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Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

Although it would by no means solve all the problems of 40k, I propose dropping the basic infantry move to 4" (and all associated moves likewise - 4" charge, 8" jump, 8" charge for beasts, 8" bike move with 16" turbo, etc) BUT keep vehicle movement rules the same.

This would have the following effects -
make transports more useful
take a slight edge off CC armies (especially Ork Horde and Nob Bikers)
be more realistic (even running infantry would have a hard time keeping up with advancing vehicles)
make 'fleet' units more important relative to basic infantry

Any thoughts on pros/cons?

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Made in us
Long-Range Ultramarine Land Speeder Pilot



Whitebear lake Minnesota.

it sounds good but i think they should move the same and change vehicle movement.

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2500pts Bretonnians 
   
Made in us
Wicked Canoptek Wraith






united states of america state of: confusion

I agree with death machine the movement is just fine for the infantry units the vehicals seem to move too slow.

Also changing the vehical speed would be much easier than changing all of the movement types that you posted

   
Made in us
Trigger-Happy Baal Predator Pilot






Also if they lowered the movent time for regular units it would slow down the game a lot in three turns you would have eliminated an entire movement phase. They also dont need to change how fast vechicles move just how they move and shoot. Like let them move 10 inches and still get to fire all of their guns.

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Made in us
Wicked Canoptek Wraith






united states of america state of: confusion

ok, yeah, your solution would be much better,
but,
I am a necron player and I would love to see my destroyers and heavy destroyers move faster so I can get them to the lascannons and their equivelent faster so I could take them out earlier and save myself the trouble later on in the game.

   
Made in us
Trigger-Happy Baal Predator Pilot






Ok well I have only played a necron army once but are destroyers considered vehicles if not then a quick fix would be to make them relentless.

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Made in us
Raging Ravener





I think they move like Jet Bikes


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Made in au
Skink Chief with Poisoned Javelins





They move like Jetbikes, and are Relentless.

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Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

The reason for leaving vehicles the same and changing everything else is that most games are played on 6' x 4' (or 8' x 4') boards.

If you keep the movement speeds of everything the same and increase vehicle speed then you make the game even more of a slugfest than it is right now.

By reducing the move of infantry, you force players to make tactical choices about whether to move towards objectives (knowing it will take longer to get there) and you give static shooting armies one extra turn of shooting at assault armies, thus making these armies viable again.

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Made in us
Longtime Dakkanaut







This proposed rule would have a major downside for the two armies which have no transports: Tyranids and Chaos Daemons.

But I suppose if you're just trying to indirectly nerf assault armies, that accomplishes your goals.
   
Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

Whilst I fully agree that these armies would both lose out, I think the effect is lower for Daemons (as they all deep strike) and Tyranids do have access to upgrades that limit the effect (winged, scuttlers, etc).

The other thing to bear in mind is that their intended targets also have their speed lowered unless they board a transport - but at that point they aren't shooting at you anyway and if you destroy the transports (which is usually not that hard) you regain your speed advantage.


Please note the intention is not to just blindly nerf all assault armies. It is generally agreed that in 5th ed assault trumps shooting, especially with multiple charges and the inability of weak CC units to avoid casualties by clever deployment. It is also felt that vehicles are too slow relative to infantry.
You could just speed up vehicles but that would not change the effectiveness of assault, hence the idea to slightly reduce infantry speed.

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Made in us
Wicked Warp Spider





South Carolina

Hmm, Personally i think all the movement distances are fine how they are.

However the flaw lies within the ability to effectivly assult vehicles and in their ability to move and shoot.

My solutions:

1) Assulting vehicles:
- Stationary vehicles are hit on 2+ ( 's should always miss)
- 0-6" move 4+
- 7-12" move
- over 12" but only can glance

2) Vehicles move and shoot
- defensive wep go back to str 5 (as tau vehicles have no defensive wepons outside of a skyray's markerlights)
- under 12" move all wep can be fired, fast vehicles can fire all if under 18"

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Made in us
Longtime Dakkanaut




I'd be happy with model specific movement values.
Humans used to move 4"
Tyranids moved 6"
and so forth
I think that was a good thing that was lost between 2nd and 3rd
   
Made in us
Trigger-Happy Baal Predator Pilot






Skinnattittar wrote:I came up with a simple solution for balancing shooty armies against assault armies, while not totally breaking WH40k, at least in my opinion;

Repulse Assault;
If the defending/assaulted unit is able to see their opponent at the beginning of the assault phase, then they may take a free Shooting Phase before the assaulting unit moves in (for Night Fight purposes, range must still be considered). This only affects units engaging in an assault between the units directly involved (i.e.: Unit A is being assaulted by Unit Z in the same turn as Unit B is being assaulted by Unit Y. Unit A may attempt to repulse Z, but not Y, and Unit B may repulse Y but not Z. Unit C, although it may be in range or even within 2", may no join in the festivities. However, if Unit X assaults both A and B at the same time, both units may repulse X, however, one unit may only repulse one unit per turn. So say Unit V and W assault D, then D must choose whether to attempt to repulse V or W, not both).
This was from a topic starte by Casper "Equaling out shooting/ Assaults" I think it would work quite well and then none of the movements would have to change. Also in response to Belphegor aren't Nids fleet?

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Wicked Canoptek Wraith






united states of america state of: confusion

Belphegor wrote:I'd be happy with model specific movement values.
Humans used to move 4"
Tyranids moved 6"
and so forth
I think that was a good thing that was lost between 2nd and 3rd


if that would be the case, necrons yould move slower than humans, which would suck.

   
Made in us
Phanobi





Paso Robles, CA, USA

I think I played a game like this once.... I think it was called Warhammer 40,000 Second Edition.

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This conversation has even begun to boggle my internet-hardened mind.

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Decrepit Dakkanaut






SoCal, USA!

@Ozy: Not completely, al you need is for someone to add Overwatch, and *then* you're playing 2E.

   
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Wicked Warp Spider





Knoxville, TN

JohnHwangDD wrote:@Ozy: Not completely, al you need is for someone to add Overwatch, and *then* you're playing 2E.


You'd have to add the system of resolving attacks in assualt for it to be 2nd. You know, take your highest dice and add your weapon skill, the difference is how many times you whacked the other guy....That was the one part of second I really disliked, I'd love to know the reason they went to that system.
   
Made in us
Dakka Veteran







I agree with Belphegor, bring back a Movement characteristic for the races. This will allow the return of Squats.

This message was edited 1 time. Last update was at 2009/01/16 16:34:29


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