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Made in gb
Norn Queen






So there are 4 major changes I feel need to be changed to improve 8th.
1. Modifiers apply BEFORE rerolls.
2. Vehicles may move though INFANTRY and BIKER models when falling back.
3. Weapons may fire overwatch regardless of range.
4. Fall back requires a roll off. +1 Modifier to whoever has the highest M, +1 Modifier if you're a Wytch. +1 Modifier if you have some sort of hit and run rule.

Extra that I am not 100% sure about since I hate flyers anyway:
"Supersonic" rule causes any weapons that autohit with a range of 12" or less to automiss instead.

This message was edited 1 time. Last update was at 2017/07/22 15:29:58


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

1. Agree, not sure why it's the other way around atm.
2. I partially agree, perhaps have it "a Vehicle may fall back out of combat through models with the INFANTRY or BIKER keyword but if they do so, both the vehicle unit and the unit it moves through must carry out a round of combat". This is to represent the vehicle attempting to run down the unit and the unit attacking it as it drives through them.
3. Agree.
4. Whilst I would love for this to be true, I think that might make cc units even more powerful than they already are.

I know the thematic reason behind this but what about Heldrakes? Can't they flame flyers? How about this addition to the Supersonic rule: "in addition, weapons that automatically hit half the number of shots rounding up when targeting a unit with this rule unless the unit firing has the FLY keyword".

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in gb
Norn Queen






How about this idea from the other thread: Reverse Overwatch

When a unit falls back, the enemy unit gets to make their melee attacks but only hitting on 6's. If you want to balance it keep modifiers so power fists don't get to do it. Or make it only basic attacks. Or even just one attack each basic.

Also, point 5: Allow units to use their grenades in close combat again. Hitting on 6's

This message was edited 1 time. Last update was at 2017/07/22 17:57:38


 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Hmm, I like that idea. Maybe have a new Sweeping Advance rule for 8th: "if a unit falls back from combat, the unit it was in combat with immediately attacks the unit falling back as if it were the fight phase and uses all the normal rules escept that a 6 is required to hit, irrespective of the units weapon skill or any modifiers."

I agree with point 5 as well.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Daring Dark Eldar Raider Rider




The Mid-Western Front

The Reverse Overwatch thing is a great idea


Edit: Frakkin' Autocorrect

This message was edited 1 time. Last update was at 2017/07/22 18:39:03


P'tah Dynasty
Iron Warriors
Dark Eldar

" It is always good to remember WHY we are in this hobby, and often times it is because of the PEOPLE we share our time with" 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

FireSkullz2 wrote:
The Reverse Overeat thing is a great idea

Isn't that just anorexia?

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in si
Foxy Wildborne







Overwhack!

I like the idea a lot.

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Made in us
Dakka Veteran




Miles City, MT

 lord_blackfang wrote:
Overwhack!

I like the idea a lot.


Orks would probably call it go da back home!

Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. 
   
Made in gb
Dakka Veteran





United Kingdom

I think the reason modifiers happen after rerolls is so that people with units who have a "reroll 1s" rule and who are subject to a -1 to hit modifier (or a plus 1 I suppose) only reroll those dice which physically roll natural 1s. I'm not a particularly experienced 40K player, but I imagine that modifiers first would lead to some confusion/arguments/shenanegans.

This message was edited 1 time. Last update was at 2017/07/22 21:36:51


 
   
Made in gb
Norn Queen






 feltmonkey wrote:
I think the reason modifiers happen after rerolls is so that people with units who have a "reroll 1s" rule and who are subject to a -1 to hit modifier (or a plus 1 I suppose) only reroll those dice which physically roll natural 1s. I'm not a particularly experienced 40K player, but I imagine that modifiers first would lead to some confusion/arguments/shenanegans.

And the current situation is any better? We have situations where Plasma Moving At Night Shooting at a Flyer somehow has a higher chance to explode, an ability that gives a reroll and +1 to invul saves meaning you have to reroll your 6++ save if you roll a 5 and situations where you can roll <insert arbitrarily large number> of 3's at a flyer and be denied your reroll to hit ability.

All you need to do is define what a "natural" roll is and make re-roll 1's apply to natural only.

This message was edited 1 time. Last update was at 2017/07/23 04:31:37


 
   
Made in us
Longtime Dakkanaut





 BaconCatBug wrote:
4. Fall back requires a roll off. +1 Modifier to whoever has the highest M, +1 Modifier if you're a Wytch. +1 Modifier if you have some sort of hit and run rule.


Fly should grant a +1
Always Strike First should grant a +1
Biker / Cavalry / Chariot should grant a +1
Jump Pack / Jet Pack should grant a +1

This message was edited 1 time. Last update was at 2017/07/23 07:04:48



6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in gb
Dakka Veteran





United Kingdom

 BaconCatBug wrote:


an ability that gives a reroll and +1 to invul saves meaning you have to reroll your 6++ save if you roll a 5


What? No you don't. If you have a 6+ save, have a +1 modifier and roll a 5, then why on earth would you reroll it? The rule says you "may" reroll.
   
Made in gb
Norn Queen






 feltmonkey wrote:
 BaconCatBug wrote:


an ability that gives a reroll and +1 to invul saves meaning you have to reroll your 6++ save if you roll a 5


What? No you don't. If you have a 6+ save, have a +1 modifier and roll a 5, then why on earth would you reroll it? The rule says you "may" reroll.
Because a 5 is a fail, you have to make re-rolls before modifiers. "Angelic Visage: Re-roll failed Shield of Faith invulnerable saves for this unit." is not optional.


Automatically Appended Next Post:
 Talamare wrote:
 BaconCatBug wrote:
4. Fall back requires a roll off. +1 Modifier to whoever has the highest M, +1 Modifier if you're a Wytch. +1 Modifier if you have some sort of hit and run rule.


Fly should grant a +1
Always Strike First should grant a +1
Biker / Cavalry / Chariot should grant a +1
Jump Pack / Jet Pack should grant a +1
This seems a bit too much. Fly already get to shoot normally when falling back. Biker's and such would be covered by +1 for having a greater M. Always striking first doesn't mean you're good at running away either.

This message was edited 1 time. Last update was at 2017/07/23 23:34:48


 
   
Made in us
Longtime Dakkanaut





 BaconCatBug wrote:

Automatically Appended Next Post:
 Talamare wrote:
 BaconCatBug wrote:
4. Fall back requires a roll off. +1 Modifier to whoever has the highest M, +1 Modifier if you're a Wytch. +1 Modifier if you have some sort of hit and run rule.


Fly should grant a +1
Always Strike First should grant a +1
Biker / Cavalry / Chariot should grant a +1
Jump Pack / Jet Pack should grant a +1
This seems a bit too much. Fly already get to shoot normally when falling back. Biker's and such would be covered by +1 for having a greater M. Always striking first doesn't mean you're good at running away either.


Hmm, yea the specific unit types was a bit much

but Fly should grant a +1. I would love to see people try to hit with their sword when someone is flying away from them.

Always Strike Fight fighters tend to be known for their agility and speed. Note, I was under the impression that they would get +1 for both Defensive and Offensive.

As in, ASF would give you a +1 when people attempt to run from you as well.


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Badass "Sister Sin"






Camas, WA

nm

This message was edited 1 time. Last update was at 2017/07/24 20:24:01


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Made in us
Regular Dakkanaut






 BaconCatBug wrote:
So there are 4 major changes I feel need to be changed to improve 8th.
1. Modifiers apply BEFORE rerolls.
2. Vehicles may move though INFANTRY and BIKER models when falling back.
3. Weapons may fire overwatch regardless of range.
4. Fall back requires a roll off. +1 Modifier to whoever has the highest M, +1 Modifier if you're a Wytch. +1 Modifier if you have some sort of hit and run rule.

Extra that I am not 100% sure about since I hate flyers anyway:
"Supersonic" rule causes any weapons that autohit with a range of 12" or less to automiss instead.


1. It is this way so negative modifiers don't give a net positive effect to a roll. If that SM heavy plasma gun shooting a flyer at night on the move (-3) standing next to Bubba G (reroll all misses) applied modifiers first, he'd be able to reroll MORE dice than he could applying modifiers after rerolls, a net benefit (despite the risk of more ones--a risk is always less important than a known, and that one there means you die. By rerolling you are potentially living). That being said, I think plasma guns should only explode on an unmodified 1. It makes way more sense in the rerolls before modifiers context.

2. Vehicles are powerful enough.
3. This one bugs me too--I see what they mean by the timing of the shot, but come on.
4. I think the fall back rule makes the game better, but I can see how it could make it worse for some. NO real opinion on this one.

-three orange whips 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Space Marines next to Bobby G, firing 36 shots total.
Hitting on:
3s-32 hits
4s-27 hits
5s-20 hits
6s-11 hits

You never become MORE accurate by taking a penalty to hit.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Frightening Flamer of Tzeentch




 JNAProductions wrote:
Space Marines next to Bobby G, firing 36 shots total.
Hitting on:
3s-32 hits
4s-27 hits
5s-20 hits
6s-11 hits

You never become MORE accurate by taking a penalty to hit.


But with a -1 to hit before rerolls you don't get to reroll the 3s same with rerolling 1s if you move heavy weapons you can reroll 1 and 2 that way

2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

So reword the "Reroll ones" abilities to let you reroll NATURAL ones. We're already houseruling, might as well go whole hog.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Regular Dakkanaut






 JNAProductions wrote:
So reword the "Reroll ones" abilities to let you reroll NATURAL ones. We're already houseruling, might as well go whole hog.


I don't think that's a house rule. That's the actual rule for "rerolls ones" when the "rerolls before modifiers" rule is applied.

-three orange whips 
   
Made in us
Dakka Veteran





Re-rolling after modifiers changes the effectiveness of re-rolls and would need massive points re-work.

Example a unit has re-roll failed saves. Normally saves on a 4+ so the re-roll grants them 50% re-rolls. Get hits by a -2 AP weapon. Would still get 50% re-rolls but IF you re-roll after modifiers is now re-rolling 80+% of their armor saves.

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Wagguy80 wrote:
Re-rolling after modifiers changes the effectiveness of re-rolls and would need massive points re-work.

Example a unit has re-roll failed saves. Normally saves on a 4+ so the re-roll grants them 50% re-rolls. Get hits by a -2 AP weapon. Would still get 50% re-rolls but IF you re-roll after modifiers is now re-rolling 80+% of their armor saves.



Except, as math will show, a penalty never makes it BETTER.

4+ rerolling has a 25% failure rate.
6+ rerolling EVERYTHING has a 69% failure rate.
6+ rerolling 1s, 2s, and 3s has a 75% failure rate.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Longtime Dakkanaut





The only time it makes it better is when you're only allowed to reroll 1s

Let's take a 3+ with a -1 applied after
Standard = 18/36
Reroll 1s = 21/36

Reroll 1s with a -1 applied before and after
2/6 * 3/6 = 6/36 + 18/36 = 24/36


6+ = 6/36 | Reroll 1s = 7/36 | Reroll Misses = 11/36 ||||||| 5+ = 12/36 | Reroll 1s 14/36 | Reroll Misses = 20/36 ||||||| 4+ = 18/36 | Reroll 1s 21/36 | Reroll Misses = 27/36
3+ = 24/36 | Reroll 1s 28/36 | Reroll Misses = 32/36 ||||||| 2+ = 30/36 | Reroll 1s 35/36 ||||||| Highest of 2d6 = 4.47
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Compare a 3+ rerolling 1s:

24/36 hits initially, 4 more with rerolls for 28.

To that with a -1 penalty (allowing you to reroll 2s as well):

18/36 hits initially, 6 more with rerolls for 24.

Penalties still make you worse.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Norn Queen






 Talamare wrote:
The only time it makes it better is when you're only allowed to reroll 1s

Let's take a 3+ with a -1 applied after
Standard = 18/36
Reroll 1s = 21/36

Reroll 1s with a -1 applied before and after
2/6 * 3/6 = 6/36 + 18/36 = 24/36
Which can be easily fixed by making it re-roll only natural ones.
   
Made in us
Death-Dealing Devastator




Chicago, IL

Why make a rule that requires you to make more rules to fix the problems from the first rule you made. Wouldn't it be easier to make it so plasma (and other such rules) only trigger on natural rolls of 1 and ignore modifiers.

To those that say there is no stupid questions I say, "Is this a stupid question?" 
   
Made in gb
Norn Queen






 Venerable Ironclad wrote:
Why make a rule that requires you to make more rules to fix the problems from the first rule you made. Wouldn't it be easier to make it so plasma (and other such rules) only trigger on natural rolls of 1 and ignore modifiers.
Because that's not the problem, the problem is that with modifiers before re-rolls, an ability that lets you re-roll 1's actually becomes better if you have -1 to hit, so to prevent that it would need to be reroll natural ones only.
   
Made in us
Fixture of Dakka





 BaconCatBug wrote:
 Venerable Ironclad wrote:
Why make a rule that requires you to make more rules to fix the problems from the first rule you made. Wouldn't it be easier to make it so plasma (and other such rules) only trigger on natural rolls of 1 and ignore modifiers.
Because that's not the problem, the problem is that with modifiers before re-rolls, an ability that lets you re-roll 1's actually becomes better if you have -1 to hit, so to prevent that it would need to be reroll natural ones only.

It's almost like you shouldn't be inventing a rule which only causes more problems...

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in gb
Norn Queen






 DarknessEternal wrote:
 BaconCatBug wrote:
 Venerable Ironclad wrote:
Why make a rule that requires you to make more rules to fix the problems from the first rule you made. Wouldn't it be easier to make it so plasma (and other such rules) only trigger on natural rolls of 1 and ignore modifiers.
Because that's not the problem, the problem is that with modifiers before re-rolls, an ability that lets you re-roll 1's actually becomes better if you have -1 to hit, so to prevent that it would need to be reroll natural ones only.

It's almost like you shouldn't be inventing a rule which only causes more problems...
Sorry, but more problems? It just replaces one problem for another, and one that can be much more easily be fixed than the previous problem.
   
Made in us
Death-Dealing Devastator




Chicago, IL

 DarknessEternal wrote:
 BaconCatBug wrote:
 Venerable Ironclad wrote:
Why make a rule that requires you to make more rules to fix the problems from the first rule you made. Wouldn't it be easier to make it so plasma (and other such rules) only trigger on natural rolls of 1 and ignore modifiers.
Because that's not the problem, the problem is that with modifiers before re-rolls, an ability that lets you re-roll 1's actually becomes better if you have -1 to hit, so to prevent that it would need to be reroll natural ones only.

It's almost like you shouldn't be inventing a rule which only causes more problems...

This is precisely what I was getting at. If you have issue with the way plasma interacts with modifiers, changing the order of operations is only going to cause more issues. That's why I proposed making exceptions to plasma INSTEAD OF changing the order of operations that requires additional exceptions to be implemented across the board.

To those that say there is no stupid questions I say, "Is this a stupid question?" 
   
 
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