a 4+ becomes a 5+ on the reroll etc, so the units stats are taken into account for the reroll, but it's still less potent than it would be normally. Re-rolls are for the most part meant to radically change the roll (twin-linked, Mastercrafted, etc), it's the other cases when a radical change is not what we want, but rather a streamlined modifier effect, when we should bring flat rerolls in.
I'm pretty sure I still want bolters to be P4, unless you can find a quote of me saying otherwise...
and I still want them at power 5, with "weaker" guns at power 4, because it doesn't make sense relative to Melee values otherwise.
I've actually been wanting for a long time to further extend the stat range to 15, and make the infantry average 5. Because our new comparison chart leaves room for more variety, I've been trying to use this variety, however the chart is spreading the value combinations too much for the scale of 12 to handle.
In current 40k the average value for infantry lies approximately a third of the way up the whole scale (about 3.3). With the new scale, where 4 is the average, it is still a third of the way up, but the infantry average values are at the moment able to clearly reach what should be basically unreachable values (because of the comparison chart). So I'm trying to make the stat range proportionate to the comparison chart, as right now I'm finding that the stat range is restricting the room that the comparison chart gives us.
I don't really understand where this would take things, or allow improvements. There's always going to be restrictions in the game, if we want to alleviate these restrictions, the best way to do this would be to use larger dice for more variable effects, rather than increasing the value ranges. But I think the current numbers match up very well, the infantry average is 4 (1/3 of the max) while the highest value possible for normal infantry is a 6 (1/2 of the max, comparable to a 5 in the current system).
There shouldn't be any clear objections, and widening the range means we can broaden the class where vehicles and monstrous creatures lie.
but we have plenty of range for mostrous creatures, defense 7 minimum with lots of wounds and maybe the bonus saves against infantry weapons is a pretty solid way to represent monsters. I am concerned about the lack of values we can use for vehicles and still have Bolter level weaponry affect them (9-12 instead of 10-14, so one less value, and ideally I'd like to have 6 values possible for vehicles instead of 5) but I don't think just raising values is going to let us accomplish this, without a pretty serious adjustment of the URC, which I think is pretty perfect as is, I don't think adding more repeated values will improve anything, and will probably make things worse. Absolute worse case scenario is we go back to the old way of resolving vs vehicles, which is inconsistent with everything else, but there are so many different rules concerning tanks that this might be necessary to get them working right.
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Post by: IcyFireKnight
i don't really understand what you mean, can you try to clarify? But even if we'd do something as simple as "you take a reroll on 1 less value than you would have rolled otherwise" so a 3+ becomes a 4+ on a reroll, a 4+ becomes a 5+ on the reroll etc, so the units stats are taken into account for the reroll, but it's still less potent than it would be normally. Re-rolls are for the most part meant to radically change the roll (twin-linked, Mastercrafted, etc), it's the other cases when a radical change is not what we want, but rather a streamlined modifier effect, when we should bring flat rerolls in.
Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit? and I still want them at power 5, with "weaker" guns at power 4, because it doesn't make sense relative to Melee values otherwise.
Can you find where we left off? Because now you just went back to the second step of the argument, I don't really wanna repeat myself.. I don't really understand where this would take things, or allow improvements. There's always going to be restrictions in the game, if we want to alleviate these restrictions, the best way to do this would be to use larger dice for more variable effects, rather than increasing the value ranges. But I think the current numbers match up very well, the infantry average is 4 (1/3 of the max) while the highest value possible for normal infantry is a 6 (1/2 of the max, comparable to a 5 in the current system).
Ok, now that I know where you stand I can explain it fully.
Right now the stat range is up to 12. It is broken into thirds. Our comparison chart means that the infantry values are reaching the higher tier values too much, because the thirds are only 4 long. If we make them 5 long, we are making the reach longer, by 1, so that they can't reach as much of the higher tier values, which is where they should be (it needs to be, trust me I have had many circumstances that have been troublesome because the infantry average is too close). Absolute worse case scenario is we go back to the old way of resolving vs vehicles, which is inconsistent with everything else, but there are so many different rules concerning tanks that this might be necessary to get them working right.
Under my rule this last resort shall be BANISHED! Lol but I am never going to go there. Universal is universal, if it doesn't apply to everything, it isn't living up to its name.
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Post by: Rav1rn
Under my rule this last resort shall be BANISHED! Lol but I am never going to go there. Universal is universal, if it doesn't apply to everything, it isn't living up to its name.
I'm actually swinging towards splitting the Universal Resolution Chart into an Organic Resolution Chart and a Mechanical Resolution Chart. Here's my logic for it; I'd like for there to be 6 armor values for vehicles to take, the old system of rolling a D6, and adding the weapons strength to that lets us have 6 vehicle armor values, while having the lowest be affected by str5 weapons, like bolters. So 11-16 would be the possible armor values, which gives us the right amount of armor values, makes sure that the highest value weapon can glance the highest value armor on a 4+ just like the old system, and sets up a nice break point between organics and mechanical, because organics would have max 10 defense (things like tyrannofex's comes to mind for this value), then vehicles would take over above that. And honestly, im just not impressed with how the URC handles vehicles at the moment, i think there just aren't enough values to be used, and repeating damage values against a vehicle isn't as solid a mechanic as it is on organics.I think the differences between various strength values needs to be more distinct for vehicles than it is against organics, after all, the difference between a heavy bolter at strength 7 and an autocannon at strength 9 should be fairly prominent, its an anti-infantry weapon vs a medium anti-tank gun. Also, the URC doesn't allow for glances and penetrations to be represented correctly, as its not a "meet the AV for a glance, exceed it for a penetration", its just a number to meet to hit. Having the owning player roll for his vehicle to resist the hit would be a bit odd, as that's never been how vehicles have worked.
(it needs to be, trust me I have had many circumstances that have been troublesome because the infantry average is too close).
Can you give me some examples? I've yet to run into any difficulties or problems with this, since we have more room to play with than we used to.
Right now the stat range is up to 12. It is broken into thirds. Our comparison chart means that the infantry values are reaching the higher tier values too much, because the thirds are only 4 long. If we make them 5 long, we are making the reach longer, by 1, so that they can't reach as much of the higher tier values, which is where they should be
I don't really understand how this is a problem, i might just be misunderstanding, but i don't see this as a problem. It's not so much that they can affect the next "tier", when values are all over the place like they are right now, tier's are always going to be overlapping each other. The added variety of 5 would be a bit weird, because its an uneven number, which means that the values are going to be weirdly thought out, because right now we have.
2 == very bad
3 == below average
4 == average
5 == above average
6== very good
Having this be a set of 6 numbers means average is now in between 2 numbers, which means we dont have this nice even spacing of values.
Can you find where we left off? Because now you just went back to the second step of the argument, I don't really wanna repeat myself..
Yes i can, and i'm pretty adamant on bolters and equivalent being strength 5, with most other weapons being strength 4, for all the reasons i've previously brought up.
Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit?
I see what you're saying, but i just don't agree with the logic of it. For instance, lets take a look at twin-linking. It's literally just strapping two weapons side by side, so it makes sense to use the models BS for this reroll, because it's not representative of a second distinct shot, you're just shooting two bullets at the same target, so its all based on the models aim. Yes the power jumps from rerolls are quite intense, but theyre typically like that for a reason, and it doesn't change the fact that they're rare enough for this to not be game-breaking. Besides, how easy is it to get a rerollable weapon? You either have to mastercraft something (upgrade for sergeants, special characters, expensive HQ's, etc) or be using a vehicle, in which case most twin-linked weaponry are expensive upgrades to cheap vehicles, or included in the cost of expensive vehicles. The only unit I can think of that is given twin-linked weapons as standard are chaos space marine terminators, and they're far from broken, and expensive to boot. I feel like trying to change to smooth out something that isn't meant to be smooth is kinda counter-productive, and complicates something that is mechanically very simple.
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Post by: IcyFireKnight
I'm actually swinging towards splitting the Universal Resolution Chart into an Organic Resolution Chart and a Mechanical Resolution Chart. Here's my logic for it; I'd like for there to be 6 armor values for vehicles to take, the old system of rolling a D6, and adding the weapons strength to that lets us have 6 vehicle armor values, while having the lowest be affected by str5 weapons, like bolters. So 11-16 would be the possible armor values, which gives us the right amount of armor values, makes sure that the highest value weapon can glance the highest value armor on a 4+ just like the old system, and sets up a nice break point between organics and mechanical, because organics would have max 10 defense (things like tyrannofex's comes to mind for this value), then vehicles would take over above that. And honestly, im just not impressed with how the URC handles vehicles at the moment, i think there just aren't enough values to be used, and repeating damage values against a vehicle isn't as solid a mechanic as it is on organics.I think the differences between various strength values needs to be more distinct for vehicles than it is against organics, after all, the difference between a heavy bolter at strength 7 and an autocannon at strength 9 should be fairly prominent, its an anti-infantry weapon vs a medium anti-tank gun. Also, the URC doesn't allow for glances and penetrations to be represented correctly, as its not a "meet the AV for a glance, exceed it for a penetration", its just a number to meet to hit. Having the owning player roll for his vehicle to resist the hit would be a bit odd, as that's never been how vehicles have worked.
Hi Rav1rn, to be honest I don't like the sound of the direction you're investigating, but your argument that you can't represent glances and penetrations on vehicles brings me quite smoothly onto an absolutely wonderful idea (I hope) I just came up with.
This idea addresses the awkwardness of the imagine -3 idea that I've proposed in the past. Basically, after rolling to hit, you take a separate roll to determine whether those hits are rending or not. Even if don't succeed the rending roll, it still counts as a normal shot. So really, for rending weapons to rolls would be:
To Hit (roll all shots fired, discard misses)
To Rend (roll all shots HIT, discard nothing, but the shots that succeed again count as RENDING; put them in a different pile)
To Wound i.e. To Defend (roll non-rending shots, then roll rending shots -or vice versa-)
And for vehicle penetration:
To Hit (roll all shots fired, discard misses)
To Penetrate (roll all shots HIT, discard nothing, but the shots that succeed again count as PENETRATING; put them in a different pile)
For glancing hits, can injure vulnerable crew members and maybe weapons
For penetrating hits, can immobilise or explode
For thunder hammers and the like, it could treat all members as being vulnerable anyway  To represent the shockwave. I don't really understand how this is a problem, i might just be misunderstanding, but i don't see this as a problem. It's not so much that they can affect the next "tier", when values are all over the place like they are right now, tier's are always going to be overlapping each other. The added variety of 5 would be a bit weird, because its an uneven number, which means that the values are going to be weirdly thought out, because right now we have.
2 == very bad
3 == below average
4 == average
5 == above average
6== very good
Having this be a set of 6 numbers means average is now in between 2 numbers, which means we dont have this nice even spacing of values.
So it would be like this:
1 - see below
2 - Stuff like vehicle stealth, lowered morale, any negatively modified stats, breathing space essentially
3 - Terrible (gaunt resilience)
4 - Below average
5 - Average infantry value
6 - Above average
7 - Outstanding (marine armour)
8 - Intermediate
9 - Intermediate
10 - Intermediate
11 - Average vehicle back armour
12 - Average vehicle side armour
13 - Average vehicle front armour
14 - see below
15 - Stuff like warp cannons, Avatar skill, Monolith armour
Very very rough, open to change but you get the idea.
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Post by: Rav1rn
I still just don't see the need for the 3 new values, if you could give me some examples of what specific examples you've run into i could better evaluate the need for these, but I've yet to run into any problems using the 12 value scale, and I've done rudimentary conversions for most of the troops in the game, as well as some elites and HQ's. So with the exception of vehicle armor, I think the 12 point scale offer the right amount of variety, with the exception of vehicles, and I don't think the 15 point scale would help in that regard. Not to mention having a 12 point scale maps nicely with our use of D6, so our scale is up to the maximum of 2D6, 15 would be the max of 2D6 + max of a D3, which feels weird.
This idea addresses the awkwardness of the imagine -3 idea that I've proposed in the past. Basically, after rolling to hit, you take a separate roll to determine whether those hits are rending or not. Even if don't succeed the rending roll, it still counts as a normal shot. So really, for rending weapons to rolls would be:
To Hit (roll all shots fired, discard misses)
To Rend (roll all shots HIT, discard nothing, but the shots that succeed again count as RENDING; put them in a different pile)
To Wound i.e. To Defend (roll non-rending shots, then roll rending shots -or vice versa-)
very interesting way to approach rending, I'm going to let this one rolls round in my head for a while and play with it. My initial concern is that it could cause some issues with bogging down combat, because for instance a pack of Genestealers vs a Tyrannofex would be
Hit
Rend
Save
Monster save
So thats a lot of steps to resolve combat. Not deal breaking, but something to think about.
But I'm actually getting fairly concerned about how to handle vehicles under the URC and some of the other rules, because they're not being represented accurately. The various movement speeds, the shooting rules, damage resolution, armor facings, there are so many differences between a vehicle and an organic unit that trying to fit them all under one heading isn't working properly. We're going to need to set up all these special rules and exceptions to make sure vehicles are represented correctly, it would probably be better to just create their own branch and heading under the rules to set them apart, because that's what they need.
Sofar as bringing back the vehicle damage resolution, i actually like how it works now, for all the reasons stated above. We get the right number of vehicle armor values, it ensures that a distinct difference between organics and vehicles is visible. Most importantly, it makes sure that differences in weapon strengths are more prominent. Because when it comes to infantry, strength vs armor is a bit of an abstraction, the difference between a strength 5 and a strength 6 weapon to the average is not a huge difference, they both are doing massive amounts of damage, so having them both be a 5+ makes sense. Past a certain point, the strength of fire becomes even less relevant, which is where the double and triple wounding comes into play, because the weapon so massively outstrips the models defense, it just vaporizes them. But for vehicles, these differences are critical, we can't have 2 weapons of different strength have the same chance of penetrating a vehicle, because these points are much more relevant to the vehicles armor value, it's much less abstract than it is for infantry and organics.
There's also the odd situation of using the URC to roll for penetration, and having 2 weapons of different strengths both glancing on the same value.
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Post by: IcyFireKnight
So thats a lot of steps to resolve combat. Not deal breaking, but something to think about.
Oh, well I would say that an extra roll would be quicker than having to work it all out  I still just don't see the need for the 3 new values, if you could give me some examples of what specific examples you've run into i could better evaluate the need for these, but I've yet to run into any problems using the 12 value scale, and I've done rudimentary conversions for most of the troops in the game, as well as some elites and HQ's. So with the exception of vehicle armor, I think the 12 point scale offer the right amount of variety, with the exception of vehicles, and I don't think the 15 point scale would help in that regard. Not to mention having a 12 point scale maps nicely with our use of D6, so our scale is up to the maximum of 2D6, 15 would be the max of 2D6 + max of a D3, which feels weird.
I can't really think of any off the top of my head but it has caused problems several times when I'm designing. But I'm actually getting fairly concerned about how to handle vehicles under the URC and some of the other rules, because they're not being represented accurately. The various movement speeds, the shooting rules, damage resolution, armor facings, there are so many differences between a vehicle and an organic unit that trying to fit them all under one heading isn't working properly. We're going to need to set up all these special rules and exceptions to make sure vehicles are represented correctly, it would probably be better to just create their own branch and heading under the rules to set them apart, because that's what they need.
I think it is working properly, I actually think it's working beautifully. Now that everything's movement fits snug under the Mobility stat, we can THEN make some distinctions, an obvious one being that vehicles don't run. Similarly, vehicle and infantry "toughness" are both on the same scale, but there's an extra roll for vehicles, and they have different facings.
I want to keep everything close to each other, but not using that as a restriction to make distinctions.
Hmm I'm still thinking about vehicle damage, I don't think we want splitting them into two to be our next option though.
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Post by: Rav1rn
Oh, well I would say that an extra roll would be quicker than having to work it all out
But you'd still have to work it out, this is just adding an extra step before you do the rending effect. Not saying rending shouldn't be activated only some of the time on a roll, but i kinda like the idea of it being always on.
I can't really think of any off the top of my head but it has caused problems several times when I'm designing. lol thats a problem, because i havnt found any problems yet. The closest thing to a problem that I found was the stormtroopers and sisters of battle had very similar statlines, but even that's accurate, since sisters are basically just well trained veterans in good armor with better guns and faith.
Now that everything's movement fits snug under the Mobility stat, we can THEN make some distinctions, an obvious one being that vehicles don't run. Similarly, vehicle and infantry "toughness" are both on the same scale, but there's an extra roll for vehicles, and they have different facings.
yeah i obviously want to keep mobility in the vehicles statlines, but things like cruising speed, flat-out, and the associated embarking rules and shooting rules means that they're going to be radically different and need a lot of special rules to represent this, unless we just make vehicles their own classification with different rules and sort of side step the awkwardness. Also, what is this extra roll for vehicles? All i saw was hit and save for organic, then hit and penetrate for vehicles, unless I missed something? And vehicle and infantry defenses are still on the same scale, it's just that vehicle armor is waaaaay higher on the scale than infantry armor is, which makes sense.
Hmm I'm still thinking about vehicle damage, I don't think we want splitting them into two to be our next option though.
why not? Its familiar to players, meets the requirements for accurately portraying vehicle armor and damage, and they're just not working too great under the current rules.
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Post by: IcyFireKnight
But you'd still have to work it out, this is just adding an extra step before you do the rending effect. Not saying rending shouldn't be activated only some of the time on a roll, but i kinda like the idea of it being always on
Oh, well no I was thinking that the rending roll was a flat 5+. It doesn't ignore the stats because when you only have a 6+ to hit, if you hit it can still be rending, but overall it's much harder to get rending (since a 6+ then a 5+ is much smaller than a 3+ then a 5+). The closest thing to a problem that I found was the stormtroopers and sisters of battle had very similar statlines, but even that's accurate, since sisters are basically just well trained veterans in good armor with better guns and faith.
No no that's not anything to do with that, off the top of my head, some problems I ran into was with weapon Powers, vehicle armour and normal armour, but I can't explain it fully because I can't remember. But vehicle armour has to be very good since they can be hit so easily. yeah i obviously want to keep mobility in the vehicles statlines, but things like cruising speed, flat-out, and the associated embarking rules and shooting rules means that they're going to be radically different and need a lot of special rules to represent this
Not special rules, just that vehicles will have a section showing how they move differently, and shooting restrictions after moving, stuff like that. But the vehicles' baseline is still standing on the same foundation. why not? Its familiar to players, meets the requirements for accurately portraying vehicle armor and damage, and they're just not working too great under the current rules.
Well firstly the organic mechanic thing doesn't appeal to me, it is one of my priorities to keep the universal comparison chart because it is at the core of the rules. The problems I'm thinking of right now is not so much the damaging of vehicles, but more of the glancing, penetrating etc.
I'll let you in on what I'm having a bit of trouble with.
To Hit. Obviously the same....
There could be a roll here determining if exposed crew die or weapons get destroyed...
Then the next roll should be determining whether the shot penetrates and to what extent....
The next roll would determine if it gets immobilised or explodes...
And interwoven with all of this is determining how much HP the vehicle suffers from shots that hit and how much those shots penetrate..Plus the fact that if you hit a crew member or a weapon then technically you didn't hit the vehicle? So what would happen then? And what are we comparing in these rolls? Is it going to be a flat 6+ to see if a crew member gets hit or a flat 6+ to see if the vehicle explodes? Or is it going to compare something with something?
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Post by: Rav1rn
Oh, well no I was thinking that the rending roll was a flat 5+. It doesn't ignore the stats because when you only have a 6+ to hit, if you hit it can still be rending, but overall it's much harder to get rending (since a 6+ then a 5+ is much smaller than a 3+ then a 5+).
a 6+ followed by a 5+ means rending might as well not exist, that's happening something like 1/18th of the time, you could go entire games with rending weapons and never activate the effect.
No no that's not anything to do with that, off the top of my head, some problems I ran into was with weapon Powers, vehicle armour and normal armour, but I can't explain it fully because I can't remember. But vehicle armour has to be very good since they can be hit so easily.
yeah I noticed this problem a while ago in that power weapons could let a unit damage vehicles when it shouldn't be able to, but that's a failure of power weapon mechanics not a failure of the value system. I think we need to explore alternative power weapon mechanics more, because just a strength increase, while sort of appropraite, has consequences. Even if we do something as simple as say that the power weapon bonus is only applied to non-vehicle units, that would probably be adequite.
No no that's not anything to do with that, off the top of my head, some problems I ran into was with weapon Powers, vehicle armour and normal armour, but I can't explain it fully because I can't remember. But vehicle armour has to be very good since they can be hit so easily.
these are fairly hefty changes to the existing rules though, making them totally separate would be simpler than trying to explain how theyre different from the norm
Well firstly the organic mechanic thing doesn't appeal to me, it is one of my priorities to keep the universal comparison chart because it is at the core of the rules.
. Poor naming choice, but I wanted to separate vehicles from all other units like monsters, characters, infantry, etc. And the URC would still be the core of the non-vehicle system, just under a different name.
Your new damage system seems interesting, I'm not sure i like it, but let's see
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Post by: IcyFireKnight
a 6+ followed by a 5+ means rending might as well not exist, that's happening something like 1/18th of the time, you could go entire games with rending weapons and never activate the effect.
You misunderstood me, I was trying to make it clear that the situation is not like "on a 6" or a power fist, but rather in between. I was giving the 6+ example because I wanted to convey that any shots that hit, even if you hit them so luckily on a 6+, they could still even be rending if you were extremely lucky. So the first roll is just a normal to hit, and the second roll splits it into three. yeah I noticed this problem a while ago in that power weapons could let a unit damage vehicles when it shouldn't be able to, but that's a failure of power weapon mechanics not a failure of the value system. I think we need to explore alternative power weapon mechanics more, because just a strength increase, while sort of appropraite, has consequences. Even if we do something as simple as say that the power weapon bonus is only applied to non-vehicle units, that would probably be adequite.
We could give them strong flat rerolls? To differentiate them from modifiers from things like commands, and the rest of the game lol. Power swords could have a 5+ wound reroll (defend reroll whatever haha) because that way it isnt op (there are a lot of power swords out there) but very noticeable. And the URC would still be the core of the non-vehicle system, just under a different name.
Well it didn't feel like you were treating the URC as such an important thing, because it is at the heart of every sort of mathematical facade yet you changed it simply because you ran into problems with vehicles. And if you had problems with vehicles and responded by splitting the URC, what's to say you wouldn't have problems with morale and give them a new chart, or anything else for that matter? :(
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Post by: Rav1rn
You misunderstood me, I was trying to make it clear that the situation is not like "on a 6" or a power fist, but rather in between. I was giving the 6+ example because I wanted to convey that any shots that hit, even if you hit them so luckily on a 6+, they could still even be rending if you were extremely lucky. So the first roll is just a normal to hit, and the second roll splits it into three.
Your'e gonna have to clear this idea up for me then, im confused.
We could give them strong flat rerolls? To differentiate them from modifiers from things like commands, and the rest of the game lol. Power swords could have a 5+ wound reroll (defend reroll whatever haha) because that way it isnt op (there are a lot of power swords out there) but very noticeable.
Hmmmmmm... maybe. I don't know how well thatll mesh, because yes a power weapon is a power weapon, so the effect would be similar across all the different types and we can assume the power fields are fairly similar, and it doesnt do the strength increase problems, and doesn't overlap with mastercrafting or anything. But if we go this route, we have 2 problems facing us:
1) This new definition sorta conflicts with posion / rending rules by causing a reroll on the defense save, probably less of an issue than i think it is, but im bringing it up anyways.
2) How effective do we want power weapons to be? Because if we want something like the old efficacy levels, i think it should be a full-reroll rather than a flat-value, because this lets them be slightly more effective against monsters and equivalent (rerollable 6+ to wound), while still being brutal to armored units, because hordes are much more concerned about volume rather than strength. Otherwise we can have power weapons be a flat-reroll with less effect, and lower prices, but im not sure i like the reduced effect for them, it just doesn't feel like a power weapon. For both directions, one concern is that they would either outstrip power fists if we dont give power fists the power weapon rule (which doesnt make a lot of sense) or power fists would have the 2X bonus as well as the power weapon reroll, which is ... extreme to say the least.
If there's concern about the realistic reason why power weapons would scale like they would under the full reroll, something like the power field amplifies the damage dealt would make sense, because if i accidentally drop a power sword on something, that disintegration field will have much less energy to work with, causing less of an effect than if i have a terminator swing it as hard as he can
Well it didn't feel like you were treating the URC as such an important thing, because it is at the heart of every sort of mathematical facade yet you changed it simply because you ran into problems with vehicles. And if you had problems with vehicles and responded by splitting the URC, what's to say you wouldn't have problems with morale and give them a new chart, or anything else for that matter? :(
Yeah i have no plans to seriously alter the URC or whatever it would be called if we changed its name, because its the core for non-vehicle resolution, which is at least 75% of the models in the game, and deciding to change the foundation for 75% of a project halfway through typically isnt a good idea. Im thinking about an alternate table for vehicles because theyre not working well on the URC, not because of change for changes sake. And as for changing morale as well, im really a bigger fan of the older system of morale, the bell-graph 2D6 generates makes results much more reliable, but i dont think therell be too much trouble with using the current URC values for morale, so well see and if worse comes to worse in testing, we come back and change it later.
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Post by: IcyFireKnight
Well the concept behind the flat rerolls is that you get to keep your existing roll, meaning it doesn't ignore it like "on a roll of 6" does. The flat reroll gives everyone the same changes. It's the equivalent of giving a model a flat modifier such as +2 (which is used extensively in commands), instead of a proportional modifier such as x2.
I want to enforce that now we have the rise of the rerolls (hehe), we should abolish the "can only ever have one reroll" rule. Rerolls are much quicker than other methods, so the argument that it makes things slow is null. And to be honest 5 rolls doesn't have too big of an impact on the game, frankly that's what the game is about ^^
The poison and rending concerns, I wouldn't mind if we changed poison up a bit, but I don't mind having them be flat rerolls too, because our aim is to get a half-half split on modifiers and rerolls to make it less monotonous  If there's concern about the realistic reason why power weapons would scale like they would under the full reroll, something like the power field amplifies the damage dealt would make sense, because if i accidentally drop a power sword on something, that disintegration field will have much less energy to work with, causing less of an effect than if i have a terminator swing it as hard as he can
True, you have a very good point and I agree with it but that's a bit of a double-edged sword because people could say that the power field just has an "atomic chaos" effect so it doesn't matter what the user's strength is. Another argument could be that situation where a P3 model with a power fist only gets P6, whereas a P5 model gets P10? Surely that's a bit unfair, especially since the variety of stats means that P3 is really not as worse compared to P5 as it used to be. Yeah i have no plans to seriously alter the URC or whatever it would be called if we changed its name, because its the core for non-vehicle resolution, which is at least 75% of the models in the game, and deciding to change the foundation for 75% of a project halfway through typically isnt a good idea. Im thinking about an alternate table for vehicles because theyre not working well on the URC, not because of change for changes sake. And as for changing morale as well, im really a bigger fan of the older system of morale, the bell-graph 2D6 generates makes results much more reliable, but i dont think therell be too much trouble with using the current URC values for morale, so well see and if worse comes to worse in testing, we come back and change it later.
Well let's see how we manage, I am hopeful that we can find a solution because I don't want the universal comparison chart, the centre of the galaxy for this new ruleset, to be overshadowed by a jabbing failure to manage vehicles into it too :(
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Post by: Rav1rn
Well the concept behind the flat rerolls is that you get to keep your existing roll, meaning it doesn't ignore it like "on a roll of 6" does. The flat reroll gives everyone the same changes. It's the equivalent of giving a model a flat modifier such as +2 (which is used extensively in commands), instead of a proportional modifier such as x2.
i understand what the flat rerolls are trying to accomplish, but they're not emulating the old function of power weapons very well, because current power weapons cut out a step in damage resolution, which is what made them incredibly potent against non-horde units. Giving a 5+ reroll isn't really powerful enough to be equivalent to that effect, so we'd either need it to be a very good flat reroll (3+ or so) which would be OP as hell against monsters, or have it scale with the models strength.
I want to enforce that now we have the rise of the rerolls (hehe), we should abolish the "can only ever have one reroll" rule. Rerolls are much quicker than other methods, so the argument that it makes things slow is null. And to be honest 5 rolls doesn't have too big of an impact on the game, frankly that's what the game is about ^^ id say still stick to the only take one reroll, but instead add in a mention that a reroll can be used to counteract a different reroll, so say I have 2 positive to wound rerolls somehow, and the enemy has a rule that requires a negative reroll, you can counter that negative reroll with one positive reroll , and still get a positive reroll, or if its 1 and 1, they just cancel out.
The poison and rending concerns, I wouldn't mind if we changed poison up a bit, but I don't mind having them be flat rerolls too, because our aim is to get a half-half split on modifiers and rerolls to make it less monotonous
the two directions i see poison going without becoming annoying as hell (So a Damage per turn idea, so a model "poisoned" loses a wound each turn) is to cause double wounds, or forcing rerolls on saves, and doubling wounds would overlap with buckshot. Maybe make it so that it causes double wounds on one less tier than normal, so instead of having the targets defense +3 strength, it only needs to match the targets defense to get the double wounds. I think i prefer rerolls over this idea though, so maybe mix the two or something like that.
True, you have a very good point and I agree with it but that's a bit of a double-edged sword because people could say that the power field just has an "atomic chaos" effect so it doesn't matter what the user's strength is. Another argument could be that situation where a P3 model with a power fist only gets P6, whereas a P5 model gets P10? Surely that's a bit unfair, especially since the variety of stats means that P3 is really not as worse compared to P5 as it used to be.
This effect is what the old power weapon mechanics allowed for, our new ones can't explain it as readily, so this is just an attempt to work around that. And so far as power fist effects go, it actually makes a lot of sense, because the stronger models can withstand a greater force exerted on them than a weaker model. I can generate and maintain a much greater force off of a space marines frame than I could have with a guardsman, the difference in physical strength, size, weight, etc allows for it. An easy analogy would be modern day weaponry, I can mount a massive cannon on a main battle tank, because the tanks bulk and strength lets it withstand the recoil and forces applied on it by the weapon, whereas a human trying to manage that gun would be utterly obliterated.
Well let's see how we manage, I am hopeful that we can find a solution because I don't want the universal comparison chart, the centre of the galaxy for this new ruleset, to be overshadowed by a jabbing failure to manage vehicles into it too
well our options are stick with the URC, which we seem to agree doesn't represent vehicles correctly, or explore other options, of which the old system actually works marvelously. I don't know how to get the URC working without so many exceptions and special cases that we might as well break it apart anyways.
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Post by: IcyFireKnight
i understand what the flat rerolls are trying to accomplish, but they're not emulating the old function of power weapons very well, because current power weapons cut out a step in damage resolution, which is what made them incredibly potent against non-horde units. Giving a 5+ reroll isn't really powerful enough to be equivalent to that effect, so we'd either need it to be a very good flat reroll (3+ or so) which would be OP as hell against monsters, or have it scale with the models strength.
Alright, 4+, but if it becomes OP then we can make balance changes. id say still stick to the only take one reroll, but instead add in a mention that a reroll can be used to counteract a different reroll, so say I have 2 positive to wound rerolls somehow, and the enemy has a rule that requires a negative reroll, you can counter that negative reroll with one positive reroll , and still get a positive reroll, or if its 1 and 1, they just cancel out.
If I understand you correctly you want to add up flat rerolls so a 5+ and another 5+ would be like a 3+ or something. But that doesn't mathematically work very well. so instead of having the targets defense +3 strength, it only needs to match the targets defense to get the double wounds.
This is interesting, lowering the scale/crossbar as it were down. I like it, but not completely yet. This effect is what the old power weapon mechanics allowed for, our new ones can't explain it as readily, so this is just an attempt to work around that. And so far as power fist effects go, it actually makes a lot of sense, because the stronger models can withstand a greater force exerted on them than a weaker model. I can generate and maintain a much greater force off of a space marines frame than I could have with a guardsman, the difference in physical strength, size, weight, etc allows for it. An easy analogy would be modern day weaponry, I can mount a massive cannon on a main battle tank, because the tanks bulk and strength lets it withstand the recoil and forces applied on it by the weapon, whereas a human trying to manage that gun would be utterly obliterated.
This just goes back to the previous argument where I said: "Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit?" I don't know how to get the URC working without so many exceptions and special cases that we might as well break it apart anyways.
I just want the vehicle to take part in the UCC as that is intuitive. But it's not so much special rules (because that has negative connotations I suppose) but there's gonna be a section on vehicles so...I wouldn't say exceptions either, all I want for vehicles is that fundamentally they aren't miles away from the majority (infantry) in terms of core mechanics, but obviously they're going to have their own way of doing things.
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Post by: Rav1rn
This is interesting, lowering the scale/crossbar as it were down. I like it, but not completely yet.
Yeah literally the first alternative idea that came to mind here, not really sure what to do with this idea, or if its even the best option available for poison.
I just want the vehicle to take part in the UCC as that is intuitive. But it's not so much special rules (because that has negative connotations I suppose) but there's gonna be a section on vehicles so...I wouldn't say exceptions either, all I want for vehicles is that fundamentally they aren't miles away from the majority (infantry) in terms of core mechanics, but obviously they're going to have their own way of doing things.
This whole idea is contradictory though, you cant have them operate under their own rules and mechanics, while keeping them close to infantry mechanics. Theyre different so many ways, they might as well just be completely seperate. Something like half of the infantry stats don't apply, armor facings, the different movement speeds and the associated embarking and shooting systems, there really isn't a way in which they aren't different.
Alright, 4+, but if it becomes OP then we can make balance changes.
But it will be OP, because i can charge a terrible melee unit like a guardsman platoon into a monstrous creature, and let the 2 or 3 power weapons in the unit need a 6+ to wound the target, and if they fail they then get a 4+ reroll, which is brutal for such a cheap and terrible unit, especially since the other models in the squad will just tank the wounds. It needs to scale, otherwise it starts getting into the realm where a power weapon performs just as well as the powerfist for hunting monstrous creatures.
If I understand you correctly you want to add up flat rerolls so a 5+ and another 5+ would be like a 3+ or something. But that doesn't mathematically work very well.
Well ideally we wouldn't have flat rerolls be terribly common for this system to work, but its just an idea.
This just goes back to the previous argument where I said: "Ok, how about this. Power 4 is obviously better than P3, but not that much better. If they were to shoot at an R3 target, the P4 weapon would come out on top by a fair amount. However, if they both had rerolls, the P4 weapon comes out on top by an UNfair amount, a sizeable margin, even though it shouldn't be benefitting any more than the P3 one. You could apply this to any situation with the stat comparisons and you'll find that it doesn't work optimally. For example, you said that a commander could bring much more with a strong weapon than a flimsy trooper because he knows how to use it. I completely agree, however what if you compared it to a slightly lower ranking commander? Surely they practically know how to use it similarly, how come the slightly better commander gets double the benefit?"
Ok i think its time we hit this issue straight on the head. What exactly are your concerns with using doubling effects for powerfists and full rerolls. An itemized list would be appreciated so we can hit them one by one.
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Post by: IcyFireKnight
This whole idea is contradictory though, you cant have them operate under their own rules and mechanics, while keeping them close to infantry mechanics. Theyre different so many ways, they might as well just be completely seperate. Something like half of the infantry stats don't apply, armor facings, the different movement speeds and the associated embarking and shooting systems, there really isn't a way in which they aren't different.
Yeah but at the fundamental level, the stats are still the same. Different movement speeds is a substitute for things like running, but they still use Mobility. Armour facings are a substitute for Resilience, but it functions the same way in that that is their defending stat, it's on the same scale, all it is is just adding a distinction to it, but it still functions similarly. In shooting, sure they may have restrictions depending on how far they've moved (the same way that Heavy weapons carry restrictions), but in essence it's the same procedure of To Hit, To Wound etc... But it will be OP, because i can charge a terrible melee unit like a guardsman platoon into a monstrous creature, and let the 2 or 3 power weapons in the unit need a 6+ to wound the target, and if they fail they then get a 4+ reroll, which is brutal for such a cheap and terrible unit, especially since the other models in the squad will just tank the wounds. It needs to scale, otherwise it starts getting into the realm where a power weapon performs just as well as the powerfist for hunting monstrous creatures.
The thing is that this argument entails the 5+ reroll or anything for that matter, so the way we counter that is giving monstrous creatures defense saves too. Ok i think its time we hit this issue straight on the head. What exactly are your concerns with using doubling effects for powerfists and full rerolls. An itemized list would be appreciated so we can hit them one by one.
We have created a wider range of stats due to our comparison chart. If we duplicate the stats (this includes full rerolls and power fists) we are stretching the stat line-up so that the spaces in between them are doubled, meaning that the variety we have created is actually being unbalanced by the doubling.
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Post by: Rav1rn
Yeah but at the fundamental level, the stats are still the same. Different movement speeds is a substitute for things like running, but they still use Mobility. Armour facings are a substitute for Resilience, but it functions the same way in that that is their defending stat, it's on the same scale, all it is is just adding a distinction to it, but it still functions similarly. In shooting, sure they may have restrictions depending on how far they've moved (the same way that Heavy weapons carry restrictions), but in essence it's the same procedure of To Hit, To Wound etc...
but they're really not, they don't have WS or dexterity, they have different damage effects because of the vehicle damage charts, much higher armor values than standard, etc etc. Are they similar at their core? Probably, but when you're ignoring one of the two kinds of combat, treating armor values differently because of facings, having special conditions for moving, shooting, and interaction with infantry, they're not very similar.
The thing is that this argument entails the 5+ reroll or anything for that matter, so the way we counter that is giving monstrous creatures defense saves too.
what? Monsters have a second save already for dealing with weaker infantry weapons, i dont think we need to give them another. Also, if you have a problem with a weapon being too powerful against a particular group of units, you don't try to change the unit, you change the weapon.
We have created a wider range of stats due to our comparison chart. If we duplicate the stats (this includes full rerolls and power fists) we are stretching the stat line-up so that the spaces in between them are doubled, meaning that the variety we have created is actually being unbalanced by the doubling.
But they're really not unbalanced. Yes doubling opens up more space than it used to, but the overall effect is no different than it used to be. If they weren't unbalanced in the old system, they shouldn't be in this system. This doesn't even address the fact that getting powerfists is expensive and rare, they typically cost more than 20 points, and only a couple of models in an army can even take them. And again, for full rerolls, it's no different than the old system, where they weren't unbalanced, and again, are fairly rare.
So for powerfists, since almost every units is going to be in the 3-5 range for strength, they're going to have doubled values of 6 8 and 10, all of which perform almost exactly as they did in the old system. Strength 3 units who double to 6 will be able to affect up to the highest non-vehicle defense, and be much more effective against anything less than that. Strength 5 units who double to 10 will be very capable of wounding the high defense monsters, just like they used to, and be able to affect up to the highest armor value for vehicles using the old vehicle damage system. Meanwhile, we just created a new slot at 4 which doubles to 8, which is a strong middle ground.
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Post by: IcyFireKnight
but they're really not, they don't have WS or dexterity, they have different damage effects because of the vehicle damage charts, much higher armor values than standard, etc etc. Are they similar at their core? Probably, but when you're ignoring one of the two kinds of combat, treating armor values differently because of facings, having special conditions for moving, shooting, and interaction with infantry, they're not very similar.
Well, so what? They are half similar yet half different. But we can find a way to make vehicles work with the UNIVERSAL comparison chart, right? what? Monsters have a second save already for dealing with weaker infantry weapons, i dont think we need to give them another. Also, if you have a problem with a weapon being too powerful against a particular group of units, you don't try to change the unit, you change the weapon.
What? Why didn't you inform me about this new save monstrous creatures get? And no, not necessarily. I think power weapons can have a 4+ reroll but monstrous creatures have a special rule which worsens these flat rerolls by 1 or 2. So a 4+ reroll would turn into a 5+ or a 6+ because massive monsters can take wounds and not feel a thing  Yes doubling opens up more space than it used to. If they weren't unbalanced in the old system, they shouldn't be in this system.
But they are. Because the stats are more varied. The doubling has a much bigger impact since there's more variety for it to spread out. Even in the old system, having any old space marine with a power fist hit with S8 whereas a scorpion exarch hits with S6. That's a large gap isn't it. Twice as much as it should be. And now that the stats are even MORE varied, space marines would be hitting on P10, which is FOUR MORE THAN a P3 model. This doesn't even address the fact that getting powerfists is expensive and rare
The fact that power fists are expensive IS a reason to justify their strength, however it IS NOT a reason to justify that they're unbalanced. OP =/= unbalanced. Unless a model with a lower strength is going to get a power fist cheaper (which doesn't make any sense), they are injusticed, because models that are only 1 or 2 points above them are getting way more benefit out of it.
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Post by: Rav1rn
Well, so what? They are half similar yet half different. But we can find a way to make vehicles work with the UNIVERSAL comparison chart, right?
half different is incredibly different. And could we find a way to get it work with just the URC? Maybe, i certainly don't have any ideas how to accomplish this, and the old system solves the problems and is right there to be used.
What? Why didn't you inform me about this new save monstrous creatures get? And no, not necessarily. I think power weapons can have a 4+ reroll but monstrous creatures have a special rule which worsens these flat rerolls by 1 or 2. So a 4+ reroll would turn into a 5+ or a 6+ because massive monsters can take wounds and not feel a thing
We brought this up a while ago, where I talked about lowering the wound counts of monsters and supplementing this with whats essentially a second defense value, that was much lower than its actual defense value, so it can have saves against infantry weapons. So for instance, a hive tyrant might have defense 8, with the monster defense value of 5, so it would get whatever save it would normally get against the weapon, then if the weapons strength was low enough, it would get the second monster save. So this hive tyrant hit by a Bolter would have a 2+ save, and if it failed that, it would get a 4+ save.
Giving them a trait to let them lower the power weapon effect seems like a roundabout way to handle it.
But they are. Because the stats are more varied. The doubling has a much bigger impact since there's more variety for it to spread out. Even in the old system, having any old space marine with a power fist hit with S8 whereas a scorpion exarch hits with S6. That's a large gap isn't it. Twice as much as it should be. And now that the stats are even MORE varied, space marines would be hitting on P10, which is FOUR MORE THAN a P3 model.
your example of a space marine vs the scorpion exarch is flawed in that eldar are weaker than space marines, its just a difference in physical traits. And if you want to use a flat value increase like +4, that's not any better, because its disproportionate to the model, a +4 to a strength 3 model is more than doubling. Beyond that, it's not that big of a difference between the two methods, one puts strength 5 at 9 instead of 10, strength 4 at 8 equally, and strength 3 at 7 instead of 6. This doesn't make sense, because how are you improving a weaker frame to a greater degree ( multiple of 2.33) than a stronger frame (multiple of 1.8)? I cannot deliver as much force off of a guardsman as I can a space marine, proportionally or otherwise. Powerfists do not function identically to an upscaled power weapon, i dont think treating them as such does them justice.
The fact that power fists are expensive IS a reason to justify their strength, however it IS NOT a reason to justify that they're unbalanced. OP =/= unbalanced. Unless a model with a lower strength is going to get a power fist cheaper (which doesn't make any sense), they are injusticed, because models that are only 1 or 2 points above them are getting way more benefit out of it.
but they're not OP or out of balance, because they still do what they've always done, let models damage units they normally wouldn't be able to, or improve their existing ability to tackle infantry. And, just like they always have, they have a greater impact on higher strengths than lower strengths. And how many powerfists style effects are there in the game? Actual power fists and thunderhammers for space marines and guardsman, power claws for orks, and the scorpion claw for eldar scorpion exarchs, and to that last example, if you're using a striking scorpion to try to take down a monster or vehicle, your'e using that model wrong, otherwise against more mundane units it works wonderfully.
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Post by: IcyFireKnight
half different is incredibly different. And could we find a way to get it work with just the URC? Maybe, i certainly don't have any ideas how to accomplish this, and the old system solves the problems and is right there to be used.
Well firstly I just don't want the modifying of the universal comparison chart to be our go-to if we don't have any answers. If you let the idea stick a while, I will be able to give you a proposal that lets vehicles work under the chart. We brought this up a while ago, where I talked about lowering the wound counts of monsters and supplementing this with whats essentially a second defense value, that was much lower than its actual defense value, so it can have saves against infantry weapons. So for instance, a hive tyrant might have defense 8, with the monster defense value of 5, so it would get whatever save it would normally get against the weapon, then if the weapons strength was low enough, it would get the second monster save. So this hive tyrant hit by a Bolter would have a 2+ save, and if it failed that, it would get a 4+ save.
Giving them a trait to let them lower the power weapon effect seems like a roundabout way to handle it.
Do you plan on giving vehicles this same kind of thing? Because then it conveys that even a bolter round can hit a weak spot of a vehicle with a 6+ and a 6+. your example of a space marine vs the scorpion exarch is flawed in that eldar are weaker than space marines, its just a difference in physical traits. And if you want to use a flat value increase like +4, that's not any better, because its disproportionate to the model, a +4 to a strength 3 model is more than doubling. Beyond that, it's not that big of a difference between the two methods, one puts strength 5 at 9 instead of 10, strength 4 at 8 equally, and strength 3 at 7 instead of 6. This doesn't make sense, because how are you improving a weaker frame to a greater degree ( multiple of 2.33) than a stronger frame (multiple of 1.8)? I cannot deliver as much force off of a guardsman as I can a space marine, proportionally or otherwise. Powerfists do not function identically to an upscaled power weapon, i dont think treating them as such does them justice.
So you actually think that now, in this system, a scorpion exarch would get P6 whilst a typical marine would get P10? You know that's a jump from heavy bolter to melta.
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Post by: Rav1rn
Do you plan on giving vehicles this same kind of thing? Because then it conveys that even a bolter round can hit a weak spot of a vehicle with a 6+ and a 6+.
I didn't have any plan for that, because vehicles should have far fewer weak points than a monster, the view ports are tiny, plus all the future materials of 40K are stronger than any organic material could match, or supposedly so anyways, the fluff can never really decide on how strong these things should be. From a gameplay perspective, having Bolters be able to do wounds to vehicles is kinda problematic, i dont think its a particularly good match.
So you actually think that now, in this system, a scorpion exarch would get P6 whilst a typical marine would get P10? You know that's a jump from heavy bolter to melta.
i just don't think its anywhere near as big a problem as it seems at first glance, because if it were widespread and prolific it might be a bigger issue, but its rarity means having it be "unbalanced" doesn't really come into play. Strength 10 is roughly equivalent to strength 8 in the old system, so its a fairly accurate port for space marines, the only other powerfists examples i know of are ork power claws, which bring them up to str 8 and power weapon rules, which lets them tackle heavy vehicles as well as pulp infantry with the power weapon rules (whatever that comes out to be), and that scorpion exarch weapon, and as per the eldar design philosophy of being master of your field, if you're using a striking scorpion to attack a vehicle or a monster, you're not using the unit right, and it provides a very nice bonus to regular infantry killing power. And even if you try to attack a vehicle with that striking scorpion, most rear armor would be 11 using the old vehicle damage system, and strength 6 would mean youre glancing on a 5, penetrating on a 6.
As to it being a jump from a heavy Bolter to a Meltagun, you're right but isn't that basically what it was in the old system? Strength 3 were raised to strength 6, just above heavy Bolters, and strength 4 was raised to strength 8, which was the Meltagun strength. I really don't see what the problem on that front is.
Well firstly I just don't want the modifying of the universal comparison chart to be our go-to if we don't have any answers. If you let the idea stick a while, I will be able to give you a proposal that lets vehicles work under the chart.
please, I'd love some more creative solutions, but right now i see a solution that is straightforward and effective, with the downside being we alter the name of the URC.
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Post by: IcyFireKnight
But it isn't as rare as you say it is. Terminators? Almost every SM army likes that. Terminator armour? Gives them +1 Power. Suddenly, you've got a theoretical P12 unit.
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Post by: Rav1rn
But it isn't as rare as you say it is. Terminators? Almost every SM army likes that. Terminator armour? Gives them +1 Power. Suddenly, you've got a theoretical P12 unit.
Except that terminators, the regular ones anyways, really arnt that good. At 40 points per model, before the almost necessary land raider or Stormraven delivery system, with just high strength on their side, they're not super powerful. They're the tactical marine of higher points cost elites, good at durability, not so great at raw damage output. Last strike and only 2 attacks keeps them from being ridiculous beat sticks, even at strength 6 with powerfists and high WS. At something like 400 points for a unit of 5 terminators plus delivery system, that not amazing. Plus easy counters to terminators outside vehicles is just unload all the anti tank weapons on them, and boom dead terminators.
Now for assault terminators this is a different story, because TH/ SS assault terminators would be ridiculous, but that's because of the insanity that is the current stormshield, not so much the thunderhammer. A 3+ invulnerable save on a terminator for free like that is ridiculous. I liked the idea of the older stormshield so where they gave you a 4+ invulnerable in Melee, so maybe make it a 3+ invulnerable in Melee for the modern stormshield, to make sure you don't have that invincible terminator marching across the field, shrugging off las cannons like theyre not a threat, because under the current rules theyre really not to a TH/ SS assault terminator.
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Post by: IcyFireKnight
Except that terminators, the regular ones anyways, really arnt that good. At 40 points per model, before the almost necessary land raider or Stormraven delivery system, with just high strength on their side, they're not super powerful. They're the tactical marine of higher points cost elites, good at durability, not so great at raw damage output. Last strike and only 2 attacks keeps them from being ridiculous beat sticks, even at strength 6 with powerfists and high WS. At something like 400 points for a unit of 5 terminators plus delivery system, that not amazing. Plus easy counters to terminators outside vehicles is just unload all the anti tank weapons on them, and boom dead terminators.
You're saying that 40 points for a P12 R9 A2 plus standard marine stats isn't worth it? Now for assault terminators this is a different story, because TH/SS assault terminators would be ridiculous, but that's because of the insanity that is the current stormshield, not so much the thunderhammer. A 3+ invulnerable save on a terminator for free like that is ridiculous. I liked the idea of the older stormshield so where they gave you a 4+ invulnerable in Melee, so maybe make it a 3+ invulnerable in Melee for the modern stormshield, to make sure you don't have that invincible terminator marching across the field, shrugging off las cannons like theyre not a threat, because under the current rules theyre really not to a TH/SS assault terminator.
Whatever this situaion may be, I don't know one bit of space marines but all I would say is 4++ in combat whilst the normal 5++ out of combat. And we can make thunder hammers snazzy, I guarantee it you WILL be pleased at how thunder hammers are reworked. Lots of great possibilities here.
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Post by: Rav1rn
Whatever this situaion may be, I don't know one bit of space marines but all I would say is 4++ in combat whilst the normal 5++ out of combat. And we can make thunder hammers snazzy, I guarantee it you WILL be pleased at how thunder hammers are reworked. Lots of great possibilities here.
hope you've got cool ideas for this, I think having a concussive effect like "a model hit by a thunderhammer counts as last strike for their next combat phase" or something would be fun, but most models would be outright annihilated by a thunderhammer so idk.
You're saying that 40 points for a P12 R9 A2 plus standard marine stats isn't worth it?
am I saying theyre not worth it? No of course not, but they're not the most competitive choice for a 40 point model. They're just a veteran in good armor with a powerfist and storm bolter, so they can do a little bit of everything, but they're not amazing at anything. If I wanted a infantry shredder, id use assault terminators, if i wanted a monster killer, id use TH/ SS assault terminators. Regular terminators have never really had a place in the space marine army, because they don't fill a niche or a need. And even against other expensive elites choices from other armies, all they have is high strength and high durability, beyond those two areas theyre not amazing.
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Post by: IcyFireKnight
hope you've got cool ideas for this, I think having a concussive effect like "a model hit by a thunderhammer counts as last strike for their next combat phase" or something would be fun, but most models would be outright annihilated by a thunderhammer so idk.
Yeah I'm bound to bump into something cool. Recently it's been a bit busy but I should be able to get the vehicle damage + thunderhammers and anything else sorted this week.. am I saying theyre not worth it? No of course not, but they're not the most competitive choice for a 40 point model. They're just a veteran in good armor with a powerfist and storm bolter, so they can do a little bit of everything, but they're not amazing at anything. If I wanted a infantry shredder, id use assault terminators, if i wanted a monster killer, id use TH/SS assault terminators. Regular terminators have never really had a place in the space marine army, because they don't fill a niche or a need. And even against other expensive elites choices from other armies, all they have is high strength and high durability, beyond those two areas theyre not amazing.
I agree with everything you said, I'm just saying that those stats are absolutely outrageous tbh. The Resilience 9 is going to be very very good, as well as the invuln, they're going to be ever more invincible. I think that a good point for Terminators to rest would be 1 attack at P10 each.
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Post by: Rav1rn
Yeah I'm bound to bump into something cool. Recently it's been a bit busy but I should be able to get the vehicle damage + thunderhammers and anything else sorted this week..
Looking forward to what you come up with, but for now, im going to go forward assuming we're using the old vehicle damage system. It does what it needs to, and is already familiar. If a better idea comes out, lets be sure to use that instead.
I agree with everything you said, I'm just saying that those stats are absolutely outrageous tbh. The Resilience 9 is going to be very very good, as well as the invuln, they're going to be ever more invincible. I think that a good point for Terminators to rest would be 1 attack at P10 each.
I agree, i think defense 9 is insane, i put them at defense 8, so theyve got a good survivability range against middle strength weapons, leaving a gap open for some interesting wargear or statline at defense 7, and keeping them out of the super high-end range of the non-vehicle values. And yes they are going to be quite difficult to kill under these rules, but dropping them down to 1 attack at P 10 is problematic. For one, theyre the second most elite organization in a chapter, behind only the honor guard, so giving them the same attack values as a rank and file space marine doesn't make a lot of sense. Beyond that, the whole reason why i gave them strength 6 instead of strength 5 was because i could justify it by lowering their dexterity. The low dexterity of 3, plus the low stealth of 3, means they are not at all hard to hit, be it in shooting or melee, but they are incredibly tough and strong to offset this.
Also, ive been thinking about the mobility stat, and having units be lower or higher than the average at certain points. One thing ive noticed thats a problem is that the slower models (necrons, terminators, etc) will take forever to move across the board under these rules, and can essentially be kited by an opponent. So heres my thought, we make them feel slower, without actually impacting their speed to cross the board. So for instance, something like the slow and purposeful rule, where they cannot run or make sweeping advances, but gain relentless or something, and they don't necessarily need the positive aspect of it. This way, they are "slower" in that they lose the ability to do some of the more speed or agility based effects, but are not hindered in moving across the board quite so much.
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Post by: IcyFireKnight
Alright I don't mind R8. However giving them an extra attack is ok because of the dexterity, but then I would slightly lower it to P9. Also, ive been thinking about the mobility stat, and having units be lower or higher than the average at certain points. One thing ive noticed thats a problem is that the slower models (necrons, terminators, etc) will take forever to move across the board under these rules, and can essentially be kited by an opponent. So heres my thought, we make them feel slower, without actually impacting their speed to cross the board. So for instance, something like the slow and purposeful rule, where they cannot run or make sweeping advances, but gain relentless or something, and they don't necessarily need the positive aspect of it. This way, they are "slower" in that they lose the ability to do some of the more speed or agility based effects, but are not hindered in moving across the board quite so much.
If we lower their mobility by 1 as well, we can make them a bit slower but not too slow, and on top of that some rules which make it feel slow, they will both BE slow and FEEL slow. But not too much of course.
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Post by: Rav1rn
Alright I don't mind R8. However giving them an extra attack is ok because of the dexterity, but then I would slightly lower it to P9.
but strength 9 means they'll be weaker than a normal space marine with a powerfist, which doesn't make sense, again, the whole point of the drop to stealth and dexterity was to allow that increase in strength. I think you are seriously overestimating the potential damage output of regular terminators. Yeah they'll be hitting at Strength 12 under these rules, but they're not fast, they attract a ton of fire, and most people will be throwing either bubble wrap units at them or elite close combat units. For the former, losing them won't matter, and for the latter, theyll probably land a bunch of hits due to low dexterity and last strike, and most elite close combat units have some sort of way to deal with tough units, be it rending, poison, power weapon, or whatever.
If we lower their mobility by 1 as well, we can make them a bit slower but not too slow, and on top of that some rules which make it feel slow, they will both BE slow and FEEL slow. But not too much of course.
but a change of 1 inch to movement is not enough to have an impact, it's just busywork. And if we actually slow a unit down, players will want to use a transports rather than walking them, which will push vehicles even further into the game, which i really don't want.
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Post by: IcyFireKnight
but strength 9 means they'll be weaker than a normal space marine with a powerfist, which doesn't make sense, again, the whole point of the drop to stealth and dexterity was to allow that increase in strength. I think you are seriously overestimating the potential damage output of regular terminators. Yeah they'll be hitting at Strength 12 under these rules, but they're not fast, they attract a ton of fire, and most people will be throwing either bubble wrap units at them or elite close combat units. For the former, losing them won't matter, and for the latter, theyll probably land a bunch of hits due to low dexterity and last strike, and most elite close combat units have some sort of way to deal with tough units, be it rending, poison, power weapon, or whatever.
To be honest only experimenting will determine what the best power for terminators will be, however under no circumstances am I going to let them be the strongest weapon in the galaxy available in such large numbers. but a change of 1 inch to movement is not enough to have an impact, it's just busywork. And if we actually slow a unit down, players will want to use a transports rather than walking them, which will push vehicles even further into the game, which i really don't want.
But there's only so much you can do to make a unit feel slow. Do you want it so that every slow unit has the same special rule?
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Post by: Rav1rn
But there's only so much you can do to make a unit feel slow. Do you want it so that every slow unit has the same special rule?
That same argument applies to faster units though. They're all just going to be something like 3 inches faster than the norm, so having all the slow units have the same effect apply to all of them would make sense alongside that. I don't want too much variety in movement speeds for infantry, because then you have to keep all of them in mind, rather than them just being slow, normal, or fast.
To be honest only experimenting will determine what the best power for terminators will be, however under no circumstances am I going to let them be the strongest weapon in the galaxy available in such large numbers.
Do I think them being strength 12 could turn out to be a problem? Possibly, particularly against non-heavy vehicles, because strength 12 vs rear armor 11 means auto penetrate, though that kinda makes sense. As for them being available in such large numbers, they're really not, particularly under the new FOC system. You can't just buy two 5 man tactical squads then fill up on 3 10 man terminator squads any more, you'd have to have 4 troops choices to get 3 terminator squads. Beyond that 3 squads of 10 terminators will set you back 1200 points, which means your opponent should be fully capable of blasting them off the table, particularly since they're slow infantry and will take forever to get somewhere. The only army who can spam terminators (besides grey knights who don't use thunderhammers or powerfists as much) is Deathwing Dark angels, and you need a special character HQ to use them as troops, and even there he's a 200+ point HQ and Deathwing terminators are more expensive than normal terminators.
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Post by: IcyFireKnight
Ok so what special rule do you want to give slow/fast units?
I'm not saying that P12 will be OP (although there is a good chance), it's just that you're saying that nothing exceeds the power of a marine in terminator armour with a power fist. Plus there's no way to get to P12 without sticking with the "power fists double strength" logic which is invalid. I'm saying I don't mind if they're P10 or P9 because playtesting will find balance.
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Post by: Rav1rn
Ok so what special rule do you want to give slow/fast units?
I don't necessarily want them to have a special rule, but rather some trait of the unit that makes them "slow", so basically what the terminator armor equipment entry states in the marine codex, where it says they cannot perform sweeping advances and gain relentless, but not locked into the equipment section. So for instance, they could have unit type heavy infantry, and the BRB would state that heavy infantry would not be able to perform sweeping advances or run, and maybe gain relentless. This way we have an easily rememberable quality of that unit that doesn't require a special rule to describe that effect.
I'm not saying that P12 will be OP (although there is a good chance), it's just that you're saying that nothing exceeds the power of a marine in terminator armour with a power fist. Plus there's no way to get to P12 without sticking with the "power fists double strength" logic which is invalid. I'm saying I don't mind if they're P10 or P9 because playtesting will find balance.
For the realism front, I'd say its totally plausible for the strongest Melee weapon mankind has every produced being wielded by the strongest human in the strongest armor mankind has ever produced to be able to do truly massive amounts of damage on a constrained area for a tiny amount of time, which is what a powerfist does in essence, a very brief, but ridiculously powerful hit. Gameplay wise, yeah having it be the highest possible strength is a bit odd, but these values are always abstractions, and most of the weapons up at strength 12 would be tank weaponry, typically with long range and/or blast templates and ordinance rules, so there are ways to differentiate the strength and killing power of a weapon beyond strength, even if its not as immediately apparant as a stat value. For example, look at a dreadnought with a powerfist vs the vindicator tank. Both strike at strength 10 under the current rules and are mounted on vehicles, but one is a melee weapon while the other is a 24" large blast with ordinance special rule, so it hits way harder.
And how is powerfists doubling strength invalid? Its an easy to remember effect, with proper effects and pricing to match. Yes it doesn't improve every unit wielding it equally, but that's not its role. There are already weapons in place to do exactly that, and it's not possible to increase everything equally. Plus it easily sets them apart from other weapon types, that doubling effect is what makes a powerfist a Powerfist
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Post by: Lanrak
Hey folks.
Have you got the rules written up yet?I would like to have a read through what you have so far..
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Post by: IcyFireKnight
Nope not yet  Maybe if we reach 20 pages we have to stop faffing around and start writing haha
and most of the weapons up at strength 12 would be tank weaponry, typically with long range and/or blast templates and ordinance rules, so there are ways to differentiate the strength and killing power of a weapon beyond strength, even if its not as immediately apparant as a stat value. For example, look at a dreadnought with a powerfist vs the vindicator tank. Both strike at strength 10 under the current rules and are mounted on vehicles, but one is a melee weapon while the other is a 24" large blast with ordinance special rule, so it hits way harder.
The reason why I don't really want P12 was because I was trying to make it a sort of "10.5" where only the COMPLETELY insane and extraordinary or incomprehensibly rare weapons would be. But I'll be happy to compromise this one time with you and call it P10 with two attacks or P11 with one attack, but this could change depending on how strong they are. Would you like them to have more attacks but less strength, or less attacks but more strength? I would opt for the latter since it's more realistic. Its an easy to remember effect
So will the alternative. Yes it doesn't improve every unit wielding it equally, but that's not its role
So you're saying that you're going to let the doubling effect slide by making it cost more for stronger-base units? What if you're a scorpion exarch or even an IG commander, you're going to pay significantly less because your power fist doesn't function well enough? What if you were that eldar/ IG player that wanted their power fist to do the same job of SM ones? So SMs are going around blowing up tanks with their P10/11 power fists while we're stuck with P6? The range is 6, 8 and 10. Let's make it 7, 8 and 9, no? Plus it easily sets them apart from other weapon types, that doubling effect is what makes a powerfist a Powerfist
Yes, but we can keep this because alongside a massive +4 Power increase there could be something else that makes it unique, just like how thunderhammers will be unique.
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Post by: Rav1rn
Nope not yet Maybe if we reach 20 pages we have to stop faffing around and start writing haha Lol even 20 might be a hopeful estimate. Page 17, and were still working out vehicles, and only just starting to discuss certain weapon types/rules and specific examples.
So you're saying that you're going to let the doubling effect slide by making it cost more for stronger-base units? What if you're a scorpion exarch or even an IG commander, you're going to pay significantly less because your power fist doesn't function well enough? What if you were that eldar/IG player that wanted their power fist to do the same job of SM ones? So SMs are going around blowing up tanks with their P10/11 power fists while we're stuck with P6? The range is 6, 8 and 10. Let's make it 7, 8 and 9, no?
I didn't think about changing prices according to this way of going about it, but yeah thats a good way to handle the differences, something along the lines of a 10/20/25 point split would probably be about right for that direction. And as to wanting my imperial guardsman's powerfist to bust, say, a land raider, my comment to that player is that they have already failed if that is their goal. That's like saying i want to be able to send my guardsman up against a hive tyrant with a decent chance of success, its just not going to happen. As for making it 7, 8, 9, my arguments against the +4 system have already been noted, realistically it doesnt make sense, how am i more than doubling a guardsmans strength but less than doubling a space marines strength with a weapon that is specifically built to function off of and improve the wielders strength.
But I'll be happy to compromise this one time with you and call it P10 with two attacks or P11 with one attack, but this could change depending on how strong they are. Would you like them to have more attacks but less strength, or less attacks but more strength? I would opt for the latter since it's more realistic.
Its not a matter of compromise, their statline is fixed beyond the strength element. Terminators are veterans, so they have 2 attacks. Period. If anything, id be willing to bring them back down to strength 5 instead of strength 6, and drop the dexterity and stealth penalites. But ideally, id like to see these monstrous brutes able to automatically double wound defense 3 models no matter what weapon they're wielding, hence the base strength 6 i suggested for them. Plus i didn't want them to be just "space marines in heavy armor" but rather something more befitting their theme and design, so slow, durable, lumbering, and absolutely murderous models, make them the shock troops they've never really managed to be.
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Post by: Lanrak
Hi guys.
I think you are struggleing because you want to transfer the current 40k stats and profiles into the new game.And as such you sort of missed the point of writing new rules IMO.
IF you assume the new rule are written to cover everything in 40k, (in a slightly different way.)
Then you are free to develop rules that reflect the battles in the 40k background, rather than transfer the arguments from the current 40k table top.
I have a VERY rough draught of my new rules set written as a modern war game that can cover 40k setting.
I can post it up if you like?
Is only 16 pages, I view it as a NEW starting point rather than a finished work though.(It is very basic.)
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Post by: Rav1rn
Hey Lanrak,
I think you are struggleing because you want to transfer the current 40k stats and profiles into the new game.And as such you sort of missed the point of writing new rules IMO.
IF you assume the new rule are written to cover everything in 40k, (in a slightly different way.)
Then you are free to develop rules that reflect the battles in the 40k background, rather than transfer the arguments from the current 40k table top.
personally, I don't want a completely different game, I want to play a fixed version of 40K. Is there room to add variety and take some creative license? Yes totally, but too much deviation means its not really 40K anymore, hence converting old statlines into the new, with some variety added where needed.
I have a VERY rough draught of my new rules set written as a modern war game that can cover 40k setting.
I can post it up if you like?
Is only 16 pages, I view it as a NEW starting point rather than a finished work though.(It is very basic.)
I'd love to see this, though I'd recommend posting it as a new thread to make sure the widest audience possible sees it.
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Post by: Lanrak
Well in my experience we have used other rule sets with 40k minatures to play games of 40k. these games ended up with all the narrative of 40k without the arguments over the rules.
I personally do not see the need to use rules based on WHFB, to play a game of 40k.(Epic rules give much better game experiance, and they have NO link to WHFB rules!)
Ill leave you to debate your rules in this thread and start another one for my new rules discussion.
I will be interested to see you final rule set when you get it written up.
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Post by: Rav1rn
Ok so I had an idea on how to handle the tyranid gaunts having such a low defense value and getting double wounded all over the place. The math isn't all there, but I think the idea behind it is pretty solid. It's basically an adapted version of the necrons re-animation protocols, meant for larger numbers of models.
Endless Swarm Special Rule:
-- At the end of the player turn, a unit subject to this special rule rolls a D3 for every 10 models the unit started the game with. This many models are added back to the unit. The unit may not exceed the number of models it started with.
I've toyed with some other ways of doing this, from percentages, to mixing D6 and D3, but they're all clunky and require some excess math and rounding. Hopefully this will push people to take larger units, to max out the endless swarm dice they can get. It also makes upgrades more cost efficient and justifiable, because even if you lose models fast, you're getting some of those losses back each turn, essentially getting free models.
This just hit me, but a cool way to mix the Tervigon into this effect would be to remove the Tervigons birthing power,and have it buff the endless swarm dice within a small area, maybe giving a 2X multiplier. Maybe the Tervigon prime could offer an even higher ratio....idk i think it'd be unbalanced, maybe a larger range for the effect...though that doesn't make any sense. Maybe mix the two methods, with one type of Tervigon getting birthing and the other getting the endless swarm multiplayer.
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Post by: IcyFireKnight
Ok so I had an idea on how to handle the tyranid gaunts having such a low defense value and getting double wounded all over the place. The math isn't all there, but I think the idea behind it is pretty solid. It's basically an adapted version of the necrons re-animation protocols, meant for larger numbers of models.
Wait let me get this clear you're on board with using the +3 power = double wound thing? So they'll only be getting double wounded by P5 and above. Endless Swarm Special Rule:
-- At the end of the player turn, a unit subject to this special rule rolls a D3 for every 10 models the unit started the game with. This many models are added back to the unit. The unit may not exceed the number of models it started with.
I like the direction you're going but it kinda feels like necrons. I guess what you're trying to achieve is the sense of overwhelming numbers. How about this?
Endless Swarm: A model with this special rule rolls a D6 at the end of the turn. On a 4+, the unit regains a previously lost casualty.
This means that as the unit dies, their "reinforcements" or "rebreeding" whatever you want to call it, gets worse. It means that if you only kill 1 or 2 models, then they can shrug it off easily. But taking out a large portion of their squad means they can't "heal" as quickly. So a 10 man squad that has lost 6 models can regain 2 of those models at the end of the turn. A 20 man squad that has lost 12 models can regain 4 of them! So a squad that is twice as large heals twice as much! Hopefully this will push people to take larger units, to max out the endless swarm dice they can get.
Umm well even if they take units of 10 they're getting the same amount of regeneration anyway right? This just hit me, but a cool way to mix the Tervigon into this effect would be to remove the Tervigons birthing power,and have it buff the endless swarm dice within a small area, maybe giving a 2X multiplier. Maybe the Tervigon prime could offer an even higher ratio....idk i think it'd be unbalanced, maybe a larger range for the effect...though that doesn't make any sense. Maybe mix the two methods, with one type of Tervigon getting birthing and the other getting the endless swarm multiplayer.
Erm well I don't know anything about tyranids so ._.
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Post by: Rav1rn
Wait let me get this clear you're on board with using the +3 power = double wound thing? So they'll only be getting double wounded by P5 and above.
Yeah i like the system, its a bit awkward because double wounds start on a save value of 6+, but beyond that i think it works great. And yeah Bolters and Space Marine punches at strength 5 means lots of double wounds, Space Marines are quite prolific. I'd like for double wounds to start at 5 or 6 above the defense value, to show that going into the " --" zone of the URC means taking a TON more damage than normal, but it would take way too much strength to double wound anything, so +3 it is. Maybe make it once youve gone 6 above the defense value it starts causing instant death rather than triple wounds.....not many models are going to care about triple wounds besides things like HQ's, since theyll have more wounds. How this would interact with monsters is a bit concerning.....Because monster's defense values start at 7 and work up to 10, so they could be double wounded by things as low as strength 10....maybe make it a trait of the monster unit type that they cannot be double wounded.....food for thought
I like the direction you're going but it kinda feels like necrons. I guess what you're trying to achieve is the sense of overwhelming numbers. How about this?
Endless Swarm: A model with this special rule rolls a D6 at the end of the turn. On a 4+, the unit regains a previously lost casualty.
This means that as the unit dies, their "reinforcements" or "rebreeding" whatever you want to call it, gets worse. It means that if you only kill 1 or 2 models, then they can shrug it off easily. But taking out a large portion of their squad means they can't "heal" as quickly. So a 10 man squad that has lost 6 models can regain 2 of those models at the end of the turn. A 20 man squad that has lost 12 models can regain 4 of them! So a squad that is twice as large heals twice as much!
It does feel like Necrons, they're the basis of this idea, though im hoping it being a D3 for models to be added to the unit would make it seem a bit more separate from the Necrons where its a 5+ for each model. As for your version, the wording makes it hard to determine what is supposed to be happening. I don't understand how a 4+ for each model lost results in regaining 1-2 models each turn. And again, the actual method by which the unit regains the lost models is still very much up in the air, i just liked the D3 way of doing it better than the other methods i thought up, since it lets them regain at most 30%, an average of 20%, and a minimum of 10% each turn. So they can't regain a ton each turn, but theyre always guaranteed something back, and when some of the upgrades can nearly double the cost of a bug, ensuring that the squad cant just be whittled away into nothingness easily goes a long way towards making them more justifiable.
Umm well even if they take units of 10 they're getting the same amount of regeneration anyway right?
But if they take units of 10, they only get 1D3. If they double the brood size, they get 2D3, which averages more than the maximum of of just 1D3. If they triple the squad size, they average 6 units back per turn, which is double the maximum of just 1D3. So the more you invest in the unit, the more of it you're likely to get back each turn. Its not a massive scaling or anything, that would be incredibly unbalanced, but averaging 20% of a 30 man unit back each turn (6 models) is a pretty hefty advantage. If i could get an average of 20% of my grey knights back each turn for free (minimum 10%), id jump all over it. Plus at the expected value of un-upgraded gaunts (5-8 points) thats an average of 30 points each turn, potentially 72 points per turn on a 30 man squad you get back for free. Opponents are really going to have to focus down these squads to take them out of commission, and fearless granted by synapse just makes it all the scarier.
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Post by: IcyFireKnight
Well if you split that 30 man squad up into 3 10 man squads you're getting the same amount of regen.
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Post by: Rav1rn
But in those 10 man squads, if i lose 9 models, i can only recover 3 per turn, whereas if i have a 30 man squad, i have a chance to recover all 9 models in one turn. Not an amazing incentive, but its there. This could also be supplemented with more streamlined upgrade costing, such that it is more cost-efficient to buy upgrades for the entire squad rather than individual units.
EX: The squad may take Adrenal glands for 20 points, instead of the current +1 Point per model or whatever the value is. This way, at 10 models, this upgrade is 2 points per model, at 20, its 1 point per model, at 30 its .66 points per model. Players will want to maximize the efficiency of upgrades, which means buying larger squads.
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Post by: IcyFireKnight
But in those 10 man squads, if i lose 9 models, i can only recover 3 per turn, whereas if i have a 30 man squad, i have a chance to recover all 9 models in one turn. Not an amazing incentive, but its there. This could also be supplemented with more streamlined upgrade costing, such that it is more cost-efficient to buy upgrades for the entire squad rather than individual units.
Yeah so if your enemy focusses one squad of 10 men then you'll only be able to regen from one of them. But then there are the reasons for taking MSUs like any other unit, so people would still go for 3x10 instead of one huge blob of 30. EX: The squad may take Adrenal glands for 20 points, instead of the current +1 Point per model or whatever the value is. This way, at 10 models, this upgrade is 2 points per model, at 20, its 1 point per model, at 30 its .66 points per model. Players will want to maximize the efficiency of upgrades, which means buying larger squads.
Yes of course there can be upgrades for the whole squad, driving more people into buying the upgrade for max effect (an example would be buying a shimmershield on a 10 man DA squad, not a 5 man one), but that's nothing new.
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Post by: Rav1rn
Yeah so if your enemy focusses one squad of 10 men then you'll only be able to regen from one of them. But then there are the reasons for taking MSUs like any other unit, so people would still go for 3x10 instead of one huge blob of 30.
of course, we're never going to be able to complete erase MSU style units, not while sticking to the current method of list building anyways, so we should focus on making sure that incentives and advantages exist that make MSU less necessary/favorable. Its one of the reasons im a huge fan of flat unit-wide upgrade costs, they push you to take bigger squads and rethink load outs to maximize points efficiency.
Beyond this, I don't think Tyranids bother with MSU as much, because they have a large pool of troops choices and can pick and choose what they want to use and base their army around them, unless they're going full nidzilla, in which case MSU gaunts are abound in order to fulfill the necessary troops choices and save points for the big baddies, but we're never going to be able to stop that.
Yes of course there can be upgrades for the whole squad, driving more people into buying the upgrade for max effect (an example would be buying a shimmershield on a 10 man DA squad, not a 5 man one), but that's nothing new.
Sadly, this isn't true for current Tyranids, as they still use points per model upgrades. Definitely a change that needs to happen ASAP.
Anyways back to the points we were on before, so powerfist mechanics, terminators, and power weapon mechanics.
Other things to bring up:
Cover
Objectives and scoring
For cover, im thinking light (+1), medium (+2), heavy cover (+3), each granting the listed bonus to stealth. Area terrain and ruins stay pretty much the same. I've toyed with having some cover types increase defense instead of granting an additional stealth bonus, I'm not sure they're quite streamlined enough though. I don't want cover to be just a "harder to hit the target" type of cover, because even if you aim directly at the target, a 12" thick concrete wall is a pretty hefty way to disperse damage, but streamlining this could prove difficult.
Objectives and scoring, I'm conflicted on. I'd like for any unit to be able to score, but having only troops (or equivalent term) score helps reduce MSU, so I'm not sure about which direction to go.
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