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Made in us
Shadowy Grot Kommittee Memba






I have hand-picked all the factors from Open War that lengthen the game (meeting battle, acid rain, restoratives, night battle) and I choose one with every game (opponents permission of course).

I have yet to see a game end by tabling since I started doing that.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Powerful Phoenix Lord





The Open War "twists" or whatever are a good way to address that. The easiest way? Tons of terrain.
   
Made in gb
Lieutenant Colonel




So five editions of the game after 3rd ed 40 k .And GW still have not addressed the core issues with the 40k battle game.

Just more simplistic knee jerk reactions that lead to rules bloat..

Yes, as many have pointed out, shooting is too effective.
But rather than players having to compensate with tons of L.O.S blocking terrain, why not fix the rules ?

Use a more interactive game turn, and add simple suppression mechanic.
   
Made in us
Legendary Master of the Chapter






Is it that shooting is too effective or is it that shooting is too effective when comboed with other units?


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Powerful Phoenix Lord





Because the game itself is really secondary to selling models - something they're doing more of right now than in the past 10-15 years. That's not a critique of them. I don't expect glorious, amazing rules - those days are behind them.

You will never, ever see a suppression mechanic in a game the scale of 40K with the aim at putting increasingly more models on the table, and wiping them off progressively faster each rendition.
   
Made in it
Waaagh! Ork Warboss




Italy

Shooting is too effective, I agree, but it's not a matter of rules. To fix that GW should change about 60 profiles, probably even more. Then some combos/stratagems should be fixed like guilliman re-rolls, which are extremely silly.

Fixing the rules in order to have shooting less efficient is not that easy, it means changing a lot of units/wargear. In points and/or stats.

 
   
Made in gb
Longtime Dakkanaut




Tabling and tabling on T1 are different.

FoW v3 had a nice concept, a "mobile battle" rule that some scenarios used that constrained whichever player went forest slightly

- everything counts as having moved even if it doesn't
- no artillery bombardments
- no air strikes

the idea being to limit the alpha strike capability until the other player has at least had a movement phase
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

A "lul" at the beginning where weapons are being adjusted for range, etc.

M.

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in gb
Longtime Dakkanaut




 Infantryman wrote:
A "lul" at the beginning where weapons are being adjusted for range, etc.

M.


Its easy to justify from a fluff perspective, this is the time as models move from being actually out of range to being just inside range - even if you had a pre-"game" deployment turn where things get to move, but not advance or charge, no shooting, psi etc - just a change to make a single move from where they get put down
   
Made in us
Pyromaniac Hellhound Pilot






Maryland, USA

I'd be down with it. As before, I'd dislike being quartered in turn one, as would I dislike quartering someone turn one.

M.

Codex: Soyuzki - A fluffy guidebook to my Astra Militarum subfaction. Now version 0.6!
Another way would be to simply slide the landraider sideways like a big slowed hovercraft full of eels. -pismakron
Sometimes a little murder is necessary in this hobby. -necrontyrOG

Out-of-the-loop from November 2010 - November 2017 so please excuse my ignorance!
 
   
Made in gb
Lieutenant Colonel




Hi folks.
Because the game itself is really secondary to selling models - something they're doing more of right now than in the past 10-15 years. That's not a critique of them. I don't expect glorious, amazing rules - those days are behind them.

You will never, ever see a suppression mechanic in a game the scale of 40K with the aim at putting increasingly more models on the table, and wiping them off progressively faster each rendition.


I agree with this summery of what focus GW have, and probably everyone can see this.

However, this does not mean to say that it a good focus, or healthy long term for the games.

GW are simply selling more models to the customers that are easy to please.The ones that do not really care about the rules/game play.

If we assume the current GW collectors would not change buying habits, after rule s changes.(They just buy what they think looks cool any way.)
If the game play and rules were a better fit to players expectations more people would play 40k and buy into it.(Rather than the churn and burn model GW still follows.)


I would like to challenge the current core game mechanics as the source of the problem.

So to be more specific.
In the 40k battle game , shooting is too effective compared to the density of deployment and the game turn used.

Eg The alternating game turn requires both sides units /models to have to move into effective weapons range.

If we swap out the game turn mechanic for alternating activation/turn.Then this reduces the effect of '' alpha strike'' a bit.It also increases the depth of tactics players can use.

However, shooting is still more effective at killing , compared to close combat.(As close combat requires the unit to move into contact.)

So the question is how do you want to address this imbalance?



Automatically Appended Next Post:
To continue from my previous post..

There are several options to reduce the effectiveness of shooting.

A)Use more L.O.S blocking terrain to artificially limit shooting .

B)Reduce the effective range of shooting.But as the ranged as massively out of scale with the minatures as is, I am not sure if this would look right.(This is where 6mm to 15mm scale minatures have an advantage over 28mm heroic minatures in a battle game.)

C)Change the function of shooting to primarily be about controlling enemy movement.(Suppression/disabling transport etc.)
With assault being the primary method to finish off units.

D)Replace the fixed roll to hit with something more proportional.(Add limited ''to hit'' modifiers or use a scalable opposed value system.)

I believe the best results would be from a combination of C and D.

This message was edited 1 time. Last update was at 2017/12/03 15:34:52


 
   
 
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