You've picked out the right problems, but your solutions tend to be incomplete, mission statements for really complicated changes, or tangential to the actual issue. Point by point:
Naaris wrote:All statlines cannot have a base value lower than 3 for any given stat - aside from armor and Wounds. 3 is the standard humanoid average for a stat. - Of course all units can have their stats altered via abilities etc... Cannot be lower than 1 or higher than 10.
...Minimum three Attacks a model? Also what, exactly, is this going to change? You'll take away the reason to use normal Guardsmen over Conscripts, you'll make Grots a bit tougher, and you'll give Genestealers a
BS? Why?
All units auto run their full movement distance - but if they run through terrain they suffer - 1 WS, - 1 I in the ensuing combat phase - regardless of if they have some assault grenade mechanic or ability to attack at initiative - move through cover overrides this.
All units move their full distance when moving through terrain, but they suffer -1 to BS in the ensuing psychic and shooting phases - move through cover overrides this.
I'm skeptical, but I'm open to discussing this one further.
Invulnerable saves cannot be reduced to 2+. 3+ is the best that invulnerable save can be regardless of powers or abilities
Maybe? The only things that give 2++ off the top of my head are Sanctuary on Hammernators (which is inefficient enough nobody really bothers), Tzeentch Daemons (who need a rethink anyway), and the Shadowfield (which is a weird holdover from 3rd edition), it seems like a pretty narrow change.
Mastery Levels are inversed - LVL6 psyker gains 1 warp die, ML 5 = 2, ML 4 = 3, ML 3 = 4, ML 2 = 5, ML 1 = 6
Psykers can only cast a number of spells up to the number of warch charges they generate or the inverse of their mastery level.
This is how the game works now, except that Mastery levels only go up to four and there isn't a weird inverse numbering scheme.
All psychic powers increased by 1 warp charge
All psykers can buy powers aside from unique pyskers that have preset powers.
All psykers can pay to have ML level increased
As a blanket across-the-board change this is a terrible idea. You can't 'fix' the Psychic phase with a one-sentence change to all powers. There are two-hundred-odd psychic powers in the game; many are overpriced, many are underpriced, many are useless chaff that only exist to give a show of balancing randomly-rolled powers. Any fix is going to have to start by trimming back the proliferation of unique tables and taking a long, hard look at each power you're going to include individually.
Perils - perils table change - When you peril, role 3d6 and minus your mastery level. (This shows that the more powerful the psyker the better chance he has to save the peril). If the result is 6 or higher, nothing happens. 5 or lower the psyker takes a wound no saves allowed and no FNP or other similar roll. If the result is 1 or lower the pysker is killed, again no saves allowed and no FNP or similar roll.
Needless complication.
power - Invisibility - Enemies shooting or Attacking the unit are reduced to BS 1 or WS 1
Totally in agreement on this one.
Warlords can pick the warlord trait they want. EDIT - From their codex or BRB
Maybe? This probably should exist but I'm hesitant to allow it across-the-board without limitation, potentially limit a given Warlord to some subset of the tables? In any case it's got to come with an overhaul of the tables, there are incredibly powerful ones and incredibly useless ones included to balance out the random element.
All transports are assault vehicles but units assaulting from them take an initiative penalty of -1. Open topped transports allow you to assault at initiative as well as those with wargear like assault launchers.
All units that arrive from reserves or deepstrike can assault the turn they arrive but that assault is a disordered charge and at - 1 initiative
Maybe? Grey Knights and Aspect Warriors are probably going to get the most out of this, could be excessive or irrelevant. Assaulting out of Deep Strike I'm more skeptical about, if that's going to exist it's got to come with some way to prevent/avoid/interact with Deep Strike.
All units can fire interceptor at BS 2 - unless modified by wargear or special rules
Probably not, if only from a bookkeeping perspective. Having to keep track of which units fired Interceptor and which haven't seems like extra slowdown to no benefit to me.
All units can fire overwatch at BS 2 - unless modified by wargear or special rules
I'd rather not. Assault is hard enough these days.
Flying MCs and GCs can be hit by shooting attacks at BS 3 - unless modified by wargear or special rules
I won't deny that a fix is needed but this isn't it. It's indiscriminate and makes the expense of getting an
FMC in the first place a waste of time and space.
Drop pod doors are not part of the model's hull and are always considered open when it is deployed on the table.
Ordnance Removed from the game and all ordnance weapons become primary weapons
Meh? Not much to comment on.
Models in a transport that has Jinked to not count as having jinked and if they can shoot from the vehicle can shoot at full BS
DE will be happy. Are there any other open-topped Skimmer transports that carry units that want to shoot from inside them? None are coming to mind.
Grenades
- Every model can choose to use a grenade rather than shoot if the model is equipped with grenades - this can happen in interceptor, shooting, overwatch. That model uses the grenades profile. This does not include melta bombs.
Haywire grenades - each model that has a haywire grenade equipped can replace its melee attacks with 1 haywire attack - can only be used on vehicles.
Melta bombs - each model that has a melta bomb equipped can replace its melee attacks with 1 melta bomb attack - can only be used on vehicles.
Please god no. If you've never seen a Legion Seeker squad with Rapid Fire S3 Blast boltguns you've never seen delay of play, making us sit back and wait for thirty S3 Conscript frag grenade attacks is the opposite of progress. Melee grenades maybe? Will have to reexamine.
Fearless - Can go to ground and use Our weapons are useless
Can't recommend deleting the downsides of the rule. And when your rule says "Can't be Pinned and can't Fall Back" extra text that says "...unless you enter the state voluntarily" you're asking for a mess (if that doesn't sound that complicated go Google '
MTG state-based effects' and come back once your brain starts to hurt)
ATSKNF - Removed from the game.
Fix/alteration maybe, hard axe probably not. The point is to make the morale rules less punishing for armies that are routinely spending 100+pts absolute minimum on most of their units (
GK and Deathwatch more so than regular
SM), if someone can point a fifty-point Pathfinder unit at a 250pt Kill-Team and completely lock it down something's wrong. Morale as a whole needs a more comprehensive fix than just "delete
ATSKNF".
Rough rule - All high single shot high str weapons - 8+ that are AP 2 or 1 do d3 wounds or d3 hull points dmg to individual models
Skeptical. If you really want to do this it's got to come with some increases to wounds/
HP; I'd recommend a more limited implementation (extra hull points somewhere on the vehicle damage table, 6 to wound deals d3 wounds, something like that).
Codex specific fixes
Eldar - D weapons reverted back to 6th ed rule - except for Weapons platforms, vehicles and wraithknights. Windriders become fast attack unless you have an HQ on a bike. Wind riders are 20pts base and + 15 pts for Scatter lasers or +10 pts for Shuriken cannons
Warpspiders now cost +6pts per model = 25ppm and 35pts for exarch
These are fairly tangential, to my mind. D-weapons on Wraithguard (which are the only ones your fix would actually affect, given that the Wraithseer's D-cannon is the same gun as the weapon platform's) aren't that much of an issue; removing the d3 Wounds/hull points clause from D-scythe weapons actually addresses the problem. The Wraithknight urgently needs a price hike (earlier discussions/computations have led me to the conclusion that 400-450 would be reasonable), and Windriders need limited quantity of guns far more than a price hike (17ppm and one upgrade weapon per three models for +12/15pts (shuricat/scatter) would be a good starting point).
Blood Angels have access to all codex marine wargear and vehicles.
Cool. Do Codex Marines get access to
BA wargear and vehicles? (WHERE'S MY TACTICAL SQUAD HEAVY FLAMER,
GW? (/hyperbole))
Tyranids all ground units gain the beast unit type as well as their current type
Workable.
Astra Militarum
All infantry type units that can take a vehicle can do so for free
All vehicles that have sponson mounted / pintle / hull weapons for free
All baneblade variants are 100pts cheaper
All forgeworld LOW options are 50pts cheaper
All AM troop choices have a standard Endless swarm rule where once a unit is destroyed, all the models go into reserves and can come on from reserve the next turn and gain Outflank - EDIT - can only happen once per unit
Absolutely no. I can't say "no" fast enough. The rest of this is sensible, or an incomplete fix to a sensible problem, this is just insane. The munchkin in me is giggling at the 1,000pt list of 22 Chimeras you've just handed me (the seven Valkyries in 500pts you've given D99 are icing on the cake). I know the desire to replicate the
OP-as-*bleep* Space Marine formation is strong, but the Space Marines are getting free 35pt Rhinos with a single Storm Bolter, not free 65pt Chimeras with two heavy weapons, and it's an imbalance that needs to be excised, not spread further.
Guard superheavies really don't need to be cheaper, and across-the-board two-units-for-the-price-of-one is just silly.
(Under these rules it's pretty easy to get more free stuff than the cost of your list, but the most absurd hyperbolic example I can give you is getting two Veteran Squads in Chimeras that return to Reserves when killed as a Kill Team list)
Dark Eldar
Jetbikes provide same bonuses as CW Eldar
Flyers gain vector dancer
Void raven missiles are reduced by 20pts for each option
Increase all armor saves +1 (except for units that have a 3+ or 2+)
Give wyches acrobatic rule
Give all units fleet
All units have power from pain - starts turn 1
All units have combat drugs - Pick 2 per turn per unit - Cannot use the same drug in consecutive turns.
These are all pretty odd; they don't fix much, and they raise too many broad questions about why units in other armies don't get these things. I don't know what to do with
DE (my ideas start with the durability of the vehicles, resurrecting the 3e Webway Portal, MSM/Relentless on Scourges, and more night-fighting/to-hit/cover interactions), but these aren't problems that have ever occurred to me.