Switch Theme:

Mob Rule Poll  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Poll
Which mob rule would you prefer.
Keep the codex exactly the same
Keep the codex the same but change mob rule to how it was last codex.
Change everything back to last codex
go back to last codex but change mob rule to current rules.

View results
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut






 koooaei wrote:
 Ghazkuul wrote:
also keep in mind if you failed a leadership test in the old codex and ran away you could reroll it and if you failed that then you just lost a single turn of action with that understrength squad. it would then get 2 more chances to pass a Ld test of 7.


reroll that fancy ld 3-5 (after calculating casualties) all you want - you'll just get swept with an old mob rule. While you have 3/4 to stick around after the failed morale check now.


There are a metric crapton of variables to consider, but at no point can the new table give you a 3/4 chance to stick around after the failed morale roll. It's a d6 roll with 3 options of varying likelihood. /pedantic about numbers.

Really, there are a huge number of options to consider. For instance, the old rule you could lose combat by any number of wounds and you'd be okay if your unit still had 11+ models in it of any kind. New rule, if you don't have a character in that unit you lose 1/3 of the Mob Rule table. So theoretically, and this is purposefully an extreme example here, you could have a Green Tide lose combat and if you don't have characters in your unit, still lose the entire Tide to sweeping advance. Now again, that is an extreme example meant to showcase a point: the new rule is not always 100% protection. Even in the circumstances that it IS 100% protection (i.e., you are in combat, have 10+ models in your unit and at least 1 character), you have a 5/6 chance of taking d6 S4 hits. Meaning even when it is 100% protection, it's overall WORSE than the original ruling.

When your unit drops below 10 models you lose the 4+ result of the Mob Rule chart (i.e., half the Mob Rule table). The +2 from the Supplement book, btw, means your units of <10 models only ever benefit on a 1, and when they do benefit, still take the d6 S4 hits. Given my main argument was to contradict the idea that Mob Rule helps small units, I'd say half the table being useless is a pretty contradictory idea. There is, however, a pretty murky area when your unit has EXACTLY 10 models left. Under the old rule, your unit is LD10, but the circumstances weight heavily on what that exactly supplies. (e.g.: If the unit was 30 dudes and just lost 20 in CC, you're pretty boned under the old rule. Under the new rule, generally okay if you still have a character.)

Now, I agree that CR penalties to leadership are going to skew the results. I'll see if I can whip up an Excel formula or something and find the breaking points.

Question since it's been awhile since I've played though: How survivable do you find your non-warlord unit leaders to be? By this I generally mean Nobz or similar. Do they stand up to challenges well enough?

This message was edited 1 time. Last update was at 2015/03/13 16:22:05


 
   
 
Forum Index » 40K Proposed Rules
Go to: