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Made in us
Irked Necron Immortal




BRB addendum...

Your unit is stubborn in hand to hand combat if;

The number of models in the unit is equal to or higher than the leadership.
The unit lost less than 25% of the unit in a single phase.

No more getting swept when you lose just a couple of models.
   
Made in gb
Lord of the Fleet






London

Orks already have the first rule, and it's unique to them as it represents their courage growing in large numbers. Making this a generic rule would seem a bit unnecessary.

Also, how would losing 1/4 of your squad make you Stubborn?
"Oh no, Bob and Mike have just been obliterated by a missile strike, we're less likely to run away now!"
There seems to be no point in relating Stubborn to losing 1/4 of your numbers.

   
Made in gb
Never-Miss Nightwing Pilot





In the Webway.

Agreed. (wow, shortest post ever)

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
   
Made in gb
Lord of the Fleet






London

Marshal_Gus wrote:No more getting swept when you lose just a couple of models.


Also, getting swept just by losing a couple of models is either bad luck or lack of tactics, nothing to do the rules.
   
Made in au
Dangerous Outrider





I thought he was saying that you won't flee unless you lose 25% in one phase *re-reads* oh... yeah I mis-read

but I still get the vibes that he means that a 50 man blob of Imperial Guard won't flee becasue they lost 6 guys compared to thier one killing of a Terminator
(don't tell me to use a Commissar, I already do, I'm just saying)
   
Made in us
Pyromaniac Hellhound Pilot






Lotet wrote:I thought he was saying that you won't flee unless you lose 25% in one phase *re-reads* oh... yeah I mis-read

but I still get the vibes that he means that a 50 man blob of Imperial Guard won't flee becasue they lost 6 guys compared to thier one killing of a Terminator
(don't tell me to use a Commissar, I already do, I'm just saying)
That's actually a big problem in WH40k. Contrary to what Valkyrie might believe, IG are statistically very likely to be wiped out in an assault where they only lose a few models (say three-four) and are unable to inflict a single wound upon the enemy (ex.: vs. MEQs and/or 2+ save models and/or high toughness units) despite being a unit of 30+. It is neither poor tactics nor poor luck, it's how the game is made which has a major broken core rule.

I would have to say that you don't even break in an assault unless they lose 25% of their number (in the same way as Shooting). A 50+ man squad in an assault with five Space Marines shouldn't run away and be wiped out because the Space Marines were able to inflict a single wound more than the Guardsmen.

Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." 
   
Made in au
Dangerous Outrider





In my second sentence, change "won't" to "shouldn't", it's what I meant
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Skinnattittar wrote:
Lotet wrote:I thought he was saying that you won't flee unless you lose 25% in one phase *re-reads* oh... yeah I mis-read

but I still get the vibes that he means that a 50 man blob of Imperial Guard won't flee becasue they lost 6 guys compared to thier one killing of a Terminator
(don't tell me to use a Commissar, I already do, I'm just saying)
That's actually a big problem in WH40k. Contrary to what Valkyrie might believe, IG are statistically very likely to be wiped out in an assault where they only lose a few models (say three-four) and are unable to inflict a single wound upon the enemy (ex.: vs. MEQs and/or 2+ save models and/or high toughness units) despite being a unit of 30+. It is neither poor tactics nor poor luck, it's how the game is made which has a major broken core rule.

I would have to say that you don't even break in an assault unless they lose 25% of their number (in the same way as Shooting). A 50+ man squad in an assault with five Space Marines shouldn't run away and be wiped out because the Space Marines were able to inflict a single wound more than the Guardsmen.


Amen, this is my biggest beef with 5th ed. Some happy medium between the endless "pillow" of cheap troops in previous editions and the total oversell of casualty minuses with no off setting for numbers and then pure I roll-off determining their fate.

Some alternatives:

1. Plus modifiers to Ld based on my positive ratio to you. (e.g. 50 guard to 5 marines means your marines need to cause 10 casualties before the guard would take any leadership modifiers...)

2. Impose the fearless modifier like the orks have to live with. So same example above, the marine kills 8 and the guard kills 1. The guard gets the unmodified leadership roll before they run but the fact is the marines are outclassing them and just by sheer ferocity, the guard now gets to make 7 armor saves.

Finally I would suggest the overrun rule be modified so if you run and fail the I roll-off, you suffer the base number of attacks of your opponent once more. A sort of free parting shot rather than automatic wipe out. My biggest disgusting situation is the Wraithlord that kills 2 necron warriors who run and then all get run down because the necron rolled a horrible morale. 2 or 3 free attacks on the necrons and then being broken seems harsh enough. OTH fail morale on 10 howling banshees and you deserve to get hit with 22 or 33 power weapon attacks as a parting gift.

2000
2000
WIP
3000
8000 
   
Made in us
Longtime Dakkanaut





I actually rather like that they removed outnumbering from the combat resolution in this edition of 40k, given how much trouble they seem to have making high quality troops competitive to same points level values of hordes on a per unit basis(especially when hordes already get so many bonus built in for having extra models, i.e. the charge bonus is +1 per model so elites benefit less form it).

Jack


The rules:
1) Style over Substance.
2) Attitude is Everything.
3) Always take it to the Edge.
4) Break the Rules. 
   
Made in au
The Dread Evil Lord Varlak





There's one simple fix - a unit is considered stubborn if it has more troops in the combat than the enemy.

“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”

Adam Smith, who must have been some kind of leftie or something. 
   
Made in ca
Decrepit Dakkanaut





I rather like my own:

Sweeping Advance! v5.2
If a unit loses a combat, and fails its Morale check, then it can suffer a Sweeping Advance. The unit takes a number of armour saving throws equal to the amount by which it lost the combat. After the armour saves have been rolled for, and extra casualties removed, then the defeated unit makes a Fall Back move, and the victorious unit (unless still locked in combat) makes a consolidation move.

Commentary
This basically turns a Sweeping Advance into No Retreat! except that the unit retreats. The idea being that the benefit of being able to pass a Leadership test to avoid taking extra armour saves is offset by the risk of being forced to Fall Back and not being immune to pinning.

As proposals go this obviously would benefit some armies more than others, particularly units with lower Initiative scores and no Fearless special rule. Necrons, Tau, Imperial Guard would all become more difficult to wipe out in combat.
   
Made in us
Pyromaniac Hellhound Pilot






Nurglitch wrote:...As proposals go this obviously would benefit some armies more than others, particularly units with lower Initiative scores and no Fearless special rule. Necrons, Tau, Imperial Guard would all become more difficult to wipe out in combat.
This is pretty much the major hole in that proposal, Nurglitch. The only armies that really have to worry about assault would no longer have to worry half as much about assault.

I like mine (where they do not break unless they suffer 25% casualties, just as in shooting). It follows the same logic, is simple (gets rid of a complex system for a simpler one, and one that is already in use to it is one less system to learn), gets the job done reasonably well, and is still a major threat! Once the unit fails, I would prefer a different system to an Initiative Check (being slow witted in close combat does not make you a slow runner in retreat), but that system works fairly well, I suppose.

Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." 
   
Made in ca
Decrepit Dakkanaut





It's not actually a major hole if you consider that the problem that the original proposal addresses is the fact that such units can be wiped out in combat. You're looking at the main feature and complaining it's a bug.
   
Made in us
Pyromaniac Hellhound Pilot






Nurglitch wrote:It's not actually a major hole if you consider that the problem that the original proposal addresses is the fact that such units can be wiped out in combat. You're looking at the main feature and complaining it's a bug.
No, a bug would be a small problem that does not actually effect the overall mechanic (like in a video game a bug would be if you stand in a specific place you can't do something, but that place/action being of no game play significance). That was more like a fatal flaw, an over compensation. Or, a big gaping hole.

Just because anyone agrees with anyone, doesn't mean they are correct. Beware the thin line between what is "Correct" and what is "Popular." 
   
Made in ca
Decrepit Dakkanaut





Again, I'll point out that you're mistaking the entire point of the proposal with a problem. The original proposal in this thread returns to the problem with Sweeping Advance that you yourself identify: the fact that a large unit of Imperial Guardsmen can be wiped out so long as at least one can be killed. My proposal makes it so that the potential damage done to a non-Fearless unit is a function of their opponent's ability to cause damage, just as in No Retreat!

This message was edited 1 time. Last update was at 2010/08/10 19:07:02


 
   
 
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