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Made in us
Powerful Phoenix Lord





Dallas area, TX

This is meant to add a bit of basic unit variety according to unit type, making some better and toning others down (looking at Eldar Jetbikes here)

Infantry, Jump Infantry and Jet-pack Infantry move as now
Bikes move 12" and may Turbo boost 12' as now
Jetbikes move 12", Turbo 18" or assault 2D6 like Jet-pack. Essentially "Jet" Bikes should be "Jet-pack" Bikes
Eldar Jetbikes are exactly like regular Jetbikes above, but may Turbo boost 24" (not the ridiculous 36" they can now)

Beasts & Cavalry are fine as they are now
Monstrous Creatures and Walkers move 9". Most MCs and Walkers are twice as tall as most Infantry, there is no reason for them to move as slow.
Difficult terrain rolled for MCs and Walkers is 2D6 take the highest + 3"

The main goal here is to make slow moving MCs (particually Nids) more viable and make the levels on Bike/Jetbike/Eldar Jetbike more reasonable
Thoughts?

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This message was edited 1 time. Last update was at 2017/03/16 19:02:09


   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

That would certainly make things more interesting. Though I am actually a fan of a Move stat coming back as well. That would give you more pinpoint balancing choices with specific units.

So you could make a lumbering Carnifex slower than a nimble Trygon, but faster than the truly ponderous Tyrannofex.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Lethal Lhamean




Birmingham

Not a fan of the one size fits all approach. I'm very much in the camp that thinks we should get the movement stat back, I mean whilst I agree the Carnifex should be able to move 9" and charge up the board, an Exocrine should be limited to 4" as it's basically a big artillary piece.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Imateria wrote:
Not a fan of the one size fits all approach. I'm very much in the camp that thinks we should get the movement stat back, I mean whilst I agree the Carnifex should be able to move 9" and charge up the board, an Exocrine should be limited to 4" as it's basically a big artillary piece.

While I am also a fan of a unit-by-unit movement stat, it is vastly easier to make a single change to the main Rules, rather than have a massive Errata to add this stat onto every unit in the game.

This message was edited 1 time. Last update was at 2017/03/17 15:39:10


   
Made in us
Fixture of Dakka




Temple Prime

I honestly think that 40k could really use a move stat. A number of special rules largely exist purely to indicate that this unit is unusually swift or slow when you could instead just consolidate it all into a move stat and reconfigure some rules to serve a different purpose (like getting to reroll charge and run distances might still be useful but crusader doesn't really have that much purpose when move stats exist) and call it a day. For special movement types such as jump; you could just have the jump let them move as far as their move stat will allow them (unless otherwise stated) again, while Jetpack can work fine as is. Not sure how this would interact with bikes, jetbikes, and beasts.

Vehicles could also use a move stat to help differentiate them more. As of right now, essentially all skimmers move at the same speed, as do all walkers and non-skimmer vehicles; and all planes are more or less exactly as fast as each other (with supersonic mostly just indicating that the flier can't move below a certain speed), creating a number of rather strange scenarios like the regular dreadnought and contemptor dreadnought being more or less exactly as fast as each other (save for the contemptor having fleet) despite the Contemptor by all rights being something that should be moving a lot more swiftly due to everything from its longer legs to being made with more advanced technology.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Norn Queen






I wasn't in agreement with a M stat before, but after play tests a few months back I am all about it.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in fr
Longtime Dakkanaut




I suppose GW dropped the movement stat to make things simpler.
However, now with fleet, move through cover, crusader, run and shoot etc. on top of many different unit types, things are more complicated than a simple movement stat.

I'd be all in favor a movement stat, a charge range of M + D6, and declaring/rolling for run moves during the movement phase (like in AoS, to make things faster, especially for horde armies).
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Movement stat would be ideal, except it would require all army books to be scrapped and rewritten. I do not have $500+ just to replace all my existing rulebooks just so I can keep playing this game.
That is what it would require to add a Move stat to every model.

I remember back in 4th/5th editions, there was an index that included the statlines of all models. GW has added twice as many units since then, so I doubt that would happen again. Although, I would certainly love it if they did this.
They could use this index to add the Move Stat and add specific Armour saves to each vehicle.

-

   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

And really, adding a Move stat wouldn't be as difficult as you'd thing. The vast majority of units in a codex would end up with the same movement stat.

IE: Every Space Marine would have the same movement as every other space marine.


I think some good movement stats and general movement rules would be as follows,

During the movement phase, a unit may move up to its Move value in Inches. A model moving through Rough terrain halves the distance it moves. IE: 1" of rough terrain costs 2" of movement. Models with Move Through Cover and Vehicles ignore this penalty. During the Shooting Phase, a unit may elect to Run instead of shooting. A unit which runs may make another move exactly as in the Movement phase. During the Assault Phase, units may charge an enemy unit within their Move+d6 inches.


Normal Human/Tau: Move 6
Space Marine: Move 8
Space Marine with Jump Pack: Move 14
Eldar: Move 8
Space Marine Bike: Move 12
Eldar Bike: Move 16
Tau Battlesuit: Move 8
Tyranid Gaunt: Move 7
Carnifex and similar MCs: Move 9

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

 Grey Templar wrote:
And really, adding a Move stat wouldn't be as difficult as you'd thing. The vast majority of units in a codex would end up with the same movement stat.

IE: Every Space Marine would have the same movement as every other space marine.


I think some good movement stats and general movement rules would be as follows,

During the movement phase, a unit may move up to its Move value in Inches. A model moving through Rough terrain halves the distance it moves. IE: 1" of rough terrain costs 2" of movement. Models with Move Through Cover and Vehicles ignore this penalty. During the Shooting Phase, a unit may elect to Run instead of shooting. A unit which runs may make another move exactly as in the Movement phase. During the Assault Phase, units may charge an enemy unit within their Move+d6 inches.


Normal Human/Tau: Move 6
Space Marine: Move 8
Space Marine with Jump Pack: Move 14
Eldar: Move 8
Space Marine Bike: Move 12
Eldar Bike: Move 16
Tau Battlesuit: Move 8
Tyranid Gaunt: Move 7
Carnifex and similar MCs: Move 9

In general this is good, but considering most games are on 6x4, I think your movements are a bit much. Especially since Run is a thing. Normal Humans should only move 4", Space Marines/Eldar 5", Nid infantry 6" and so on. Runs can still be D6" as now, and charges should be your Move stat +D6"

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Made in nz
Trigger-Happy Baal Predator Pilot



New Zealand

Well from what we have seen about Shadow War: Armageddon - in the news section - Orks will have a move of 4".
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Well, the issue is movements of less than 6(and even 6 itself) can lead to massively long footslogs.

If people could generally move faster than they could now, it might make some footsloggers more viable. And make melee troops better. So you'd have guaranteed turn 2 charges with Assault Marines instead of generally waiting till turn 3.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in us
Terminator with Assault Cannon





Different units had different move stats in the Deatwatch boardgame.

I like the idea of a space marine terminator moving much slower than a normal marine.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Traditio wrote:
Different units had different move stats in the Deatwatch boardgame.

I like the idea of a space marine terminator moving much slower than a normal marine.


You mean making Marines faster, right, and not Terminators slower?

Because Terminators suck enough as it is.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Terminator with Assault Cannon





 JNAProductions wrote:
 Traditio wrote:
Different units had different move stats in the Deatwatch boardgame.

I like the idea of a space marine terminator moving much slower than a normal marine.


You mean making Marines faster, right, and not Terminators slower?

Because Terminators suck enough as it is.


I forget the board game's exact details, but the terminator was the slowest model in the game. The terminator basically crawled across the board. The power armored space marines walked. And the assault marines and bike marines sped across the board.

Again, I forget the numbers, but on table top, it would basically look like this:

Terminator: 3 inches
Power Armor: 6 inches
Jet Pack/Bike: 9 inches

The way that the game "balanced" the terminator's slow speed is by giving an allied model a teleporting homer which you could use, once per game, to teleport the terminator to the same space as that model.

In the main table top game, you already basically have this with the deep strike USR + the teleporting homer wargear.

This message was edited 1 time. Last update was at 2017/03/18 02:39:42


 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Which honestly doesn't line up with the fluff. Terminator Armor isn't any slower than Power Armor, its just larger and doesn't fit as many places.

Power Armored troops should be faster than troops without it, and TDA is just larger power armor. The fluff actually describes marines in either type of armor moving very fast, and it being a mentally jarring thing to see something so large move so fast.

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in gb
Lieutenant Colonel




If you want to retur to using movement stats.You have to fix the game play to support it.
In 3rd ed 40k the GW devs threw the 'baby out with the bath water' when they tried to simplify the rules to allow a higher model count.

They threw away most of the proportionality in the interaction and compensated with a massive amount of 'clunky' special rules.

Just plonking movement rates into the current mess, would not be as effective as re writing the game to fix all the current game play issues in an elegant and efficient way.

Bit alternating phases and movement rates do help move the game play in the right direction !
   
Made in gb
Tunneling Trygon






Carrickfergus, Northern Ireland

I'm using Initiative + d6" for both Run and Charge. It seems to work quite well.

Sieg Zeon!

Selling TGG2! 
   
 
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