I think the ultimate issue with
40k is the fact we have a
BRB and army codex that combine to make the rule system.
AoS for example, yes it has its own issues, but if you compare the size of its rules to
40k.. I would argue it plays a lot better in comparison.
The codex system is essentially designed as a way to make more money and introduce some modularity to add new forces at will without having to change the core system. however, I dislike how essentially every codex rewrites or alters the majority of the
brb when it comes to ignoring general rules or adding new ones.
In general I think
40k has become a little
fat and needs a little bit of a diet.
@the_scotsman. I am quoting essentially everything you posted, because I agree on most things, except for the first two points =)
the_scotsman wrote:1) No assault out of reserves/infiltrate/deep strike/outflank.
EITHER A) all those things should disallow shooting too, OR
B) you can admit that with random scatter and mishaps, interceptor, overwatch, reserve rolls, random charge distance, and not being able to come in T1, you take enough risks deep striking/reserving and your opponent has enough chance to play against you.
"But drop pods/WWP/some other specific thing will be broken!" So fix that. Make drop pods not assault vehicles. Disallow assault after WWP.
I think maybe.. if you walk on from reserves or come in on an assault transport from reserves. Anything deepstriking I think is fine as is. It would become too powerful.
GKs deepstrike entire army, and get into combat on the same turn for example..
the_scotsman wrote:
2) Roll assault move, move to base to base, then resolve overwatch before the first assault phase. No more shooting models to make the assault move harder.
What would the point of overwatch be? You actively want to shoot your opponent out of range of assault, its the only viable strategy with overwatch. Generally speaking if a non melee unit gets into
cc with a melee threat, you might as well just pick the unit off the table.
the_scotsman wrote:
3) consolidate as normal after assaulting a vehicle. This is just stupid and is just another unnecessary assault hamstring
100% agree with this. It has killed my units more times then I would like =(
the_scotsman wrote:
4) change WS/WS table to be identical to S/T table. It's beyond ridiculous that there is in 99% of cases only a single die shift at stake between the skill of combatants.
Again 100% agree the table needs rework. Maybe not exactly the same as S/T.. but something ws1 should not hit a ws10 unit on 5s, it should be EXTREMELY hard to hit at that extreme difference if not impossible.
the_scotsman wrote:
4) and with all the buffs to assault: change sweep to cause the difference between the results as AP2 wounds rather than instantly removing the whole unit, and if a sweep is successful let the winner choose whether the enemy runs or they stay locked.
As a tau player that usually loses units to nothing other then assault sweeps

I wouldn't mind some change. But I am unsure with generally how lack luster
cc is in
40k, that changing anything would make
cc units useless.
bhollenb wrote:I'm fine with most of the rules except...the cover save system. Cover should be reduced or improved with modifiers and never simply ignored. Ignores Cover is a travesty that makes balance between shooting armies and assault armies simply impossible to acheive.
Cover used to be different in previous editions right? I started in 7e so my knowledge is a little weak on older ones. I thought though that cover used to effect the range on a units weapon or something like that ?
the_scotsman wrote:
Lastly if you don't like randomness you're playing the wrong game. The entire challenge of this game at all stages is discovering and mitigating sources of randomness through list efficiency, rerolls, and redundancy.
100% agree, its based on dice, its random, get over it =D