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I really love 8th edition....but here are a few tweeks I think it needs.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Twisting Tzeentch Horror





To start I really am enjoying 8th edition. I do think it is one of, if not the, best version of the game I played (2nd-6th). And I love that GW is fixing things in a matter of weeks instead of years. To anyone new, that is HUGE. However, there are a few things about 8th edition that I would modify or tweek.........

First is without blasts there is no really good way to deal with high model count units. I personally don't think bringing blasts back is the answer (I despised all the fights about which angle the blast traveled) but something does need to be done against large units, since morale is not getting the job done. I think that they should have a scaling system for all weapons that are D3 or D6 shots or hits. If targeting a squad of more 21+ the weapon should get an additional D3 or D6 shots/hits. If 41+ than another D3 and D6 shots/hits. I think this would really help balance out the mass infantry issues without making them unplayable by raising the points (which actually hurts using smaller squads more).

Second is deep strike is to good. I am not advocating going back to the rules with a 1/6 chance of dying for using it, but it should not be as reliable as it is. Reserves in general should be roll a dice for all of them, and 3+ they come in turn 1, turn 2 is down to 2+ and turn 3 is auto. With this there would be a least a little risk in using deep strike etc. instead of making it a no brainer (really, you should always deploy any unit that can in deep strike even if you drop them in your own deployment zone).

Third is vehicle weapon arcs. I don't think the front/side/rear is necessary (and since it is the future maybe they fully armor all vehicles since you know, many enemies can teleport, tunnel etc. so having a good rear armor is more important in the 40k universe then our own), but weapons should not be able to fire across the vehicle or though walls. To me the problem is more of overwatch than the shooting phase, as there is no way to attack a vehicle to minimize over watch, so attacking it straight to the front instead of maneuvering to get a better attack on the vehicle just seems wrong. This would also help make fliers less OP as the minimum move would now actually mean something.

Summoning needs to be changed. You really should be able to summon units like 24 inches or more so you can actually move these models in position. Right now summoning is just not worth the very high likelihood that you will get a mortal wound.

Finally, there really needs to be two tiers. 1500 and less should have a restriction of no Lords of War. My personal opinion is that these large units tend to really dominate smaller games and are not balanced well at lower points. Personally it is not really fun when someone brings a knight to a 1000 point game, or three to a 1500 point game. 1501 up should be any units.

That is just my thoughts, any one else have a thought?
   
Made in us
Librarian with Freaky Familiar






These are things I have been saying for a long time.

No one understood how freaking powerful turn one deep strike charges are until now.

As for Lord's off war I always say that a single unit can not count for my then 25% of your total armys value.

To many unpainted models to count. 
   
Made in us
Posts with Authority





I would be in favor of Deep Strike turn 2.

Also, vehicle weapon arcs need to come back. We've been house-ruling that, because sponson guns shouldn't be shooting over the vehicle. For us, "If the gun can point at it, it can shoot at it".

Mob Rule is not a rule. 
   
Made in us
Guarding Guardian




 Backspacehacker wrote:
These are things I have been saying for a long time.

No one understood how freaking powerful turn one deep strike charges are until now.

As for Lord's off war I always say that a single unit can not count for my then 25% of your total armys value.



Agree 100% - I have been smoked a few games with turn one deep strikes (not necessarily charges). I have been seeing alot of Tau commander spam with turn 1 alpha deep strikes. I agree that it should go back to rolling each turn to see if deep striking units come in.

   
Made in us
Pestilent Plague Marine with Blight Grenade





Chicago

I wasn't a fan of blast markers and all that jazz.. the same guns can still take out hordes.. but maybe not as many of them. I like it because it speeds that game up and you can really get models close together need be.

Turn 1 deepstrike is awful. either turn 2 or roll a D6 on a 3+ they can deepstrike to the table... something to that extent.

Don't agree on shooitng arches. I'm happy you just measure from the base or hull.... this saves so many arguments.

This message was edited 1 time. Last update was at 2017/08/25 15:06:21


 
   
Made in us
Potent Possessed Daemonvessel





I think the easy fix to blasts is for Damage 1 large blasts to get more shots, and for multiple damage (high strength) blasts to have their damage carry over.

I don't think deepstrike is too good. Most charges are actually pretty unlikely, and overwatch is a thing. I think people just need to adapt to having solutions to deepstrike in their army, ways to push things back, dictate the targets that they get to shoot etc.

I like not having shooting arcs because no other units do. I would like to see rules that things like antennas, wings, flags don't count for LOS. But if other models can shoot from their toes balance dictates vehicles do the same.
   
Made in us
Dakka Veteran






My small idea/thought for blast weapons would be this:

Instead of rolling a D3 or D6 for the number of models hit, place the blast template over any enemy model that can be seen by the firing unit. The blast weapons does a number of hits equal to all models fully or partially under the template - roll to hit using the firing models BS for each model.

Want a better 40K?
Check out ProHammer: Classic - An Awesomely Unified Ruleset for 3rd - 7th Edition 40K... for retro 40k feels!
 
   
Made in gb
Lord of the Fleet






London

I'd like to see a blanket "All models with the vehicle keyword ignore the penalty for moving and shooting heavy weapons." Ridiculous that a Baneblade, a 350 ton rolling fortress, loses 1/3rd of its accuracy just by moving a couple of feet.
   
Made in de
Regular Dakkanaut




About Deep Strike: I'd prefer something like "for every X units/models/points/power levels that enter the game from reserves in Turn 1, Y units/models/points/power levels must stay in reserves that turn".

People always complain about alpha strike and Deep Strike is something almost all armies can do against it which doesn't involve building terrain, so it should not be about dice rolls. Especially melee deep strikers are not realiable, most of them have a <50% chance to make the charge, so they should not be nerfed even more by making them roll dice to enter the game turn 1.
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

AoS has most of it's artillery worded that way Ie. For every 5 models add X. Surprised they didn't bring that over.

I don't miss the weapon arcs completely as too often the way a kit was made rendered many of it's guns useless. Having said that having Heavy Flamer vehicles overwatching them all out the tail pipe is pretty stupid.

A percentage cap on Lords of War in non Knight armies would be nice.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in us
Norn Queen






i like that you have control over your deep strikes. It turns it into a crap shoot of units arriving too early when you don't want them or too late when the opportunity has slipped by. Being able to choose makes it tactical. And it should be tactical.



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





First Player Turn 1 Deep Strike needs to be 100% removed.


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
Ragin' Ork Dreadnought




 Talamare wrote:
First Player Turn 1 Deep Strike needs to be 100% removed.

What if the rules for number of drops in reserve was modified? Like, you can now put your whole army in reserve, but only 25% of your army can drop per turn - So if you only put 25% of your army in reserves, everyone can come down, but if you put half your army in reserves, you're not getting the second 25% in until turn 2, and if you drop your entire army, you're not getting all of it down until the end of turn 4.
   
Made in us
Longtime Dakkanaut





Waaaghpower wrote:
 Talamare wrote:
First Player Turn 1 Deep Strike needs to be 100% removed.

What if the rules for number of drops in reserve was modified? Like, you can now put your whole army in reserve, but only 25% of your army can drop per turn - So if you only put 25% of your army in reserves, everyone can come down, but if you put half your army in reserves, you're not getting the second 25% in until turn 2, and if you drop your entire army, you're not getting all of it down until the end of turn 4.


That's a good suggestion

First Player may not Deep Strike on his 1st Turn

Neither Player may reinforce more than Half their Army each turn. (rounded up)


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
Ragin' Ork Dreadnought




 Talamare wrote:
Waaaghpower wrote:
 Talamare wrote:
First Player Turn 1 Deep Strike needs to be 100% removed.

What if the rules for number of drops in reserve was modified? Like, you can now put your whole army in reserve, but only 25% of your army can drop per turn - So if you only put 25% of your army in reserves, everyone can come down, but if you put half your army in reserves, you're not getting the second 25% in until turn 2, and if you drop your entire army, you're not getting all of it down until the end of turn 4.


That's a good suggestion

First Player may not Deep Strike on his 1st Turn

Neither Player may reinforce more than Half their Army each turn. (rounded up)

I don't think the 1st turn restriction is needed.

This also brings back 'Fluffy' armies without relying on the crutch of "Well you can Do it in NARRATIVE!". You want to put your entire army in reserve? Go ahead! But you're going to have to drip-feed it onto the board.

(It'd also need a change so that Sudden Death doesn't kick in until the end of the first Battle Round, but that's easy.)
   
Made in us
Twisted Trueborn with Blaster





 Backspacehacker wrote:

No one understood how freaking powerful turn one deep strike charges are until now.


Because they aren't, not really. I mean, to even successfully charge out of deep strike, even if you place your models just a Nth of an inch away from the 9" mark, you're still gonna need to roll a minimum of 9 on your charge roll which is only ~27% odds. There are plenty of things with higher probabilities of getting you into CC first turn, such as fast attack units, especially in maps with smaller distances between deployment zones (spearhead, search and destroy, frontline assault, where units could be as little as 18" apart to begin) or when they have movement bonuses (e.g. a squad of reavers on hypex could charge a unit that started 27" away from them with literally the same probability of a deep strike unit successfully charging)

This message was edited 1 time. Last update was at 2017/09/07 16:33:06


"But If the Earth isn't flat, then how did Jabba chakka wookiee no Solo ho ho ho hoooooooo?" 
   
Made in us
Legendary Master of the Chapter






 Adeptus Doritos wrote:
I would be in favor of Deep Strike turn 2.

Also, vehicle weapon arcs need to come back. We've been house-ruling that, because sponson guns shouldn't be shooting over the vehicle. For us, "If the gun can point at it, it can shoot at it".


Id be ok with turn 2 deep strikes. though shift the dead line to T4 instead of 3

might be worth giving drop pods a exception so it could be worth taking.

I know it can be wonky but i honestly dont mind the no weapon arcs

it speeds things up siginficantly and less arguing at times.

which is why i love that templates and scatter dice are gone too.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Twisted Trueborn with Blaster





 Desubot wrote:
[

I know it can be wonky but i honestly dont mind the no weapon arcs

it speeds things up siginficantly and less arguing at times


I'm with you. Getting rid of weapon arcs was one of the smarter things this edition did. The game has always been assumed to represent figures in motion, and vehicles are perfectly capable of turning to fire their guns, most of them quite rapidly. Literally my only problem is that my jets can fire their forward mountain guns straight out the wazoo at an enemy behind them even though they specifically can't turn as freely as other vehicles, and I'd still rather that way than slow the game down with an additional rule for them.

"But If the Earth isn't flat, then how did Jabba chakka wookiee no Solo ho ho ho hoooooooo?" 
   
 
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