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A hypothetical alternative to capping Reserves: rework Overwatch  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Longtime Dakkanaut

Edit: Did a few additional tweaks.

8th edition Reserve Rules mean that "null" armies are effectively illegal for matched play. While this means that certain armies (the dreaded Warp Spider Army of Doom) are just illegal, this also hoses anyone that wants to do a "from the skies" or any "null" army, be it Farsight Tau, Elysians, Black Legion Spearheads, etc. Add the fact that you need to have a special rule to be explicitly allowed to reserve on top of this.

The problem with this solution is that rather than creating core rules to develop a viable counter, it simply takes away an option altogether. ("Dear Games Workshop, Please nerf Paper. Scissors are fine. Signed, Rock."). It's this same mentality that leads to debacles like the MC02 Wargame Challenge, where nobody wins the game in the long run.

Given that 7th edition also has the issue that assault is either "go big or go home" (meaning either a null-melee army like Genestealer Cults/Death Guard Raptor Talons, or a Cabalstar/Barkbarkstar/etc), why not kill several birds with one stone?

Let's merge Interceptor and Overwatch into a single mechanic:

Any unit in 40k can Overwatch unless specifically noted otherwise. A unit that forfeits shooting, running/flat-outing, or charging may enter Overwatch; Overwatch lasts until the start of your next turn if it's otherwise unused.

During the opponent's turn (meaning Overwatch attacks cannot trigger counter-Overwatch attacks), when an enemy unit wishes to shoot, charge, or manifest a Malediction/Witchfire, the Overwatching unit may immediately interrupt the opponent's game turn to shoot that, provided the enemy unit either:

A) Is within 12" of the Overwatching unit.
B) Is targeting or would otherwise affect either the Overwatching unit, or a friendly unit within 6" of the Overwatching Unit. (This means even non-targeted powers like Beams and Novas would trigger Overwatch.

Overwatch is resolved at -1 BS to a minimum of BS 1, and is based on the movement you took in your previous turn. Flamers are treated as normal, or they have the option to perform Wall of Death against units charging the Overwatching Unit, which is modified as follows:
-Wall of Death does D6 hits, but may only remove models within 12" of the flamer.

Any abilities dealing with Interceptor, improved Overwatch BS, Grim Resolve, Supporting Fire, etc, are replaced with the following USR:

Sentinel: Ignore the -1 BS penalty to Overwatch.

I feel the system is simple enough (more streamlined than 2e's "overwatch past the blind grenade" stalemates that could occur) and promotes combined arms support. Plus, there are some cute tricks that you can still do with it that could be promoted, like conga-lining a Guard blob up the field, with Wyverns on overwatch to protect the advance as an abstraction of rolling barrage tactics 101 (Note: This could technically also be done with a Barkbarkstar, but that's another issue for another "alternative rule proposal").

Add in an extra footnote that says that Warp Spiders cannot Flickerjump during the Eldar player's turn to round it off.

This message was edited 7 times. Last update was at 2017/05/20 15:22:57

Made in us
Witch Hunter Undercover in a Cult

 MagicJuggler wrote:
...Add in an extra footnote that says that Warp Spiders cannot Flickerjump during the Eldar player's turn to round it off.

Or just...you know...drop Flickerjump? This may be my personal bias against unit-specific special rules that do something completely and utterly unrelated to anything anyone else does that requires alterations to the basic function of the game talking (you know, when you make a core rules change and have to add a footnote "...and this unit-specific special rule interacts with this change in this way..."?), but I really don't like Flickerjump.

Victoria est autem vita.

Project Blog up at http://knightofthegrey.wordpress.com/
(Meridian status: in progress) 
Made in us
Longtime Dakkanaut

Play narrative .... the end
Made in us
Longtime Dakkanaut

I tweaked the rules a little more, to deal with a few edgecases:
-Overwatch attacks only occur during the opponent's turn. No Overwatching, then triggering an enemy overwatch which subsequently triggers your own overwatch.
-Overwatch has a -1 BS penalty rather than being snapshot or flat BS. Sentinel removes this penalty.
-Overwatch can trigger if an attack would initially affect a unit near the Overwatching unit, even if that unit wasn't the target. This means that Beams will trigger Overwatch despite not actually targeting a unit.
-Flamers have the option to Wall of Death, modified accordingly.
Made in us
Witch Hunter Undercover in a Cult

gungo wrote:
Play narrative .... the end

...Oh, no, obviously we all need to go home and stop thinking up any homebrew content because we've all overlooked the possibility of playing without rules. How enlightening. You've opened all our eyes to the utter pointlessness of trying to avoid quick, absolute "I-win-because-the-writers-made-my-stuff-better" games.

What, exactly, do you think Proposed Rules is for? How, exactly, do you think telling someone to "play narrative" is going to give them any idea of what their narrative-game scenario-specific rules should be, let alone people who are trying to construct something for general use?

Victoria est autem vita.

Project Blog up at http://knightofthegrey.wordpress.com/
(Meridian status: in progress) 
Made in nz
Regular Dakkanaut

I reckon this could work...... providing overwatch is going to work how i think it is

What im getting at is that they were saying how you can multiple overwatch. I reckon what they'll do to balance it is that for every overwatch atk you make you get a -1 modifier which stacks. This makes sense as overwatch is the equivalent of firing blindly into the enemy.

If this is implemented into this 'overwatch' system. Then I would see that this could be a well balanced mechanic.

side note: i would make USR or rules that work with overwatch,interceptor ect. work as an initial +1 modifier.

This way the first shot will be ignored in terms of penalties but continuing to fire will still incur the penalty of blind suppressing fire into the enemy

That's my two cents
Made in us
Rampaging Carnifex

I recently saw the rules for overwatch from SW:A. I would lift the rules strait from there.

A unit that does nothing on it's turn can enter over watch. (No moving, no running, no shooting, nothing. It's entire turn is entering overwatch) If it takes you a turn to get into a building then the next turn you can enter overwatch.

All units deployed at the beginning of the game start the game on overwatch.

A unit on overwatch may interrupt an opponents turn to make a shooting attack against any enemy unit that enters within range of it's guns. It's simple, effective, and requires no exceptions or modifications.

This message was edited 1 time. Last update was at 2017/05/24 20:04:37

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