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2016/05/26 19:57:56
Subject: Core Mechanics changes that would Fix Close Combat and Fix Balance issues &
+Rolling to Hit in Assault+
The table functions similarly as the to hit table in shooting.
The Higher the difference between weapon skills means that you'll eventually be hitting on 2+, and if it's high enough, you'll reroll those hits on potentially 2+
If your weapon skill difference is that much lower than your opponents, you'll only ever go down to hitting on 6's.
+Attack Order+
The unit that Charges goes first in combat regardless of initiative. Initiative order comes into play in subsequent rounds of combat between the 2 models/units. Any special initiative 10 attacks still happen before the main combat. - Mandiblasters, dataspike, etc...Assaulters ignore initiative penalties on unwieldy weapons.
--The goal here is to allow assault armies to do what they do more effectively.
+Charging+
All units that charge get to charge 12 inches. Initiative penalties are removed for charging. Charging through terrain, or charging a unit in terrain forces the attacker to make a charge penalty roll of D6". If a unit suffers the penalty but still makes it into combat, that round of combat fought using the existing initiative steps. -- So the charger may not end up first.
--Goal here is to take out some of the randomness to charging, but gives some recourse to the unit being charged.
+Assaulting from reserves+
Units can assault from deepstriking and when entering from outflank, reserves & Scout, Infiltrate.
Units that choose to do so always attack last, even when they charge.
Units being charged get the "INCOMING" rule and can overwatch at full BS and can nominate 1 additional unit within 6 inches to aid in overwatch. Over watch rules listed below still apply.
+Overwatch+
Overwatch is only fired if the charge is successful
Units firing overwatch must pass a leadership check to overwatch unless they fire overwatch with pistols.
--Helps assaulters not get annihilated before they even get to attack.
+Losing Close Combat+
Same as before If you lose the check you go to sweeping advance. If you win the check you can stay in combat or you can opt for a fighting retreat.
+Sweeping advance+
All units can be swept. Rather than rolling for initiative, the losing model rolls a leadership test. If the model being swept has ATSKNF, they test at normal leadership. If you fail then you are swept. If you pass then you stay in combat or perform a fighting retreat.
--Changing this to leadership helps all of the low initiative armies a chance.
+Fighting Retreat+
All models that pass a sweeping advance role can choose to stay and fight or can retreat their full movement amount and not suffer any penalties. You must pass a leadership test to do this. failure means you get swept or remain locked in combat - depends when you try to do this.
--You're so psyched that you survived that brawl that you're ready to go again. This time on your terms.
+ATSKNF+
Ignores the Un-engaged and charging rules against units that cause fear. Ignores charging rules. Does not add 2+ to the moral check for losing combat or for sweeping advances. Still auto passes regroup tests. When regrouping, can act normally that turn.
+Winning Close Combat+
Units that win close combat can choose to stay in combat or can roll a leadership check. If they pass they can perform a fighting retreat. If they lose they are locked in combat. If the wipe out the unit they are attacking they would consolidate as normal.
Fear:
Spoiler:
+General+
All units are subject to fear tests that have Ld stats.
Fearless is removed. All Fearless Models gain ATSKNF.
ATSKNF has been changed as mentioned above
---Fear is a big part of a wide variety of units and it's almost useless.
Fear no longer causes penalties to WS etc...
+Un-engaged Units+
Units that cause fear automatically have a large blast sized bubble around them that causes units to roll a leadership check if they are within the bubble. If they pass they are unaffected. If they fail, they must fall back to an inch outside of the bubble. They must roll and pass leadership checks for any action they want to perform while within the bubble.
+Charging+
Charging a unit/model that causes fear requires you to pass a leadership check. If you pass you follow the charge rules. If you fail you can't charge that unit. It's just too scary.
+Losing Close Combat+
If you lose combat to a unit/model that causes fear you add 2 to the moral check + the number of wounds you lost by. If you lose the check you go to sweeping advance. If you win the roll against fear causing units you Fall Back.
+Sweeping advance+
All units can be swept. Rather than rolling for initiative, the losing model rolls a leadership test - this test also is at -2 to leadership because of the fear causing model. If the model being swept has ATSKNF, they test at normal leadership. If you fail then you are swept. If you pass then you stay in combat or perform a fighting retreat.
*Fighting Retreat*
All models that pass a sweeping advance role can choose to stay and fight or can retreat their full movement amount and not suffer any penalties
--You're so psyched that you survived that brawl that you're ready to go again. This time on your terms.
+Winning Close Combat to a Fear causing unit+
Units that win close combat against a fear causing unit can choose to stay in combat or can roll a leadership check. If they pass they can perform a fighting retreat. If they lose they are locked in combat.
Hit and Run Change: Units with hit and run can roll to leave combat at their initiative step in lieu of attacking, even if it means the other combatant hasn't attacked yet. A successful initiative check is required.
Other Changes - Errata's
General All MC's and standard walkers can move 9"
All MC's and Walkers are I 4 or 3 (army dependent)
- These 2 rules should help make Dreadnaughts and other walkers much more valuable as well as gives tyranid and other MC's better movement allowing them to get into assault before being shot to hell.
All Superheavy Walkers and GC's are I 3 or 2 (army dependent)
- Reduces the insanity of Wraithknights striking at such a high initiative.
Jump Packs grant +1 Toughness and d3 hammer of wrath and hit and run and +2 Initiative
- Should help Chaos and loyalist marines out big time. Looking at you blood angels,
Jet packs grant +2 Initiative, +1 Toughness
- Allows tau to actaully benefit from hit and run
Glancing hits on vehicles allow vehicles to take a 3+ armor save
--THIS WOULD Make your vehicles viable again!
All open topped vehicles can Jink can shoot at BS2, same with passengers while jinked. -- Lets DEldar and necrons open vehicles still be effective
Space Marine Changes Errata that BA, DA, GK AND SW marines have access to the same generic weapons and vehicles and units as vanilla marines codex. Obviously special units that those codexes have that replace vanilla marines units would no be included. SW's have wolf guard and would not get sternguard for example. Basically the special SM chapters dreds have the same base attacks as vanilla marines, get access to ironclad dreds, get thunderfire cannons, grav, centurions, flyers etc...
BA, DA, GK AND SW marines have chapter Tactics and Remove Battle Brothers from the allies matrix
---So long superfriends and deathstars
Landraiders get 5+ invulnerable save
- no price changes but now it can deflect glances on a 3+ and has an invulnerable save of 5+
Drop Pods
When a drop pod lands the player must roll a d6. on a roll of a 6 that drop pod is damaged in flight and crash lands, causing it to explode. Normal vehicle explode actions ensue.
Drop pods are assault vehicles and units can assault after the drop pod lands
All units within 12" of a drop pod get a 4+ cover save the turn it lands. (FLUFF) Its the cloud of smoke and dust that pod hits the ground.
--A fair trade for when the above rules allow you to assault from deepstrike
Eldar Changes: Only because they are the most broken
Spoiler:
Wraithknight - 375pts - Only codex unit to retain the Destroyer weapon rule.
Warpspiders - 25pts each - Jetpack infantry(meaning they can move 6", run and shoot because of battle focus, and 2d6 jet pack move. Or instead of running and moving they can warp jump 6+2d6 but reinstate the rule that any doubles rolled removes a model. And they can only warp jump every other movement phase. Flickerjump is limited to once per game.
--Monofilament now just wounds on initiative and does not have a strength value, can still keep the roll of 6 = ap2. Kind of like an altered grav weapon - meaning if the target initiative is 2 you wound on a 2+ Intiiative 6 or more wounds on a 6. So deathspiners are Str* AP - Assault 2, 12" monofilament
WraithGuard are T5
Wraithguard D weapons use old distort rule
Hemlock fighter uses old distort rule
Weapons D platforms use old distort rule
Old Distort Rule
Distort weapons: instant death on 6's to wound and auto pen on 6's.
Wraithcannon: 12" S10, AP2
D-cannon: 24" S10, AP2, blast, barrage
D-Scythe: Flamer, S4 AP2 Template
Heavy D-Scythe: 18" S4, AP2, blast
Eldar Jetbikes
4+ save rather than 3+
Can only take 1 heavy weapon per 3 bikes.
Remove scatter lasers as a weapon option
Scatter lasers are vehicles or weapons platforms or MC/GC only weapons.
Tau Changes - The change below would ultimately reduce most of the crying about tau
Spoiler:
Remove cover markerlights only reduce cover by 1 per marker light expended
Dark Eldar Changes - perhaps this is all they'd need
Spoiler:
Poison weapons always wound on what ever their stats say regardless of weather the unit is an MC or GC or has some immunity to poison.
DEldar poison weapons are assumed to also glance vehicles at what ever the poison stat dictates. So a posion 4+ also glances vehicles at a 4+ (FLUFF) DEldar poison weapons also have nano machines in them that alter the composition of the poison to acid that can eat through armor and damage electrical systems of vehicles.
DEldar Jetbikes have same abilities are windriders
Archons can take bikes
DEldar can never have cover saves ignored. Can only be brought down to 5+ cover
Necrons - Minor changes
Spoiler:
Gauss weapons cause pens on a roll of 6 and wound anything on a 6
-Only because vehicles now have a 60% chance of ignoring glances
C'tan powers - Can use 2 powers per shooting and can choose two different targets to shot at per phase (similar to Shadowsuns special target ability) Before the game, the player selects the two powers.
Transcendent Ctan - Now 350Pts, change to a GC and is a LOW choice - Same powers rule as regular Ctan but chooses 3 powers at the start of the game and because its a GC can shoot each power at different targets
Tesseract Vault - Now 500pts - Can shoot 3 of its 6 powers per turn. Cannot use the same 3 powers in consecutive turns.
--Its so expensive it needs to do more than it's capable of right now.