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Stratagems to Help Fix First Turn Alpha Strike  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Been Around the Block





In addition to adding a new rule for Match Play preventing units deployed as reinforcements from being set up on the battlefield during the first player's turn in the first round of battle, I was trying to brainstorm some stratagems that could be added to the general pool that would also help alleviate the first strike potential in 8th. In my opinion, first turn should not be an automatic must for every army in every matchup for every mission. Just got back from NOVA, and had more than 1,000 points of dreadnoughts eliminated on the top of 1 turn 1 in 2 of my rounds. That's not very interactive, and I think we can do better.

Some ideas for new stratagems for Match Play. In general, these stratagems try to give players access to defensive abilities that are available all game, but not available at the beginning of the game before their first turn.

Smokescreen 2 CP
Use this stratagem at the beginning of the first battle round, if you are taking the second turn. Any number of your Vehicles with the Smoke Launchers ability may activate that ability now, as if it were the shooting phase. Any smoke launchers used in this way may not be used again during the battle. Friendly imperium units wholly within 6" of a vehicle that used its smoke launchers ability in this way also benefit from the -1 to hit.

Has anyone ever used smoke in 8th? I haven't. Might be nice to give it a purpose. I really wish this was a real stratagem.

Psychic Defense 2 CP
Use this stratagem at the beginning of the first battle round, if you are taking the second turn. Just prior to the first player's movement phase, you may take an additional psychic phase, as if it were your turn. During that psychic phase, you may only manifest psychic powers that target friendly models and/or units.

This would help armies like Aeldari start with fortune and conceal in play. Grey knights could improve their invulnerable save, marines could boost the toughness of a model, etc.

Covering Fire 2 CP
Use this stratagem at the beginning of the first battle round, if you are taking the second turn. At the beginning of the first player's first shooting phase, roll 4D6, and select up to four units on the battlefield with total power level equal to or less than the result rolled. Those units may immediately shoot as if it were your shooting phase.

We could also have some faction specific stratagems if the general ones aren't cutting it, for example:

Unidentified Threat 2 CP
Use this stratagem at the beginning of the first battle round, if you are taking the second turn. Enemy units may not target <Hive Fleet> character units with shooting attacks during your opponent's first turn unless the targeted <Hive Fleet> character unit is the closest visible enemy unit to the shooting unit.

Drone Reserves 2 CP
Use this stratagem at the beginning of the first battle round, if you are taking the second turn. At the beginning of your first turn, you may return any drone models destroyed during the battle to play. Models rejoining existing units must rejoin their units in coherency, and may not be placed within 1" of enemy models. Drone models in units that were completely destroyed may be deployed as new units, within your original deployment zone, and more than 9" away from enemy models (non-drone models in those units remain destroyed). Placing new units does not cost reinforcement points, however destroyed units replaced in this way do count as destroyed for purposes of mission objectives, first blood, total number of enemy units destroyed, etc.

Think this could help? Thoughts?
 
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