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Made in us
Longtime Dakkanaut





Personally i'm a bit tired of fighting in the CC era. i'd like to see assaults change. Specifically being able to fire at an oppoent who's charging you at a loss to your CC ability on that turn. Something like charge reactions in fantasy. Stand and shoot and all that, but a simpler version. Maybe -1A for every model in the squad but you get to fire at the squad charging you.

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Made in ca
Insect-Infested Nurgle Chaos Lord






There are alot of things they could impliment, but I'd swallow a good amout of Acceptable Breaks From Reality if it means the game will be simpler to understand. As it stands GW already has a poor track record of proofreading their rules and the resulting rules lawyering shenanigans that follow, adding onto it isnt exactly the best to do.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in ca
Mutilatin' Mad Dok





Bowsers Castle

I would like to see rules for weapon emplacements, rending on any chainweapon, a section on creating your own vehicles with points values for anything and everything you could do to make said vehicle, more mission types, make plasma weaponry ignore light and medium cover, and lastly adding a rule for throwing grenades (as possibly a 2nd shooting faze for throwing grenades only, even if you could throw one 8 inches would be nice)

WAAAHG!!! until further notice
 
   
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Insect-Infested Nurgle Chaos Lord






I would like some definition to what a "Flame" weapon is and what a "Plasma" weapon is, for the sake of the Avatar's and the Plasma Siphon's special rules respectively.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in au
Malicious Mandrake





I'd love to see a great big nerf for vehicles, to get out of the 'mech is king' mindset and make hybrid armies viable.

Oh, and a buff for assaulty armies. Because we all know that just plinking away at each other all game with lazors is not that much fun.

*Click*  
   
Made in au
Norn Queen






Two of the following - change the vehicle damage tables to make them a bit more fragile, change their cover rules so they take glancing hits instead of getting a cover save, bring back entanglment for units that were in a transport when destroyed.

Just one of those should have been enough in 5th edition to make transports better. All 3 made them ridiculous. Watching a futuristic traffic jam is not my idea of fun 40k.
   
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The Norse Lands

More Missions really. Run should be 2d6, pick the highest.

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Made in ca
Angered Reaver Arena Champion






Two from the top of my head:

-Get rid of wound allocation. It doesn't do what they want it to do. Also why can't a boltgunner just pick up the flamer? Doesn't make much sense, and doesn't achieve its goal. This would get right of some shenanigans and speed up the game.

-Reduce how easy it is to get a 4+ cover save. Make 5+ cover the norm.

edit: Oh yeah and bring back Victory points as a 4th mission type.

This message was edited 1 time. Last update was at 2011/05/02 02:10:39


Sangfroid Marines 5000 pts
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Tau 2000 
   
Made in au
Devestating Grey Knight Dreadknight





Definitely less vehicular focus. Make shooting slightly better maybe? 20 bolter shots kills 2 MEQ on average, kinda lame :/
   
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Stoic Grail Knight






Yendor

Run is already a vast improvement for many armies. Its good enough as is IMHO.

I really hope they don't bring back VP. Kill points may seem to not make sense, but currently its one of the only things discouraging people from MSU spamming- and even in that regard it was only partially effective.

I would like to see a nerfing to cover saves. giving a ubiquitous 4+ is kinda crazy. Maybe reduce the standard cover save to 5+.

Make Glances -1 on the Vehicle damage chart instead of -2. That way tanks can still be wrecked on a glance with non ap1 weapons.

EDIT: I also agree with Dracos. Wound allocation should go. Its nice for the defender because it protects their special dudes + weapons, and its nice for the firer because their wounds don't dissipate into the vortex of allocation (where firing heavy bolters in addition to the battle cannon can often result in fewer actual kills and other sillyness). I think the cons of wound allocation outweigh the benefits.

This message was edited 2 times. Last update was at 2011/05/02 02:16:54


Xom finds this thread hilarious!

My 5th Edition Eldar Tactica (not updated for 6th, historical purposes only) Walking the Path of the Eldar 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






They should bring back the Target Priority Rule from before, but keep the 4+ cover saves if you're using swarms to screen something.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Long-Range Black Templar Land Speeder Pilot





The Norse Lands

But what happens when they remove mech armies advantage, and armies like the Guard/orks will still flourish? Personally, i love mech, because they all bring lascannons and lances and such, when im fielding mostly infantry.

"I heard Guard so i loaded up on Dark Lances..." - Kiebler

1,500




 
   
Made in au
Hacking Proxy Mk.1





Australia

nerf cover saves, I'm sick of seeing guard squads or orks getting 4+ saves just cos half the squad is standing on the grass that is attached to terrain and therefore still counts as area terrain.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in us
Devastating Dark Reaper




I want to see a few things change.

Wound Allocation: I dont think it needs to be taken out compleetly. I think you should only be able to allocate to different armor/invul saves not different wargear options. Meaning things like nob biker squads couldnt allocate wounds seperatly... its just timewasting and annoying.
Example: 5 Assault termies takes 5 plasma wounds. 3 5+ on the lightning claws, 2 3+ on the storm shiels. This makes sense to me. NOT this current nob bikers/palladins crap...
I would also make them allocate different ap shots at different times.
Example: That same assault termie squad gets 5 plasma/5 bolter wounds. You would have to allocate both different AP shots differently. IE 1 plasma 1 bolter on each model. This way you cant toss all your AP2 on the shields...

I want to see this cover saves stuff go away. 4+ for a tree... think if a lascannon hit a tree, what would happen to the guy behind it? 5+ needs to be the norm. And cover for vehicals needs to be glancing only, and glancing needs to be -1. Instant fix of vehical rules IMHO

This message was edited 2 times. Last update was at 2011/05/02 03:09:32


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Between Alpha and Omega, and a little to the left

Reducing the cover save would be bad. First off their is already a balance for the save: slower movement. Second, armies with high armor lose next to nothing, while low armor armies get screwed.

This message was edited 1 time. Last update was at 2011/05/02 06:14:58


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Norn Queen






You only move slower if you are in the terrain. As long as LOS os obescured enough, you can get that cover save without hampering movement.

And high armour value armies like Marines get the enough of a benefit for being on cover - protection from AP1/2/3 weapons.
   
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Between Alpha and Omega, and a little to the left

-Loki- wrote:You only move slower if you are in the terrain. As long as LOS os obescured enough, you can get that cover save without hampering movement.

And high armour value armies like Marines get the enough of a benefit for being on cover - protection from AP1/2/3 weapons.

And last I checked, that only took up >%10 of all the weapons in the game, and most of those are usually meant for anti-tank.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
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Without wound allocation Nobs and especially Paladins would be overpriced. Paladins would be useless without the current form of wound allocation.

Read my story at:

http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356



 
   
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Norn Queen






Luke_Prowler wrote:
-Loki- wrote:You only move slower if you are in the terrain. As long as LOS os obescured enough, you can get that cover save without hampering movement.

And high armour value armies like Marines get the enough of a benefit for being on cover - protection from AP1/2/3 weapons.

And last I checked, that only took up >%10 of all the weapons in the game, and most of those are usually meant for anti-tank.


And yet armies can still be packed full of them. IG vets with special weapons, Long Fangs, LasPlas razorbacks, etc.

There's a reason people always fall back to the argument of 'that unit sounds good, but will melt when it's hit by 10 missiles in one turn', not 'that unit sounds good, but it will melt when hit with 60 bolters in one turn'. MEQs are pretty well protected against everything except AP1/2/3 weapons. Easy 4+ cover makes them almost as resiliant against the weapons designed specifically to kill them.

This message was edited 1 time. Last update was at 2011/05/02 05:47:43


 
   
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Fixture of Dakka





Feasting on the souls of unworthy opponents

I think that non-open topped vehicles with passengers in them that get wrecked or exploded should auto-kill the passengers.

   
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On moon miranda.

Warboss Gutrip wrote:I'd love to see a great big nerf for vehicles
Please no, we don't need a return to 4th edition in this regard.


Oh, and a buff for assaulty armies. Because we all know that just plinking away at each other all game with lazors is not that much fun.
Methinks you are playing the wrong game here at this point.

Dashofpepper wrote:I think that non-open topped vehicles with passengers in them that get wrecked or exploded should auto-kill the passengers.
You'd see transports for non-DE/Ork armies be rarer than 4E Chimeras. I.E. nonexistent. Overbalance is not balance.

akaean wrote:

I really hope they don't bring back VP. Kill points may seem to not make sense, but currently its one of the only things discouraging people from MSU spamming- and even in that regard it was only partially effective.
It's not very effective in the first place and is basically a crutch for deathstar armies. Creates at least as many issues as VP's, which generally give a more accurate picture of the battle anyway.



Make Glances -1 on the Vehicle damage chart instead of -2. That way tanks can still be wrecked on a glance with non ap1 weapons.
You mean like back in 4E? Again, please no, there are very good reasons they ditched this. It makes what should be purpose-built anti-infantry weapons far too capable at engaging armor.

This message was edited 2 times. Last update was at 2011/05/02 05:47:42


IRON WITHIN, IRON WITHOUT.

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The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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Then maybe a higher strenght hit or an actual AP. Personally it sucks when you blow a land raider and the power armored SMs inside only suffer a lasgun blast.

Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!


Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.


When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in au
Norn Queen






MechaEmperor7000 wrote:Then maybe a higher strenght hit or an actual AP. Personally it sucks when you blow a land raider and the power armored SMs inside only suffer a lasgun blast.


That can be fixed by bringing back having the unit being pinned. There needs to be some risk to the unit being transported.
   
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Imperial Guard Landspeeder Pilot




On moon miranda.

MechaEmperor7000 wrote:Then maybe a higher strenght hit or an actual AP. Personally it sucks when you blow a land raider and the power armored SMs inside only suffer a lasgun blast.
Well, bolter blast. That said, yes, explosions should hurt a bit more. Auto-killing them will just make transports far too much of a liability. I'd be fine with something like "must pass an initiative test or take a wound with no saves allowed". It'd make explosions scarier for most races (excepting Eldar, but if they get shot out they're generally screwed anyway) resulting in doubling average casualties against MEQ units for example, without consistently making transports deathtraps.

I never liked the old auto-pinning. It never made sense. It's too hamfisted. Nobody is going to sit right next to their just exploded transport that's likely still on fire and may explode again, they're going to get away from it as fast as possible.

This message was edited 1 time. Last update was at 2011/05/02 05:51:55


IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in au
Norn Queen






I wouldn't mind seeing a return of psychology. It would be difficult to blanket rule in without extensive FAQs, but I really liked that aspect of 2nd edition. It may have been lost due to 'streamlining', but however you want to look at it, Guardsmen shouldn't be automatically holding their ground when a Bloodthirster rips itself into realspace.
   
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Death-Dealing Devastator




Dashofpepper wrote:I think that non-open topped vehicles with passengers in them that get wrecked or exploded should auto-kill the passengers.


Are you crazy?! It's almost half of my guardsmen get killed with their transport same with marines! I bet you play dark eldar or orks and want to be better than other people!
   
Made in au
Norn Queen






Vaktathi wrote:I never liked the old auto-pinning. It never made sense. It's too hamfisted. Nobody is going to sit right next to their just exploded transport that's likely still on fire and may explode again, they're going to get away from it as fast as possible.


True, but I saw it as representing the people being transported climbing out of a twisted, wrecked crew compartment. it's not like all the doors pop open nice and neatly and the vehicle just stops. Doors jam, vehicles flip, even fires blocking the doors. There's plenty of reason for it to take time for people to climb out of a wrecked vehicle that's just been destroyed.

Game wise, the way it is now, there's simply no drawbacks to meching up. You're faster, you're more survivable, vehicles get cover saves, damage tables are geared to be less punishing, and the most you'll do when a vehicle explodes around you is stub your toe as you casually walk out, totally combat ready. Points cost is a non-issue when transports are as cheap as they are now.

This message was edited 2 times. Last update was at 2011/05/02 05:57:17


 
   
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Dashofpepper wrote:I think that non-open topped vehicles with passengers in them that get wrecked or exploded should auto-kill the passengers.


Of course the DE/Ork player would say that...

Read my story at:

http://www.dakkadakka.com/dakkaforum/posts/list/0/515293.page#5420356



 
   
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On moon miranda.

-Loki- wrote:I wouldn't mind seeing a return of psychology. It would be difficult to blanket rule in without extensive FAQs, but I really liked that aspect of 2nd edition. It may have been lost due to 'streamlining', but however you want to look at it, Guardsmen shouldn't be automatically holding their ground when a Bloodthirster rips itself into realspace.
That'd require a reboot and significant recosting across the board. Also, given how many Fearless/Ld10/Rerollable Ld units are in this game, it'd likely only really have a major effect on a couple of armies. Not really worth it I think.

I mean, Chaos wouldn't care about psychology, and of course you can't have Space Marines being scared, then the Eldar fanbois couldn't possibly stomach their ladies fleeing from something scary, and Dark Eldar are too desensitized, automaton Necrons really aren't going to flee in Terror from anything, the Sisters would obviously have exceptions for being too Faithful, and so basically you'd be left with only the Imperial Guard and Tau, and smallish Ork units, that would really care after all was said and done for the most part. I can't see it really being worth it.

-Loki- wrote:

True, but I saw it as representing the people being transported climbing out of a twisted, wrecked crew compartment. it's not like all the doors pop open nice and neatly and the vehicle just stops. Doors jam, vehicles flip, even fires blocking the doors. There's plenty of reason for it to take time for people to climb out of a wrecked vehicle that's just been destroyed.

Game wise, the way it is now, there's simply no drawbacks to meching up. You're faster, you're more survivable, vehicles get cover saves, damage tables are geared to be less punishing, and the most you'll do when a vehicle explodes around you is stub your toe as you casually walk out, totally combat ready. Points cost is a non-issue when transports are as cheap as they are now.
Possibly, but It'd be more realistic, and often more entertaining, to think something like having to move 2d6" in a random (scatterdie) direction away from the vehicle. It'd also be funny to see vehicles that have a chance of exploding on subsequent turns as ammo stacks go or fuel, etc.

This message was edited 1 time. Last update was at 2011/05/02 06:02:17


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New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
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Just pointing out that Entangled goes a way to representing this. Gives a slight risk to a unit in a transport to offset the plethroa of advantages it gives.
   
 
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