drbored wrote:Some friends and I were talking (read: commiserating) about
40k and the state of the
ATC and we came to a couple of realizations. There are some problems with
40k 8th edition that need to be addressed and I think we can all agree on a few of them.
1. Power Armor means very little in this edition. The titular 3+ save is often reduced (even in cover) by many weapons to a 4+ or 5+ save. Since many of these same weapons deal more than 1 damage, even having additional wounds isn't keeping Power Armored (or even Terminator Armored) units on the table.
2. Cover means very little. See above, but tack on the fact that
GW doesn't seem to understand the definition of 'line of sight blocking terrain' and continues to make tiny windows that can technically still be seen through. The ITC rule of 'first floor
LOS-blocking' is only a half fix. Making cover a +1 to your save doesn't help against many popular weapons, and turning it into a -1 to hit is only going to shift the problem to forces that have stacking abilities like this.
3. Allies are broken. You're either part of the 'in' crowd (Imperium, Eldar, Chaos) or you're out of luck (Necron, Orks, Tau, etc). Allies allow the 'in' crowd to shore up weaknesses in their lists from an incredible amount of options, or straight up break the rules as intended, like taking 9 Daemon Princes in a single list. Meanwhile, the 'out' crowd suffers, not having access to cheap forms of
CP generation (or regeneration in the case of Kurov's Aquila and similar traits/relics), and often not having enough options to shore up the native weaknesses of their Codex.
So, we came up with a few ideas to address these concerns. Let's start at the top and work our way down.
1. Make Power Armor (and thereby Space Marines) tough. Actually tough. Make them the survivable super soldiers that they're supposed to be, head and shoulders above an Imperial Guardsman. The question is, how do we do this?
My answer: Flatten the
AP system.
There are weapons that have an incredibly high
AP, and rightfully so! Lascannons, Melta Guns, Blasters, Dark Lances, all the way up to devastating Volcano Cannons and the like. These weapons should still feel like the tank-busters that they were made to be, but against individual troops these weapons are simply too powerful of an elite killer. Here's just my one idea of how we can help keep our poor, flimsy Astartes soldiers from getting pasted too quickly.
--Ranged Weapons that have an
AP value that is greater than or equal to 2 that target a model with the 'Infantry' keyword can only reduce the armor value of that unit to a 5+. If the target is counted as being in cover, the weapon can only reduce the armor value of that unit to a 4+ instead.
The aforementioned weapons are anti-tank weapons. They're made to vaporize tank armor, and of course they should still be deadly, but let's try to encourage the use of these weapons against their intended targets: tanks. Of course, these weapons will still do plenty of damage to infantry models if they get through and will therefore be great terminator killers, but at least things like Space Marines will still get some sort of save, and cover may actually mean something! We see a bit of this flattening of
AP in Age of Sigmar where VERY few weapons have an
AP greater than -2 and most have 0 or -1 at best. This means that even the greatest weapons won't deny most other units a save, which means that everyone has a chance to roll dice. There's one phrase that keeps testing even the best sportsmen: "I don't get a save against that." It's not fun.
2. I can't come up with a set of rules that would cover (ba-dum-tish) all of the different types of terrain that people use. Some people use the power of their imagination to turn cans of soup and cereal boxes into sprawling hive cities, while others use
GW terrain that has a plethora of problems from a game-standpoint, and yet others prefer designing their own terrain in uncountable ways. Even so, we've seen some improvement from
GW, and that's in the treatment of cover in Kill Team. It's simple: If a model is obscured, it counts as being in cover. Let's bring that over to
40k. If we improve the
AP system as in the above, then that alone would go a long way to making cover count for something. If we DON'T change the
AP system, then something needs to change with cover.
--Models counted as being in cover treat their armor save as being 1 better (ie, a 4+ armor save is counted as 3+ armor save). In addition, if a model in cover is the target of a ranged weapon with an
AP value greater than 0, treat the
AP value of that weapon as 1 lower (ie, a weapon with an
AP of -2 is instead treated as -1).
This does a few things. It doesn't ignore weapons that have an already outrageously high
AP value. A Melta Gun, for example, will punch through the rock that the guardsman is hiding behind, and then punch through the guardsman with just as much ease. It does, however, give tanks a reason to try to hide behind some cover, to put a bit of extra wall between them and the lascannon that's targetting them. This does make tanks tougher against long-ranged shooting, but if you specify against ranged weapons, then it still gives power fists, chainfists, thunder hammers, and the like a role in tank-busting, as they should have. Anything that nerfs long-ranged I-can-see-you-through-this-tiny-window type of shooting is a good thing in my mind. It gives tanks, troops, anything a chance to move up the field to engage gunlines. This also gives models with armor a reason to stay in cover against things like plasma guns, autocannons, and things like that, meaning, you guessed it, Space Marines are a little more survivable against massed plasma and the like!
3. Finally, we come to allies. To be honest, I'd love to say 'just get rid of the whole system', but that wouldn't sell models, right? You know what else doesn't sell models? People leaving
40k to go play a different company's game. That's pretty exaggerated, I know, but I do notice a lot of people jumping from
40k to Age of Sigmar. That may be a win for
GW, but probably not in the way that they would like. Why are people jumping to Age of Sigmar? Well, there aren't as many ally shenanigans as in
40k. Yes, Order is the largest faction and Stormcast Eternals can ally with just about anything, but even then you're limited to allying only 20% of your force.
There's a few things to allies that make them troublesome. The first is Command Points. The way they're generated and used is unbalanced. I've seen many games where even armies with 12+ command points eat through them by the end of turn 2. This front-loading of command points encourages a problem that I hear about a lot in
40k: alpha strikes. Especially in the shooting phase. Even if it's gunline vs. gunline, using a ton of stratagems and command points at the front of the game means you're often truly playing a 2000 vs. 1500 point game after Player 1 gets through their shooting phase.
This can be fixed by adopting the same system that is working for Age of Sigmar and is being used in Kill Team: Start the game with 1 command point and generate maybe 1-2 more at the start depending on how your army is composed (or if your leader is still alive).
GW has shot themselves in the foot a little bit with this by adding stratagems that allow you to take multiple relics or warlord traits by spending 1-3 command points, along with stratagems that are used before the battle begins to affect deployment that often cost 2-3 command points as well. This means that the demand for command points is much higher in
40k, especially at the beginning of the game, than it is in other games. In the case of allies, though, this is only further problematic, since it encourages multiple game-changing relics to be bought. My solution? Start by getting rid of stratagems that give you more warlord traits or relics. Relics are... relics! When 15 different Imperial Guard regiments are all bringing Kurov's Aquila to the field of battle, it doesn't feel like a relic any more, does it? What's more, stratagems that cost 3 command points are now even more dire when you're only generating 1-2 command points per turn! That's a good thing, as it means that players will really have to consider whether that Command Re-roll is really worth it...
The other difficulty is the detachment system. Limiting allies to a point value won't even really stop a lot of the abuse that we see. You can still fit a Blood Angel Slam-captain and 180 points of
CP generating Guardsmen into a 400 point limitation. So how do we get around this while still allowing people to use detachments and without limiting points?
Encourage other kinds of behavior. Let's start by tiering out the faction Keywords.
Tier 1 - Imperium, Xenos, Chaos - these are the great tiers, much like in Age of Sigmar, that, if your army is battle forged and made entirely with units that share this keyword, you get access to a few weaker relics and warlord traits. These won't generate additional
CP and they won't give you any great bonuses, but if there's a combination you want that relies on having a bunch of different factions working together, then this is what you get.
Imperium Tier 2 - Astra Militarum, Adeptus Astartes, Adeptus Mechanicus, etc - If your army is battleforged and made entirely of detachments that share a keyword in this tier, you get access to your faction-specific stratagems. What? You mean if I take only Tier 1, I don't get faction-specific stratagems? Yep. You heard me right. If your army is all over the place, how do you expect a commander to efficiently issue orders? How would one commander be able to tell a Custodes Bike Captain to use their specific stratagems while simultaneously asking an Imperial Knights warlord to use a faction-specific stratagem there, too? Not only is it not fluffy, it's just bonkers, to be honest.
Imperium - Adeptus Astartes - Tier 3 - Space Wolves, Blood Angels, Ultramarines, Imperial Fists, etc - If your army is battleforged and made entirely of detachments that share a keyword in this tier, you get subfaction-specific relics and warlord traits, as well as a few bonus command points to spend on all of your spiffy stratagems.
This system encourages players to use one codex to get access to some of those fancy things. Really want to have Kurov's Aquila in your list? Well, you better make a battleforged army of units entirely from a Cadian regiment. Want to be able to Sally Forth! with your Imperial Knights? Then you better at least make an army that's all from Imperial Knights, if not from the same household. If you truly want to still bring Slamguinius and a
CP farm of Imperial Guard, then you're going to miss out on a lot of stratagems, warlord traits, and relics.
THESE ARE JUST SOME IDEAS. These are not gospel. I am not so beholden to these ideas that I will defend them to Internet death. I am shooting things out there to see what sticks. Don't like these ideas? I WOULD LOVE
TO HEAR YOUR OWN. Critique is fine, but let's keep things civil. If you think I'm an idiot, you can think that all you want, but please don't say it, that's just rude.
So, what do you think? How would you improve 8th edition to better balance it? How would you bring some of the lower-performing Codexes up while keeping the higher performing Codexes in check?