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Made in se
Ferocious Black Templar Castellan






Sweden

Everyone complaining about bushes giving the same cover save as a hardened bunker: It doesn't. Not to vehicles either. It's just that everyone plays that all area terrain is 4+ because "it's easier" and subsequently complain about their own house rules.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Mighty Vampire Count






UK

I'd like to have

Premeasuring
Similar Assault rules to present WFB rules
Target selection - allowing heavy weapons/ squad support to shoot at targets other than the basic wepaons
IF you have more than double the WS of an opponent - so say WS 5 vs WS 1 you hit on 2+ and 6+ when hitting back

I'd kind of go with stand and shoot - if you can also pursue into another enemy (who can also stand and shoot if appropriate)

I'd quite like something similar to the house rules I have atried a couple of times as I can't think of many armies that would not not fire into CC.

Firing into Close Combat
A unit may fire into a close combat melee – however if it is not the closest target they must still may a Leadership test as normal. Hits are inflicted equally on each side unless one side outnumbers the other more than 2-1 (or more) or is/includes a monstrous creature / vehicle. In this case the outnumbering side/vehicle takes two hits for each one of the other – with a minimum of one each. If both sides contain monstrous creatures and/or vehicles, inflict wounds as normal.The firer should roll a d6 to see which side takes the first hit – 1-3 friendly, 4-6 enemy.For barrage weapons – calculate the number of models under the template normally and then randomise the hits as above – the swirl of melee makes it likely that targets will move in and out of the target area rapidly.

Leadership – normal morale checks should be made except that Pinning tests are not made – the target is too busy fighting for his life to try and get to cover! Checks should be made for 25% casualties (on both sides as required).

If a failed test results in one side falling back treat as if they have just lost the combat – enabling the enemy to pursue them as normal with a Sweeping Advance (see p43)
In addition if a unit in close combat is fired on by its own side – it must make a Leadership test due to the demoralising effects of this – with failure causing the same result as above.

I AM A MARINE PLAYER

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"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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Commoragh-bound Peer




A balanced game with the same amount of attention shown to every army.
   
Made in es
Grovelin' Grot Rigger





Spain

I really love this edition, but if I have to change anything it was the ruins and area covers rules. I don't hope a vehicle nerf, I like as is now.

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Made in ca
Huge Hierodule






Outflanking

I have a few small ideas...

Allow units to "Stand and Shoot". They must take a Ld test. If passed, they may shoot at one charging unit. They may not fire if their enemy is within 1/2 their charge distance (After rolling ofr any difficult terrain checks). They then fight with no penalty in close combat.

Assaulting through difficult terrain no longer drops initiative. Instead, it simply increases the likelyhood the enemy may stand and shoot, as well as causing them to pass the relavent Ld test automatically. This would require some changes to assault grenades.

Allow Pre-Measuring. Your troops know what they are doing, even if you do not.

Make vehicles (excluding walkers) a bit faster, so they can actually outpace infantry.

Walkers take "No-retreat" Glancing hits.

Make enclosed transports more likely to kill their occupents, but not by too much. Maybe S3 hits when "Wrecked" and S5 When Exploding. Glancing to death causes no hits.

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Made in ca
Rampaging Carnifex





Toronto, Ontario

Crazy_Carnifex wrote:I have a few small ideas...

Allow units to "Stand and Shoot". They must take a Ld test. If passed, they may shoot at one charging unit. They may not fire if their enemy is within 1/2 their charge distance (After rolling ofr any difficult terrain checks). They then fight with no penalty in close combat.

Assaulting through difficult terrain no longer drops initiative. Instead, it simply increases the likelyhood the enemy may stand and shoot, as well as causing them to pass the relavent Ld test automatically. This would require some changes to assault grenades.

Allow Pre-Measuring. Your troops know what they are doing, even if you do not.

Make vehicles (excluding walkers) a bit faster, so they can actually outpace infantry.

Walkers take "No-retreat" Glancing hits.

Make enclosed transports more likely to kill their occupents, but not by too much. Maybe S3 hits when "Wrecked" and S5 When Exploding. Glancing to death causes no hits.


There's no explosion when the vehicle gets wrecked, so taking ANY hits there doesn't make much sense. The only way to make transports more hazardous for the occupants inside is to have different strength hits when it explodes depending on the toughness of the models inside, making it equally dangerous to Guardsmen or Eldar as it is to marines. This makes destroying the occupants easier for tougher troops without crippling lesser T armies.

Shooting into a charging unit is a great idea, but I'm not sure I like that assaulting units get a free pass through difficult terrain. It's a good idea, but needs a little more work.

Vehicles that are faster than infantry is also a must. I find it ridiculous how easy it is for infantry to catch up to vehicles. I'd also agree that, for balance purposes, walkers should probably take no retreat hits like any other fearless unit.
   
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Liche Priest Hierophant






Perhaps make it more of a 'Roll a die for each model embarked in the transport. On a 6+, the unit embarked takes a wound, no armour saves allowed' for exploding transports. That way, it's completely even for everyone. Sure, Space Marines are wearing more armour, but they're also inside a much more solid vehicle, with a plasma reactor powering it. Sure, Orks don't really have any armour, but they're in an open-topped vehicle made of wood and cardboard. Sure, Dark Eldar are, well, whatever Dark Eldar are... But they're hanging on to the sides of a sail-skiff.



I don't think Walkers should take Fearless Glances, though. Walkers are supposed to be absolutely awesome in close combat, and they're completely covered in vehicle-class armour. If something needs to happen to them for losing combat resolution, just make it extra hits at the attacking unit's base strength.

Besides, Walkers, even when they're doing really well, hitting and wounding, and going through armour saves with every single one of their attacks, they're still not going to be doing as many wounds as a mob of boyz or a squad of Assault Marines will to it- and if it's taken that many Glances and Pens anyways, where it's lost Combat, it's probably dead anyways.

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Made in us
Monstrous Master Moulder




Secret lab at the bottom of Lake Superior

For shooting into close combat, I think it would work best like this:

The shooting unit's BS is reduced to 3 if better. Shoot as normal, except any misses (except for dice that rolled a 1-this represents a really off shot) count as hits on your side's squad. Take a leadership test with a -1 for each wound inflicted on your allies if your own squad was hit.

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Anvildude wrote:Perhaps make it more of a 'Roll a die for each model embarked in the transport. On a 6+, the unit embarked takes a wound, no armour saves allowed' for exploding transports. That way, it's completely even for everyone. Sure, Space Marines are wearing more armour, but they're also inside a much more solid vehicle, with a plasma reactor powering it. Sure, Orks don't really have any armour, but they're in an open-topped vehicle made of wood and cardboard. Sure, Dark Eldar are, well, whatever Dark Eldar are... But they're hanging on to the sides of a sail-skiff.


Here's another similar idea. Passengers are wounded on the die roll mentioned below. Speeds mentioned are how fast the vehicle moved in the previous turn. Entangled units are pinned automatically (no save allowed, Fearless units etc can still be entangled). Open-topped vehicles are safer, as the passengers just jump out, so the to-wound rolls are at -1 and they aren't entangled on Wrecked results.

Wreck (Didn't move) - no ill effects
Wreck (Combat speed) - 5+ - Represents getting thrown around pretty hard
Wreck (Cruising speed) - 3+, entangled - Represents a nasty crash with debris and whatnot
Explode - 2+, no armor saves allowed, entangled - Represents, you know, being inside an exploding vehicle

End result:
- Wrecking a transport isn't very dangerous to the passengers if it isn't moving very fast
- Open-topped transports are safer for the passengers and easier to destroy
- Closed-topped transports are more dangerous for the passengers and harder to destroy
- Wrecking transports isn't overly dangerous to Marines (due to their armor), but will slow them down
- Wrecking transports is moderately dangerous to DE and Orks, but won't slow them down
- Wrecking transports is moderately dangerous to Eldar and IG, and will slow them down
- AP1 weapons gain particular value against transports

Also, other stuff:

- Flyer rules so we can actually use them (not talking about the ridiculously powerful Apocalypse rules or the ridiculously lame rules presented in the DE codex)
- Differentiation between 'teleport' Deep Strikes, 'insertion/drop' Deep Strikes, and 'flying down from the sky' Deep Strikes (so special rules that deal with the Warp won't affect Drop Pods, for example)
- Return of the Movement stat to differentiate between both infantry and vehicles (guardsman = hormagaunt = Rubric marine ??)
- Because of above, get rid of 'Fast' distinction for vehicles, and grant abilities based on how fact the vehicles actually move (for example, cannot disembark at more than 12", cannot fire after moving more than 2x movement, etc)


Automatically Appended Next Post:
Anvildude wrote:I don't think Walkers should take Fearless Glances, though. Walkers are supposed to be absolutely awesome in close combat, and they're completely covered in vehicle-class armour. If something needs to happen to them for losing combat resolution, just make it extra hits at the attacking unit's base strength.

Besides, Walkers, even when they're doing really well, hitting and wounding, and going through armour saves with every single one of their attacks, they're still not going to be doing as many wounds as a mob of boyz or a squad of Assault Marines will to it- and if it's taken that many Glances and Pens anyways, where it's lost Combat, it's probably dead anyways.


The same could be said for any Monstrous Creature and most non-monstrous independent characters.

This message was edited 1 time. Last update was at 2011/05/06 02:20:02


 
   
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Made in ca
Rampaging Carnifex





Toronto, Ontario

Xarian wrote:
Anvildude wrote:Perhaps make it more of a 'Roll a die for each model embarked in the transport. On a 6+, the unit embarked takes a wound, no armour saves allowed' for exploding transports. That way, it's completely even for everyone. Sure, Space Marines are wearing more armour, but they're also inside a much more solid vehicle, with a plasma reactor powering it. Sure, Orks don't really have any armour, but they're in an open-topped vehicle made of wood and cardboard. Sure, Dark Eldar are, well, whatever Dark Eldar are... But they're hanging on to the sides of a sail-skiff.


Here's another similar idea. Passengers are wounded on the die roll mentioned below. Speeds mentioned are how fast the vehicle moved in the previous turn. Entangled units are pinned automatically (no save allowed, Fearless units etc can still be entangled). Open-topped vehicles are safer, as the passengers just jump out, so the to-wound rolls are at -1 and they aren't entangled on Wrecked results.

Wreck (Didn't move) - no ill effects
Wreck (Combat speed) - 5+ - Represents getting thrown around pretty hard
Wreck (Cruising speed) - 3+, entangled - Represents a nasty crash with debris and whatnot
Explode - 2+, no armor saves allowed, entangled - Represents, you know, being inside an exploding vehicle

End result:
- Wrecking a transport isn't very dangerous to the passengers if it isn't moving very fast
- Open-topped transports are safer for the passengers and easier to destroy
- Closed-topped transports are more dangerous for the passengers and harder to destroy
- Wrecking transports isn't overly dangerous to Marines (due to their armor), but will slow them down
- Wrecking transports is moderately dangerous to DE and Orks, but won't slow them down
- Wrecking transports is moderately dangerous to Eldar and IG, and will slow them down
- AP1 weapons gain particular value against transports

Also, other stuff:

- Flyer rules so we can actually use them (not talking about the ridiculously powerful Apocalypse rules or the ridiculously lame rules presented in the DE codex)
- Differentiation between 'teleport' Deep Strikes, 'insertion/drop' Deep Strikes, and 'flying down from the sky' Deep Strikes (so special rules that deal with the Warp won't affect Drop Pods, for example)
- Return of the Movement stat to differentiate between both infantry and vehicles (guardsman = hormagaunt = Rubric marine ??)
- Because of above, get rid of 'Fast' distinction for vehicles, and grant abilities based on how fact the vehicles actually move (for example, cannot disembark at more than 12", cannot fire after moving more than 2x movement, etc)


Automatically Appended Next Post:
Anvildude wrote:I don't think Walkers should take Fearless Glances, though. Walkers are supposed to be absolutely awesome in close combat, and they're completely covered in vehicle-class armour. If something needs to happen to them for losing combat resolution, just make it extra hits at the attacking unit's base strength.

Besides, Walkers, even when they're doing really well, hitting and wounding, and going through armour saves with every single one of their attacks, they're still not going to be doing as many wounds as a mob of boyz or a squad of Assault Marines will to it- and if it's taken that many Glances and Pens anyways, where it's lost Combat, it's probably dead anyways.


The same could be said for any Monstrous Creature and most non-monstrous independent characters.


2+ wounding with no armour saves allowed? This is WAY too hard a nerf. I honestly do feel for T3 armies, the current rules for exploding transports represent enough of a danger. STR4 hits on a 5+ save means a lot of dead Guardsmen or Dire Avengers, who will usually fail their morale check due to poor Guard leadership and end up getting pinned or fal back. If they get hit any harder, mech armies with T3 simply would not be around anymore.
   
Made in us
Liche Priest Hierophant






Riiight! I keep forgetting that not everybody has T4 and open-topped transports. Silly me...


But yeah, that's a bit too brutal, I think. I like the idea, with the movement affecting the rolls, and there being what amounts to a table for it, but the numbers need some tweaking. Remember, we want to make transports more risky, not make them work for the enemy!

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Australia

psionicmonkey wrote:A balanced game with the same amount of attention shown to every army.
+1 to this.

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Made in ca
Huge Hierodule






Outflanking

Walkers taking no-retreat hits is a suggusteon intended to make losing combat less of a zero consequences event. They only take these hits if they lose combat. Thus, if they win, all is good, but if they lose, they are no longer able to pin down their enemy all game.

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Somewhere in the dark...

All this stuff about vehicles - I really don't like the idea of lots of them on the battle table. I much prefer troops/elites/MCs/Walkers etc but I hate the idea of loads of tanks. I realise that it's personal preference as some people have mech armies but I'd like to see them made much more expensive to take thus cutting down on their number. Get rid of dedicated transports. Make them a bit more durable and instead of having a general rule for exploding vehicles, have vehicle specific rules based in the codices about how deadly the explosions are.



 
   
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Dedicated transports should stay, but they should all be priced similarly to wave serpants and devil fish.

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creeping-deth87 wrote:2+ wounding with no armour saves allowed? This is WAY too hard a nerf. I honestly do feel for T3 armies, the current rules for exploding transports represent enough of a danger. STR4 hits on a 5+ save means a lot of dead Guardsmen or Dire Avengers, who will usually fail their morale check due to poor Guard leadership and end up getting pinned or fal back. If they get hit any harder, mech armies with T3 simply would not be around anymore.


Right now, using a 10-man squad as standard with ld 8, 27.8% chance of pinning
T3/5+ save - 4.4 dead models
T3/4+ save - 3.3 dead models
T4/3+ save - 1.7 dead models

2+ with no armor save - 8.3 dead models in either case, 100% chance of pinning.

so it's about 5 times more deadly for Marines, a little more than twice as deadly fire dire avengers, a little less than twice as deadly for generic guardsmen, and 4 times more effective at slowing the squad down.
ignoring armor saves is significantly less damaging to armies with crappy armor. it's probably harsh to use 2+ along with entanglement. a 4+ may be appropriate, but the ignoring armor saves is necessary so that "mech armies with T3" don't suffer disproportionately. in this case it would go from, top to bottom, nothing -> 5+ -> 4+ entangle -> 4+ entangle no armor. for open-topped it goes nothing -> 6+ -> 5+ -> 5+ entangle no armor.

if you want to have softer penalties, then wounding results can be removed from 'wrecked' results. entanglement absolutely needs to stay.

also, keep in mind that the vehicle isn't going to explode every time. the best a non-melta weapon can hope for is a 1/6 chance with a penetrating hit, and there is no penalty for wrecked results. fast transports, on the other hand, have a huge penalty - if the transport is actually using its 'fast' aspect to move flat out, the squad will die instantly with no saves. it's a pretty big jump from "moderately dangerous to non-marine armies" to "instantly killing everything". and people still use fast transports.

looking at earlier editions, there was an 'annihilated' result that ordnance could get. that particular result used to instantly kill all passengers with no saves allowed, and mech was still used, even against armies that had a lot of ordnance (IG) - and transports were fairly expensive compared to 5e.

--

the point isn't to eliminate mechanized armies, it's to provide a balance with foot-slogging armies and give a reasonable choice between the two.
transports are anywhere from extremely resistant to completely immune to small arms fire, which is their primary function. mechanized armies receive a huge boost to mobility over foot-slogging armies, which is their secondary function. function priority is reversed for open-topped transports.

anti-tank weaponry should be a bigger threat to mechanized armies than it currently is. the easiest way to fix this is to make bad things happen when the vehicles are destroyed.

so there's a trade-off. you either keep really reliable transports and increase their cost in a manner suitable with how useful they are, or you make the risk in using transports higher. ideally there would be a mixture to both, but it's just not feasible to update every codex's transports immediately... leaving only the option of changing the rules for wrecking/exploding transports.
   
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Mighty Vampire Count






UK

Regarding vehicles perhaps if crew survive the destruction of their ride they should form a new unit on the battlefild - I recall all the old rules for tank crews, ejection systems etc..........

so when your Rhino brews up - you get a Basic Marine etc........and you don't get full VP for the vechilce if the highly trained crew are still alive.......

Anyone know why GW went (decades ago I grant you but still) from the old 2+ to hit if you more than double WS to the present 3+. I just find it odd, when a Daemon Prince, Dark Eldar Archon, Chapter Master etc still has to roll 3+ to hit a Gretchin. It should be the infamous - anythng but a one IMO

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"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
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"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

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Junior Officer with Laspistol





University of St. Andrews

My solution to vehicle damage, is that a single d6 damage table is just too simple. Why not use a 2d6 damage table instead? It could look something like this.

2- Mechanical Damage: External systems are damaged. The firer may choose one weapon that can not fire next turn, or can reduce the speed of the vehicle by 3"
3- Crewman Injured: The owner of the vehicle rolls a d6. On a 1,2,3 the vehicle may not move next turn. On a 4,5,6 it can not shoot.
4- Targeting System Destroyed: The shot damages the targetting system, reducing the vehicles BS by 1.

5- Light Spalling: The crew is knocked about by spalling. The vehicle may now fire either one less weapon than normal, or must cut its speed in half for all future turns.
6- Vehicle Damaged: The vehicle suffers damage. The shooter may choose to either reduce the vehicles speed by 6" or caue one weapon to be unable to fire.
7- Vehicle Damaged: The vehicle suffers damage. The shooter may choose to either reduce the vehicles speed by 6" or caue one weapon to be unable to fire.
8- Vehicle Damaged: The vehicle suffers damage. The shooter may choose to either reduce the vehicles speed by 6" or caue one weapon to be unable to fire.
9- Heavy Spalling: Heavy spalling sends shrapnel throughout the cabin. The vehicle can not move or shoot, and suffers a vehicle damaged result.

10- Vehicle Knocked Out: The vehicle is crippled, and forced to bail out. The unit must pass an initiative check or be pinned.*
11- Vehicle Burning: The vehicle is destroyed, and set on fire. All models inside take a S4 Rending hit. At the beginning of each subsequent movement phase, roll a d6. On a 6 the vehicle explodes as described under Vehicle Annhilated.
12- Vehicle Annhilated: The vehicle is completely annhilated. All models within d6 inches that a S5 AP- hit. All models inside the vehicle that a S6 AP2 hit.

*Representing certain troops getting stuck, and the other members of the squad stopping to help them.

AP1- Gets +2 on the damage table.
AP- - Gets - 2 on the damage table.
Glancing SHots Only roll d6+d3 instead of the full 2d6.

By having a 2d6 damage table, the vehicles can be a bit more flexible, and lets us bring probability into the mix. With a d6, the same shot has the same chance to either lightly damage it, or annhilate the vehicle. A 2d6 damage table lets us say that 'uttery destroyed' and 'paint scratched' are both equally minimal chances, while making things like moderate damage much more likely to roll.

As for TLoS, I'm in favor of bringing back basic rules of determined terrrain. E.g. that hill blocks LoS to all infantry models and obscures vehicles, etc. TLoS means that you CAN model for advantage, and evenv then...certain armies are at a disadvantage just based on height. The same hill that hides my Guardsmen completely only 'obscures' Eldar thanks to different models.

As has been said, the biggest problems with the cover system in 5th ed is that people aren't playing it right. That bush should gibe you 5+ or even 6+ cover, not 4+. You'd need things that make much more sense for4+ cover like concrete walls, big craters etc.

That being said, I'm also in favor of being able to choose to shoot at charging enemies instead of being forced to fight in close combat.

This message was edited 2 times. Last update was at 2011/05/12 18:23:45


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MechaEmperor7000 wrote:There are alot of things they could impliment, but I'd swallow a good amout of Acceptable Breaks From Reality if it means the game will be simpler to understand. As it stands GW already has a poor track record of proofreading their rules and the resulting rules lawyering shenanigans that follow, adding onto it isnt exactly the best to do.


This.

Warboss Gutrip wrote:I'd love to see a great big nerf for vehicles, to get out of the 'mech is king' mindset and make hybrid armies viable.

Oh, and a buff for assaulty armies. Because we all know that just plinking away at each other all game with lazors is not that much fun.


This.

...and I would like to see the mechanic change from Force then Force to something squad based.

Similar to moving units in Warmachine. Whereby a unit has its 'activation' and then the opponent's unit has an activation.

This would make the entire process more real and allow reactions. As opposed to the entire game hinging on who gets the first turn (in many cases).

I know this would require an increased use of grey matter and 40k would no longer be just a dice rolling exercise, but it may draw back vets of previous Editions who now find it too simple.

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Biloxi, MS USA

Reading this thread makes me think that no one here has played 2nd ed, as some of this(throwing grenades, cover modifies to hit, vehicle damage changes, Fantasy style assault, target selection, etc.) existed then and it made the game so slow it was unplayable at certain points levels.

This message was edited 1 time. Last update was at 2011/05/08 02:15:26


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Screaming Shining Spear




Pittsburgh, PA

I really like ChrisWWII's vehicle chart idea. I also think there are a good amount if things GW could borrow from Privateer Press, such as...

differing movement rates- why can a guardsman run as fast as a Howling Banshee?

damage boxes- use these for vehicles, this at once deals with how systems are damaged and rewards you for doing damage with stronger weapons.

cover should modify how hard it is to hit you- if I'm behind a tree, I won't be able to take a hit from a meltagun any better, you just won't be able to hit me as easily in the first place.

As for other the basis of other general changes, the rules should more accurately reflect the fluff as well as what would realistically happen. Snipers should not only be able to choose their target, but also wound on a 3+. Units that use fear tactics to demoralize an enemy should be represented on the tabletop, if a unit of Ork Kommandos popped out of the bushes behind me I'd crap my pants, and that's their intention, same goes for Lictors or other stealthy infiltrators. Leadership, Speed, and Initiative should really take a more active role in the game, anything a soldier does is dependent on how well he can keep calm under pressure, how fast he can move, and how quickly he can react.

I'd also like to see some better missions, you know, ones that are actually fun and creative? I get bored of just "kill this, stand on that."

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Yech, Chris' one looks way too damn complicated to remember when you have about a dozen or more vehicles in your army...

This message was edited 1 time. Last update was at 2011/05/08 02:59:36


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And it's easier to remember the difference between 'Shaken' and 'Stunned'? That's what tables are for, boyo.

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I really think vehicles are fine, but just to cheap point wise.


I really like the game right now,

but would like to see grenade action, very basic to hit modifers (+1 within 6", -1 at 48"+, +2 for 72"+), and less cover saves.

And I really would like to see crews back in vehicles, that can be hurt, killed, bail etc...

Would it be great if you have to choose what to do with your tank this turn, because two of the 4 crewmembers are killed?


Edit: And Imperial Guard as Imperial Side in the Box.

This message was edited 1 time. Last update was at 2011/05/08 08:14:03



 
   
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ChrisWWII, why do ap2 weapons get a minus 2 on the damage table?

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Anvildude wrote:And it's easier to remember the difference between 'Shaken' and 'Stunned'?
One is "don't shoot", the other is "don't shoot and don't move". It's FAR simpler.

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loota boy wrote:ChrisWWII, why do ap2 weapons get a minus 2 on the damage table?


It was me trying to do 'AP-' and then getting distracted and mistyping. FIxed.

I was basing it on the BFG critical damage table, which is easy enough to print out and remember what's going on.

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I like the 2d6 thing, but you would need sheets like in bfg. However, i like a simpler idea of wounds on a vehicle the idea goes as thus..

Armour pen=
Glancing hit= roll on damage table
Penetrating hit=Roll on damage table + vehicle loses wounds equal to the amount over. I.e an armour 14 vehicle, a penetrating role of 16 = 2 wounds

Damage Table
1-Cannot shoot next turn
2-Cannot move or shoot next turn
3-Movement -d3
4-bs -1
5 - weapon destroyed
6- d3 wounds

this means that you are less likely to lose your big gun, as i think it is too easy at the moment.

Lastly, for every penetrating hit, the armour value goes down by 1, this shows wear and tear on the vehicle.


Also- alternate fire modes. e.g semi auto/full auto on bolters one is assault 1 or rapid fire 3, that sort of thing

or las guns going from rapid fire 2 to assault 1,ap 5 for increased power
   
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DaemonJellybaby wrote:I would love to have flyers!
0-1 FOC slot!
OK how about having a slightly modified damage table?
this means that the occupants are safe from small arms fire but are vulnerable to anti tanks weapons
this is slightly biased because I like explosions and the explosions would certainly spice up your game @Melissia
so here goes nothing!

On the result of a 5, roll on the chart with a -1 modifier
on the result of a 6, roll with no modifier.

other modifiers do not apply to this table (like ap1=+1)
When I say you fall back you fall back, you have been shaken like a Bond Martini
When I say you take a pinning check, you take it cos that tank is going everywhere and that shrapnel will take your head off or go through your eyepieces! (represented by rending)
I am unsure if Fearless should be ignored. Are fearless units just too out of their mind to care?

1 Wrecked. Every model inside suffers a S3 hit AP- then disembark
this represents the tank crew being killed. the passengers are hit by some shrapnel but are generally ok
2 Wrecked. Every model inside suffers a S4 Rending hit. Survivors must take a LD check then disembark
the crew has been killed and an ammo box has cooked off
3 Wrecked. Every model inside suffers a S5 rending hit. Survivors must disembark then immediately make a fall back move
several ammo boxes have cooked off, crew is dead
4 Explodes D6 inches from the edge of the tank, all models touched suffer a S4 rending hit. Every model inside suffers a S5 Rending hit. Survivors must take a LD check
primary weapon ammo cooks off, crew is dead
5 Explodes 2D6 inches from the edge of the tank, all models touched suffer a S4 rending hit and must take a pinning check. Every model inside suffers a S6 rending hit. Survivors must fall back and take a pinning check
a fuel tank has exploded and some ammo has cooked off, crew is dead
6 Explodes 3D6 all models touched suffer a S5 Rending hit and must take a pinning check. All models inside are very very dead
all the ammo and all the fuel has blown up, all models inside are shredded by the shrapnel and fires, crew is flying across the battlefield in bits



This is absolutely insane.

Rending s6 hits? No one will ever take vehicles.

the 2d6 system sounds better, but more complicated and more difficult to keep track of.

I mostly like vehicles the way they are, and cover saves. I'd like them to loosen the rules about shooting/charging the same target, especially if you wiped out your shooting target and there is another target in charge range, and the idea about specialized/heavy weapons shooting at different targets than regular weapons.

This message was edited 1 time. Last update was at 2011/05/12 19:29:17


   
 
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