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Made in us
Executing Exarch





McKenzie, TN

Well I can fullfill heresy 5 several hundred time over. https://play.google.com/store/search?q=dice+app&c=apps...and even specifically for WH40K https://play.google.com/store/search?q=40k%20dice&c=apps

[1] Weapon ranges all reduced so that units shooting across the board was not a common thing. This would bring back more importance to the movement phase.

[2] Change cover to fantasy to hit modifiers but leave my armour save rolls alone. Removing armour saves would also remove a lot of excitement out of the game. Making that 4++ iron halo save against the ID attack is one of those memorable and heart pounding events in the game.

[3] Reign in the invulnerable saves and make them like ward saves in fantasy. This would really help many of those beleaguered TEQ units.

[4] Clarify rules with clear and concise writting

[5] Bring back the 3ed vehicle shooting rules (aka super splitfire)...why do my bolter gunners fire at tanks again?

[6] Either reactive actions (ie don't shoot in your turn allows you to shoot in response to an enemy entering your range) or go Player 1 Move, Player 2 Move, Player 1 Shoot, Player 2 Shoot, etc. Going unit by unit makes the game either incredibly unfair to one side based on number of units and/or extremely complicated.
Made in us
Executing Exarch





McKenzie, TN

SisterSydney wrote:All good ideas. Some wrinkles to work out:

1) If you reduce weapon ranges, I take it you would NOT reduce movement distances? Trying to think of a simple way to do that.... maybe weapons ranges are in centimeters but move distances are still in inches?

(2) Not sure I agree with you about saves... but maybe invulnerable saves ONLY could work as a separate die roll, to make them really distinctive from regular armor?

(3) I don't know how ward saves work in Fantasy -- I'm literally 16 years out of date on WHFB rules. Can you clarify?

(4) Yes, yes, a thousand times yes.

(5) Make sense.

(6) I really like alternating unit-by-unit, but IS definitely tricky when one army has way more units, because that army is going to get a string of actions in a row no matter what. Maybe the guy with the smaller army gets to choose whether the larger army moves its "extra" units at the beginning of the turn (so you can wait and see what they do) or at the end (so you can preempt)?


I would just chop almost every range in half. It is probably less realistic but it would make for far more interesting game play. The biggest problem with 40K is that ~50% of the weapons can cover almost the entire board with their range. You can either increase board size (harder) or decrease range. I would probably do the fantasy movement characterisitic (average 4 for humans 8 for cavalry) or leave it as is so that games feel fast and furious rather than shooting galleries.

Ward saves are a seperate roll after armour saves. If I had my way it would be armour save, ward save, then FnP to kill something. This would make some units reidiculously hard to kill (termies) but if you are conservative with your designs and don't let it go crazy it really makes them special. In fantasy a really good ward is a 4++.

Rav1rn wrote:Alternating phases would probably be the easiest route to go, but you may have hit on a solution to the outnumbered problem with unit-by-unit system in your original post. You described "reactions" using initiative tests, such as a squad firing at a tank as it moves or counter-charging a unit, so this would be a pretty nifty way of doing things. Something along the lines of:

If one player has activated all of his units, and the second player has more than one inactivated unit remaining, the first player may nominate one unit to make a reaction each time the opponent activates a unit. When a unit attempts a reaction, both units must make an initiative test. If the first players unit wins the initiative test, they are allowed to perform one action at any point in the activated units activation, making a movement, firing their weapons, or counter-charging. Otherwise, the opponents unit activates as usual. All of the first players units must attempt a reaction before any unit is allowed to attempt a second reaction.

Since most armies that would be seriously outnumbered are lower model count, expensive armies that tend to have better initiative, they are more likely to get a reaction against lower initiative, horde armies, so that helps with the uneven activations without it being automatic or overly powerful. Obviously this would need a lot of work, but it's an interesting direction.


It could be really awesome but as proved by many games before extremely time consuming and complicated. I think this may become more possible in the post Augmented Reality age where we all have "google glasses" to keep track of it all for us.
Made in us
Executing Exarch





McKenzie, TN

TLoS is good but if they changed terrain to be -1 to hit for soft and -2 to hit for hard and made them cumulative it would be much more important.

BTW the terrain rules are probably the biggest weakness of 6ed.
 
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