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Made in ug
Numberless Necron Warrior





The pearl

I really hate that GW is adding more and more luck to this game. It should be as much strategy as possible so im considering making some house rules like this one. How do you guys think assaulting 6" instead of 3D6 would work in 6th edition?

"May God have mercy upon my enemies, because I won't."
-General George Patton

The Greater Good says you must die.

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Frightening Flamer of Tzeentch





UK

Isnt it 2D6?

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Made in ug
Numberless Necron Warrior





The pearl

I dont have the new rulebook yet, but i believe it was 3

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-General George Patton

The Greater Good says you must die.

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Sneaky Striking Scorpion






Deep in the Webway

Well, with the change of the Fleet special rule (not sure if I can post it), no you can't, unless you change that too.
   
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Lustful Cultist of Slaanesh




It's random assault length of 2d6 IIRC but why would you handy cap yourself to 6" unless you are keeping fleet as 5th edition?

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Deep in the Webway

I would have liked them to keep it as 5th Edition was, I personally can't see Terminators charging 12"...


Automatically Appended Next Post:
And Fleet has been nerfed as a result, in my opinion. I wept for my Dark Eldar

This message was edited 1 time. Last update was at 2012/07/07 13:22:13


 
   
Made in ug
Numberless Necron Warrior





The pearl

I just want to do whatever i can to keep as much luck out of it as possible, so that means i'll probably have to change the fleet back to the old one too.

But then again i havent even played a 6th edition yet so maybe the 2D6 will work out, but i doubt it

"May God have mercy upon my enemies, because I won't."
-General George Patton

The Greater Good says you must die.

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Made in us
Regular Dakkanaut





you want to keep as much luck out of the game as possible? Might as well just get rid of all dice rolls, because thats what makes the game interesting. Or just have a 5th edition tournament.

This message was edited 1 time. Last update was at 2012/07/07 14:06:37


   
Made in ug
Numberless Necron Warrior





The pearl

Well, i see that alot of the dice rolls are nessecary and/or add that aspect of chance, but i want it to be only a little chance.

"May God have mercy upon my enemies, because I won't."
-General George Patton

The Greater Good says you must die.

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Made in us
Lone Wolf Sentinel Pilot




Nova nick wrote:Well, i see that alot of the dice rolls are nessecary and/or add that aspect of chance, but i want it to be only a little chance.

Why? Chance is what makes the game more interesting and tactical. You cannot know with 100% certainty that X unit will get into an assault this turn, or that Y unit will survive a specific round of shooting, so you have to knowingly take risks.
   
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Confessor Of Sins




WA, USA

So are you going to get rid of the old assaulting through terrain rules as well? As they are luck too? And hey, that rolling to hit business is luck too!

Sorry, but this whole "there's too much luck" is an incredibly silly argument.

Or is this, as I suspect, someone just complaining that their old tactics have to change and rather than take the insane step of adapting, just make a scene and try to hang on to outdated ideas?

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Frightening Flamer of Tzeentch





UK

I don't think it's a silly argument when you consider that objectives can now explode, or give you skyfire, or give ridiculous cover save bonuses...

Sure, luck is part of the fun, but I think there is a strong argument to suggest that there is just too much luck in this edition which doesn't really add much to the game other than frustration (and I say that after winning the two games i've played under 6th edition so far, so i'm not being bitter or anything!).


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Made in ca
Shas'ui with Bonding Knife





1) It's not a house rule to ask if you can not use mysterious terrain or objectives. If your opponent wants them, you don't have to play - but he's incorporating risk into his strategy.

If you want to play a game with no luck, go play chess. Or checkers.

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Frightening Flamer of Tzeentch





UK

chrisrawr wrote:If you want to play a game with no luck, go play chess. Or checkers.


It's stupid to be this 'black and white' about it. There is a difference between enjoying an element of luck in games and not wanting any luck at all.

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Made in ug
Numberless Necron Warrior





The pearl

FifteenHours wrote:I don't think it's a silly argument when you consider that objectives can now explode, or give you skyfire, or give ridiculous cover save bonuses...

Sure, luck is part of the fun, but I think there is a strong argument to suggest that there is just too much luck in this edition which doesn't really add much to the game other than frustration (and I say that after winning the two games i've played under 6th edition so far, so i'm not being bitter or anything!).




He said it. Exactly. And i dont want no luck, as you would know if you read what i posted, but just less

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The Greater Good says you must die.

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Made in us
Fixture of Dakka





dead account

Maybe you should be playing Agricola instead?
   
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No, if you are playing 6th edition, play by the rules. If you don't like that luck can be an important component to the game, find one that doesn't involve dice, like a nice video game...
   
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The wind swept peaks

Nova nick wrote:I just want to do whatever i can to keep as much luck out of it as possible, so that means i'll probably have to change the fleet back to the old one too.

But then again i havent even played a 6th edition yet so maybe the 2D6 will work out, but i doubt it


1) With the prevalence of difficult terrain and cover in 5th edition, a great deal of charge rolls were random anyway.
2) The average of 2d6 is 7.

I really don't see the problem.

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Killer Klaivex




Oceanside, CA

FifteenHours wrote:I don't think it's a silly argument when you consider that objectives can now explode, or give you skyfire, or give ridiculous cover save bonuses...

It's a silly arguement when the person making it is misquoting the rule, and hasn't read the rule book.
It's a very different rule set. You need to read it all, and most likely play a few games before you can see if 2D6" vs 6" is going to wreck the game.

From going through all this with 8th edition fantasy, what I noticed is that people to depend on a single unit to get everything done hate the random charge rule. People you use multiple units and design an army with redundancy don't mind.
Giving the two opponents, I enjoy fighting against the 2nd army more than the first. A game of, "can you stop this deathstar" isn't all that interesting.

-Matt




 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in ug
Numberless Necron Warrior





The pearl

Holy crap, you guys know how to troll.

The question was how do you think using 5th edition assault moving will work in 6th. No i dont want to stop playing 40k, yes i know some luck is needed, and yes, it was just a simple suggestion.

"May God have mercy upon my enemies, because I won't."
-General George Patton

The Greater Good says you must die.

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Made in us
Pulsating Possessed Chaos Marine





The wind swept peaks

Nova nick wrote:Holy crap, you guys know how to troll.

The question was how do you think using 5th edition assault moving will work in 6th. No i dont want to stop playing 40k, yes i know some luck is needed, and yes, it was just a simple suggestion.


To answer your original question. It would work... for now. But as 6th Ed. codexes are released, it will become less and less viable. You will also have to house rule the Fleet rule and anything related to it. It could cause a cascade effect.

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Shas'ui with Bonding Knife





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Bounding Assault Marine






In 6th edition, With fleet you can re-roll one of your assault dice. infantry assault 2d6, and infantry with jump packs and the like can assault 3d6. As a house rule sure, it's not drastically changing the game for now.

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Tzeentch Veteran Marine with Psychic Potential






Victoria, B.C. Canada

It just seems odd that you want to pick this particular dice roll and rail against it as too much luck.

Mostly because almost everything else in the entire game is decided by dice roll. Reserves? Psychic Tests? Dangerous Terrain? Who goes first? Shooting rolling to hit? Break tests?

What makes charge distances so different?



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FifteenHours wrote:I don't think it's a silly argument when you consider that objectives can now explode, or give you skyfire, or give ridiculous cover save bonuses...

Sure, luck is part of the fun, but I think there is a strong argument to suggest that there is just too much luck in this edition which doesn't really add much to the game other than frustration (and I say that after winning the two games i've played under 6th edition so far, so i'm not being bitter or anything!).


Still, this particular rule is pretty meh regarding luck. There are worse things involving chance, like random commander abilities (just let me choose what my commander can do, because choosing a command warlord and getting the rule that forces night fighting when you play a shooty army is horrible), mysterious trees, and random psychic powers.

The only randomness I would remove is pre-battle randomness like randomly choosing abilities, it sounds fun, but a single dice roll can screw you up or at the very least be annoying as hell.
   
Made in gb
Numberless Necron Warrior




I would like to say that this random charge distance is actually less random than most other dice rolls in 40k, as it is decided by 2 dice instead 1, making it more likely for you to actually get the average roll than before. I personally like almost all of the changes introduced in 6th edition. I feel it is much more fun than 5th edition ever was.

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Frightening Flamer of Tzeentch





UK

Buttons wrote:
FifteenHours wrote:I don't think it's a silly argument when you consider that objectives can now explode, or give you skyfire, or give ridiculous cover save bonuses...

Sure, luck is part of the fun, but I think there is a strong argument to suggest that there is just too much luck in this edition which doesn't really add much to the game other than frustration (and I say that after winning the two games i've played under 6th edition so far, so i'm not being bitter or anything!).


Still, this particular rule is pretty meh regarding luck. There are worse things involving chance, like random commander abilities (just let me choose what my commander can do, because choosing a command warlord and getting the rule that forces night fighting when you play a shooty army is horrible), mysterious trees, and random psychic powers.

The only randomness I would remove is pre-battle randomness like randomly choosing abilities, it sounds fun, but a single dice roll can screw you up or at the very least be annoying as hell.


I agree this particular rule is "pretty meh" regarding luck, and I have zero issue with this particular rule (2D6 charge), even if I did I have an issue it wouldn't affect me because I play Guard, who never assault anyway (I don't use Ogryns!)! I was just pointing out that people saying stuff like "Go play Chess is you don't want any luck in a game" is very black and white thinking when you consider the worse things in 6th edition involving luck as a whole, as you have pointed out.


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Sneaky Striking Scorpion






Deep in the Webway

Nitros14 wrote:It just seems odd that you want to pick this particular dice roll and rail against it as too much luck.

Mostly because almost everything else in the entire game is decided by dice roll. Reserves? Psychic Tests? Dangerous Terrain? Who goes first? Shooting rolling to hit? Break tests?

What makes charge distances so different?

Perhaps it's because it's introduced more luck into the game, and the OP prefers a solid charge distance as before? I'm not too bothered about this new update(in fact deathholydeath made it seem better for me), but I can see his point.
   
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Numberless Necron Warrior





The pearl

Ya, I know there are other even more random things but I was just focusing on this one. Again, I haven't played a 6th edition game yet and I just wanted to know how you guys thought his would play.

Generally, I can see its met with a lot of opposition so I guess it's probably best to leave it as is. I just like it being more stratigic and less luck, but we can't all have our way..

"May God have mercy upon my enemies, because I won't."
-General George Patton

The Greater Good says you must die.

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Nigel Stillman





Austin, TX

You do realize that this would buff shooting armies even more, since now everyone can premeasure.

Brb just staying 13" away from your assaulting units so you never get into combat, you mad?
   
 
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