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Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

Hey all, writing out a campaign package and need to get some thoughts on rules. I'll post em here, I'd appreciate if you commented if you think its underpowered, overpowered, or just right. Thanks.

(Some background information on campaign can be found in spoilers. Not sure if it is relevant to critique or not so I thought I'd hide-include it. If you need more info, just ask.)
Spoiler:

Team 1:
• Tau
• Eldar
• Dark Eldar
• Necrons
• Chaos Daemons
• Chaos Space Marines

Team 2:
• Adepta Sororitas
• Astra Militarum
• Blood Angels
• Dark Angels
• Grey Knights
• Space Marines
• Space Wolves
• Militarum Tempest

Team 3:
• Orks
• Tyrannids



Frenzied Desire (Team 1) – If Team 3 is not in first place at the start of the game, the player can select up to three units to bestow this special rule (including HQ choices). Units with this rule are worth twice as many victory points. However, these units gain the Feel No Pain (5+).

Divided Weak, Together Strong (Team 2) – If Team 2 is not in first place at the start of the game, the player can select exactly three units to bestow this special rule (including HQ choices). While all of these units are within 6” of each other, every unit gets +1T and +1Ld. However, if these units are separated (by death or by leaving the 6” range), they lose their +1T and +1Ld.

Rallying Warcry (Orks) – If Team 3 is not in first place at the start of the game, the Ork player can select up to three units to bestow this special rule (excluding HQ choices). Units with this rule are worth twice as many victory points. However, when a unit with this rule is entirely destroyed, it is placed back into reserves. It follows all the same rules as any other unit in reserves, except it can be deployed as normal at the start of the next Ork player’s turn.

Without Number (Tyrannids) – If Team 3 is not in first place at the start of the game, the Tyrannid player can select up to three units to bestow this special rule (excluding HQ choices). Units with this rule are worth twice as many victory points. However, when a unit with this rule is entirely destroyed, it is placed back into reserves. It follows all the same rules as any other unit in reserves, except it can be deployed as normal at the start of the next Tyrannid player’s turn.

Master Commander (Campaign Leader) – The player with the most points on the scoreboard at the start of the game receives this special rule. One unit of the player’s choice receives any one special rule, as listed in the rulebook.

Second-in-Command (2nd Place Leader) – The player with the second most points on the scoreboard at the start of the game receives this special rule. One model of the player’s choice may select either their Warlord trait (if that model is the warlord) or one psychic power (if that model is a psyker).

Rearline Guardsman (Lowest Points) – The player with the lowest points on the scoreboard at the time of a challenge (either received or given) receives this special rule. This player’s list can include an extra 500 points above the maximum.

azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
Made in us
Shrieking Traitor Sentinel Pilot







The overall idea looks cool, but there are a couple of balance issues and things that need clarification.

Team 1 kinda gets the short end of the stick in the team specific special rules. FNP is nice, but it's not as good as getting your entire unit back in reserve (team 3) and still hits with the disadvantage of giving double victory points, a drawback team 2's special rule doesn't have. Was does team 2's special rule have no disadvantage while the others do?

Since the Ork and Tyranid special rules are exactly the same, and they're on the same team, shouldn't it just be one rule? As it is, it's redundant. Also, if the unit comes back from reserve and gets killed again, does the opponent get double victory points again? I'm assuming they get double victory points for the first kill.

The Rearline Guardsman rule says "at the time of a challenge" the player gets an extra 500 pts. This is poor wording, because a Challenge is an event in 40k when one character in close combat challenges an opposing character in the same combat and the opposing character must accept and fight or decline and be out of the action for a turn. I don't think you meant that every time any character issues a challenge, the player in last place puts an extra 500 pts on the battlefield! Maybe you meant for that to be the case, but if so, this rule is ridiculously broken. Issue 4 challenges and you can double your army in a standard game.

I also predict antics with the "give any unit any special rule from the main rulebook" ability that Master Commander grants. Give any unit take Fleshbane? Flying? Monstrous Creature?! Funnily enough, as written the Second-in-Command is by far the worst of these special abilities, making second place on the scoreboard the worst place to be in terms of benefits. Second-in-Command isn't a bad ability, the other two are just way, way more powerful.


40k is 111% science.
 
   
Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

 fallinq wrote:
The overall idea looks cool, but there are a couple of balance issues and things that need clarification.

Team 1 kinda gets the short end of the stick in the team specific special rules. FNP is nice, but it's not as good as getting your entire unit back in reserve (team 3) and still hits with the disadvantage of giving double victory points, a drawback team 2's special rule doesn't have. Was does team 2's special rule have no disadvantage while the others do?

I think I'll add a few extra things to Team 1 to even it out.
As to team 2, I was thinking that forcing 3 units of a space marine or imperial guard army to stay in such close proximity would be handicapped enough. BUt as I think about it, it seems like a more than useless benefit. I think I'll be rewriting that one.

Since the Ork and Tyranid special rules are exactly the same, and they're on the same team, shouldn't it just be one rule? As it is, it's redundant. Also, if the unit comes back from reserve and gets killed again, does the opponent get double victory points again? I'm assuming they get double victory points for the first kill.

True, that was an oversight from when each army was going to get a special rule, not just teams. I'll also clarify the kill point thing.

The Rearline Guardsman rule says "at the time of a challenge" the player gets an extra 500 pts. This is poor wording, because a Challenge is an event in 40k when one character in close combat challenges an opposing character in the same combat and the opposing character must accept and fight or decline and be out of the action for a turn. I don't think you meant that every time any character issues a challenge, the player in last place puts an extra 500 pts on the battlefield! Maybe you meant for that to be the case, but if so, this rule is ridiculously broken. Issue 4 challenges and you can double your army in a standard game.

Poor wording and a lack of providing information on my part. When I refer to the challenge in this case, I'm talking about the initial challenge issued in the "my army is attacking your army, so prepare to play a game of 40k!". It's at that point the last place guy will have a chance to look and see if he is in last place, and then add 500 points (i.e. before any of the game starts). Will work on the rewording.

I also predict antics with the "give any unit any special rule from the main rulebook" ability that Master Commander grants. Give any unit take Fleshbane? Flying? Monstrous Creature?! Funnily enough, as written the Second-in-Command is by far the worst of these special abilities, making second place on the scoreboard the worst place to be in terms of benefits. Second-in-Command isn't a bad ability, the other two are just way, way more powerful.

Haha okay. I'll look into fixing that.

Thanks!

azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
Made in us
Shrieking Traitor Sentinel Pilot







For Rearline Guardsman, I recommend letting the player take an extra percentage of points, instead of a fixed number of points, because if you play different points cost games it will mess things up. 25% may be a bit high. Maybe 10 or 15% more points for their army. So if I'm in last place and I play a 2000 point game, I can take 15% more points than my opponent, or 300 extra points. That's enough to take two bare bones Leman Russes. A challenge to the opponent, but not an insurmountable one if they're getting bonus special rules of their own. Also, just say, "when building their army" or "at the start of each game." While I figured that was what you meant, a Challenge is a rules term in 40k. It means a very specific thing. Now you know.

Yeah, the team rules as a whole could use some balancing. Team 3 has a big benefit and a big drawback. Team 1 has an ok benefit and a big drawback, and team 2 has a weak benefit (cause the bonus is good but staying within 6" is crippling, so most players won't bother for more than one turn) and no drawback.

For Master Commander, I had an idea- At the beginning of the game, the player in first place on the scoreboard may grant any one unit in their army two of the following special rules: Slow and Purposeful, Scout, Infiltrate, Rending (shooting or CC), Rampage, Fleet, Stealth, Hammer of Wrath, Rage, Move Through Cover, Poisoned 4+ (CC only), Monster Hunter, Preferred Enemy, Outflank, Hit and Run, Counterattack, Crusader, Interceptor, Adamantium Will, Acute Senses

I think this list lets the player create a unit that runs the gamut of an "elite, special forces" type squad, while keeping the really ridiculous stuff off the table. Giving an any unit Fleshbane, Armorbane or Melta is a bit much, and giving an entire unit Flying Monstrous Creature would just be silly. As is, a squad like this would be deadly, but not so much that say, 300 extra points couldn't be used to counter it.

With these two rules fixed, Second-in Command is still a bit weak and boring, I haven't thought of what to do with that one yet, but if I have an idea I'll let you know. Whaddaya think? Sound good?


40k is 111% science.
 
   
Made in ca
Sneaky Striking Scorpion





An Igloo Deep North in Canada, eh?

 fallinq wrote:
For Rearline Guardsman, I recommend letting the player take an extra percentage of points, instead of a fixed number of points, because if you play different points cost games it will mess things up. 25% may be a bit high. Maybe 10 or 15% more points for their army. So if I'm in last place and I play a 2000 point game, I can take 15% more points than my opponent, or 300 extra points. That's enough to take two bare bones Leman Russes. A challenge to the opponent, but not an insurmountable one if they're getting bonus special rules of their own. Also, just say, "when building their army" or "at the start of each game." While I figured that was what you meant, a Challenge is a rules term in 40k. It means a very specific thing. Now you know.


A percent system is probably a better way to go, now that I think about it.

Yeah, the team rules as a whole could use some balancing. Team 3 has a big benefit and a big drawback. Team 1 has an ok benefit and a big drawback, and team 2 has a weak benefit (cause the bonus is good but staying within 6" is crippling, so most players won't bother for more than one turn) and no drawback.


I feel team 3 is the standard of big win big cost that I'd like to aim for. Thus, I tried to even the odds for the other ones.

For Master Commander, I had an idea- At the beginning of the game, the player in first place on the scoreboard may grant any one unit in their army two of the following special rules: Slow and Purposeful, Scout, Infiltrate, Rending (shooting or CC), Rampage, Fleet, Stealth, Hammer of Wrath, Rage, Move Through Cover, Poisoned 4+ (CC only), Monster Hunter, Preferred Enemy, Outflank, Hit and Run, Counterattack, Crusader, Interceptor, Adamantium Will, Acute Senses


My revised one that I was going to post essentially amounted to what you put, minus Poison, Hammer of Wrath, and S&P. However, I swapped this rule to the second in command, and buffed the second in command to master.

I think this list lets the player create a unit that runs the gamut of an "elite, special forces" type squad, while keeping the really ridiculous stuff off the table. Giving an any unit Fleshbane, Armorbane or Melta is a bit much, and giving an entire unit Flying Monstrous Creature would just be silly. As is, a squad like this would be deadly, but not so much that say, 300 extra points couldn't be used to counter it.


Agreed.

With these two rules fixed, Second-in Command is still a bit weak and boring, I haven't thought of what to do with that one yet, but if I have an idea I'll let you know. Whaddaya think? Sound good?


So here's the revised rules:

Spoiler:
Frenzied Desire (Team 1) – If Team 1 is not in first place at the start of the game, the player can select up to three units to bestow this special rule (including HQ choices). Units with this rule are worth twice as many victory points. However, these units gain the Feel No Pain (4+), Rage, and Hatred (all) special rules.

Supply Garrisons Abound (Team 2) – If Team 2 is not in first place at the start of the game, the player can select up to three units to bestow this special rule (including HQ choices). Units with this rule are worth twice as many victory points. However, these units gain the Precision Shot, Split Fire, and Tank Hunters special rules.

Without Number (Team 3) – If Team 3 is not in first place at the start of the game, the team member can select up to three units to bestow this special rule (excluding HQ choices). Units with this rule are worth twice as many victory points. However, when a unit with this rule is entirely destroyed, it is placed back into reserves. It follows all the same rules as any other unit in reserves, except it can be deployed as normal at the start of the next team member’s turn.

Second-in-Command (2nd Place Leader)– At the beginning of the game, the player in first place on the scoreboard may grant any one unit in their army two of the following special rules: Slow and Purposeful, Scout, Infiltrate, Rending (shooting or CC), Rampage, Fleet, Stealth, Hammer of Wrath, Rage, Move Through Cover, Poisoned 4+ (CC only), Monster Hunter, Preferred Enemy, Outflank, Hit and Run, Counterattack, Crusader, Interceptor, Adamantium Will, or Acute Senses.

Master Commander (Campaign Leader) – The player with the second most points on the scoreboard at the start of the game receives this special rule. The player may select, without rolling, either their Warlord trait, their Psychic powers, or to utilize the Second-in-Command special rule.

Rearline Guardsman (Lowest Points) – The player with the lowest points on the scoreboard at the time of a challenge (either received or given) receives this special rule. This player’s list can include an extra 15% above the maximum points limit.

This message was edited 1 time. Last update was at 2014/08/15 05:04:11


azazel the cat wrote:The best way to play Warhammer 40k is with a pretty girl.
Both players should be using the least durable units possible, with the house rule that all players remove an article of clothing every time you lose a unit, and take a drink every time you kill one of your opponent's units.
I have no idea which army will be triumphant, but I can assure you that everyone wins.
Kain wrote:The best counter to an Eldar Farseer with malefic is smashing them upside the head with their codex opened to any page detailing the Eldar's relationship with Chaos.
 
   
 
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