@Altayre.
To be fair my gaming group tend to play larger battle games with smaller scale minatures.(6 to 15mm)
So the focus is squarely on 'the unit' at this level rather than individual minatures.
These are the games I have been using for reference , when looking at alternatives.
The simple change we made to make
40k a bit easier to handle, (literally.)
Was to change unit coherency from model to model, to distance from the unit leader/character in charge.
This means place the unit leader ,then place the rest of the models within the 'Command distance' of the unit leader.
So units with better leaders , can spread out more, and moving large units becomes less of a pain.
The Command distance acts like an 'invisible base' for the unit.
We have developed a new set of stats and resolution methods , to replace the
WHFB ones
40k still uses.
Unit stats.
Mobility, how and how far a unit/model moves per action.(Infantry L 5". Uses (L)egs to walk, up to 5" per action.)
Armour value . How well protected the unit/model is.
AV 1 to 15 (Large models like vehicles have 3 armour values for F/S/R)
Resilience.How hard the unit/model is to damage.Add this value to the target score the opponent needs to cause damage.
Wounds/Structure, How many successful damaging hits the unit/model can take before being destroyed in game terms.
Assault Skill. How hard the unit/model is to hit in close combat.(Opponent has to roll over this score to hit it.Assaults are resolved in assault value order.)
Stealth Skill.How hard the unit/model is to hit at range .(Opponent has to roll over this score to hit it.)
Morale, How well the unit recovers from suppression/routing.
Command, How well the unit leader/model can influence the actions of friendly unit/models around it.
These are the natural abilities of the unit without weapons.Their battle field survival type attributes.
We wanted to the units weapoms to display the net effect of the user and weapon combo.
So under the unit stats on the unit card/force roster, each unit gets its weapon profiles.(One for each weapon the unit carries into battle.)
Weapon name.Effective range. Armour Penetration , Damage Value.Attacks.Notes.
EG
IG trooper
Combat Knife, 0-2" 5,4,1,Close combat only.
Lasgun, 24",5,4,1,Small arms.
An example of ranged combat.
A
SM squad fire on a Mob of Orks.
The Orks have a Stealth value of 3, but are in light cover(Light cover adds one to the target stealth value.)
So the
SM player needs to roll 3+1=4+ to hit them.
The
SM hits the Orks with 4 bolt gun shots,(
AP 6) and 2 heavy bolter shots(
AP 7)
The orks have armour value 2.
So they need to roll over 5 to save the bolt gun shots, and 6 to save the heavy bolter shots.
(To pass an armour save the target has to roll over the
AP of the weapon hit,but adds their
AV to the dice roll.)
The Ork passes 3 armour saves.These models are unnefected by the hits thier armour deflected them!
The 3 orks that failed thier armour saves are carfully placed face down to represent them being suppressed.
The
SM player now rolls to wound the Orks.
Boters have a damage value of 3 and boltguns damage value 2 .
But as the orks have resilience 1 the
SM player needs to roll 4+ and 3+ to wound the orks.
I may need to explain that better...