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Made in us
Powerful Phoenix Lord





Dallas area, TX

 Blndmage wrote:


What about other sized games?
500, 750, 1,000, 1,250, 1,500, and 1750 are all very common points to play.
I know lots folks who only play 1,000 and lower due to space issues.
Lots of tournies are switching to 1750, I've heard of a few going as low as 1,500.

So 500pt armies would start with 2CPs, plus the 3 you get on your first turn.
If 5CPs in just your first turn isn't enough for 500pts, what the heck kind of list are you trying to run? You'll still get +3CP more on turn 2
1000 & 1250 would get 3cps + 3 each turn
1500 & 1750 would get 4cps + 3 each turn

It's actually very generous as by the 3rd turn you are very likely to have more CPs at any points level than you would have had under the current system.

My 2000 Eldar Army for example, only has 10CPs right now. That's BF, a Battalion, Flyer and Spearhead.
With Kriswall's suggestion, my list would exceed this by turn 2 as follows:
1CP + 4 for 2000pts
+2 for the Battalion
+3 for turn 1
+ 3 for turn 2 = 13CPs
Even at only 1000pts I'd still have 11CPs by turn 2 assuming I still take the Battalion.

I get what you mean about "uneven" pts like 1250 and 1750, but those still have a "per 500pts" threshold, so I don't see the problem
The more I think about this, the more I think CPs generated per turn, rather that all at once, is good for the game. It stops players from "super charging" their army for a devastating turn

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This message was edited 2 times. Last update was at 2018/10/26 02:28:46


   
Made in gb
Longtime Dakkanaut






I'm wondering if this will result in a bit too many CP (to my eyes, CP should be something to use if you have to, you shouldn't be able to throw 3 of them out each turn - they're meant to be special!). perhaps only 2CP if warlord is alive, and 1CP if not.

You could also have rules for, say, the supreme command detachment, meaning they generate 1 CP like a warlord for each HQ over 2 (as it's 3-5, that means 1-3 extra CP per turn). Further incentive to kill warlords, and a fluffy bonus for having more people telling your guys what to do!

An overhaul of the CP dishing-out system would be to have models issue CP, not just the omnipotent presence of the player. Similar to guard & their orders (which I assume they still do), so your warlord has a 12" CP-issuing bubble, HQ's have a 9" CP bubble, squad leaders can issue to their squads. Some units have bonuses for distances, like vox casters, and an Ork warlord being "Extra Loud". Allowing your warlord to issue 2 CP per turn and everyone else to issue 1 CP per turn would help in tempering how game-changing CP are. This would also make snipers nice and effective by removing squad leaders, and means that you can tactically influence your opponents ability to use CP. This way almost every unit gets to use CP (I know there are some that won't, and that'll have to be accounted for!) but it is very difficult to pour it all into a single model/unit without surrounding it with HQ's.

Now I have an image of 2 knights in a circle of HQ's all shouting "Fight! Fight! Fight!".

But anyway, making models issue CP's will influence not only how people can use CP's, but how people make armies - and they will make them more like armies, I would imagine!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

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Made in us
Powerful Phoenix Lord





Dallas area, TX

 some bloke wrote:
I'm wondering if this will result in a bit too many CP (to my eyes, CP should be something to use if you have to, you shouldn't be able to throw 3 of them out each turn - they're meant to be special!). perhaps only 2CP if warlord is alive, and 1CP if not.

I kinda agree that WL being alive should generate just 2CPs per turn and only 1CP if the WL is dead. But I disagree about CPs being something you use "if you have to". There are units that are designed specifically with a Stratagem in mind, since many Strats were previously "built in" to a units abilities in prior editions

But what slowly generating CPs each turn will do is "make them special". You won't be able to blow all your CPs for 1 super charged turn.
And if Battalions only grant 2CPs, they don't add as much, thus allowing players who don't want to take a Battalion or don't have cheap Troops to spam for one, than you only miss out on 2CPs, instead of 5 as now, reducing the disparity.

Another added bonus is that is ensures both players have CPs in later turns. I've witness several players run out of CPs early while their opponent still had a bucket, making later turns VERY lop-sided.

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