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Made in us
Longtime Dakkanaut





Gig Harbor, WA

 the_scotsman wrote:
Silly question, but I also have been playing with a bunch of newbies, and we just...dont do any of it.

We just play without strats, doctrines, traits, relics...we recently added in subfactions, as I think of the layers of army-wide rules, they tend to be the most fun. Now we have subfactions+the main army wide rules like res protocols and stuff.

Works fine. We also do a much simplified cover system, where it's just 'if the line of an attack crosses cover, the unit gets +1 to save, -1 to hit, or can't be attacked depending on whether it's a Building or an Obstacle'

If the line crosses a Building, can't be attacked. if the line goes to a unit standing in a building, +1 save. If the line crosses an Obstacle, -1 to hit. Ignore any terrain pieces your unit is also touching.


Sounds a lot like the new Kill Team. every team does have a few stratagems (like 3-6 usually) but when I teach people we skip them and its honestly more fun. Strategems just feel like "gotcha gameplay" to me. Its hard enough for me as a new player to know what the other guy's units do, let alone what crazy strategem combinations he can throw down that might completely change the unit's ability and effectiveness.
   
Made in us
Morally-Flexible Malleus Hearing Whispers




Jesus, I just tried to read the new Custodes Doctrines, and saw this thread, and basically yeah, we need a lot LESS rules for rules sake.

Just a simple This unit gets +1 to wound when it charges. None of this choose 3 crap.
   
 
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