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Should there be movement stats in 40K? Why or why not?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in au
Brainy Zoanthrope





Newcastle, Australia

scimitar wrote:
In fantasy, you move by looking at your movement speed on the unit and then double it if you want to run/march.

In 40k, you lookup the move value for your unit type, roll a d6 to run, maybe reroll that d6 if you have fleet or turbo-boost if you are a bike and then another 2d6 in the assault phase for jetpack infantry. Then for vehicles you lookup if you can move either 6 or 12, then another 6 inches for flatout, unless you a walker who rolls a d6 or a fast vehicle who moves 12 unless you are also a skimmer in which case you go 18. Finally you have flyers, superheavy flyers, flying monstrous creatures and flying gargantuan creatures featuring minimum movement distances and limited pivots.


Its crazy that the same outcome basically is so complex in 40k compared to fantasy . But as others have said. Once you learn the current 40k rules movement really isn't all that hard to remember and it certainly isn't the worste part of the rules.

Teaching a friend how to play 40k recently really made me realise just how confusing all the rules are when you just sit there and run through the "basics" with them. It takes a decent amount of time and still doesn't touch on special rules or things like challenges, and yet leaves the newbie spinning and confused.

It definatly does seem to be a big mess but once you know the rules it's not all that hard to make them work. So i think movement stats isn't the issue here it looks like the whole ruleset needs a bit of an overhaul.

My 2 cents.
Made in au
Brainy Zoanthrope





Newcastle, Australia

AllSeeingSkink wrote:
 flukezor wrote:
scimitar wrote:
In fantasy, you move by looking at your movement speed on the unit and then double it if you want to run/march.

In 40k, you lookup the move value for your unit type, roll a d6 to run, maybe reroll that d6 if you have fleet or turbo-boost if you are a bike and then another 2d6 in the assault phase for jetpack infantry. Then for vehicles you lookup if you can move either 6 or 12, then another 6 inches for flatout, unless you a walker who rolls a d6 or a fast vehicle who moves 12 unless you are also a skimmer in which case you go 18. Finally you have flyers, superheavy flyers, flying monstrous creatures and flying gargantuan creatures featuring minimum movement distances and limited pivots.


Its crazy that the same outcome basically is so complex in 40k compared to fantasy . But as others have said. Once you learn the current 40k rules movement really isn't all that hard to remember and it certainly isn't the worste part of the rules.

Teaching a friend how to play 40k recently really made me realise just how confusing all the rules are when you just sit there and run through the "basics" with them. It takes a decent amount of time and still doesn't touch on special rules or things like challenges, and yet leaves the newbie spinning and confused.

It definatly does seem to be a big mess but once you know the rules it's not all that hard to make them work. So i think movement stats isn't the issue here it looks like the whole ruleset needs a bit of an overhaul.

My 2 cents.
I don't think it would hurt to implement a system similar to Bolt Action where you order a squad to do 1 of 6 things each turn. Even if you kept the complexity within those orders, it would make a hell of a lot more sense when you're trying to explain the game to new players.

For reference, in Bolt Action, once it is determined that a squad is going to do something, you place a dice next to the unit stating what order you've given it...

1 Fire
2 Advance (move and fire)
3 Run (move faster but don't fire, this is also the order you use if you want to charge)
4 Ambush (overwatch)
5 Rally
6 Down (go to ground)

If nothing else, it would make it a crap load easier to hold intro games, lol.


Thats actually a pretty cool system, and yeah would totally make intro games much much easier. It took about 4 games and 4 kill team matches to get my friend a decent grasp of how to play. This is also without reading the rules or codex, what isn't helping anyone to be honest
 
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