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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Since the big FAQ dropped, we can no longer bring in reserves on turn 1 out side of our deployment zone. This has lead to some issues with couple of units/armies. I purpose at lease these 2 changes.

1, Drop pod Assault: Change it back to how it was in previous editions. Added sentence to the rule: "During the first battle round, you may step up, up to half (Round up) drop pods that were placed in orbital strike. These pods may be set up outside your deployment zone, but more than 9" from an enemy unit."

2. Elysian army: Air drop assault: Infantry units can be set up in Air drop assault. During the first battle round, you may set up up to half (round up) units that were place in Air drop assault. These units can be placed outside your deployment zone, but more than 9" from an enemy unit. Also, models with the Flyer battle field roll in a Elysian army, do not cause the game to automatically end if they are the only type of units on the table. These flyers still can not claim objectives.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

You mean, since the big FAQ dropped, we might not be able to bring in reserves on turn 1 outside of our deployment zone.
Its a beta rule, not official. If you don't want to use the beta rules don't use them.

There's nothing wrong with the beta rule. In fact, its welcome as it limits turn 1 alpha strikes a bit.

This message was edited 2 times. Last update was at 2018/05/17 12:42:37


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 CthuluIsSpy wrote:
You mean, since the big FAQ dropped, we might not be able to bring in reserves on turn 1 outside of our deployment zone.
Its a beta rule, not official. If you don't want to use the beta rules don't use them.

There's nothing wrong with the beta rule. In fact, its welcome as it limits turn 1 alpha strikes a bit.


Oh I agree with you. I like the rule. I would just like to see the two adjustment above for those armies.

(Yes, I know its a beta rule, but my local meta use beta rules all the time.)

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Well, the problem with the drop pod suggestion is that even at more than 9" its still possible to double tap something with overcharged plasma to oblivion on the first turn.

If you want it to limit first turn alpha strikes, it would have be more than 12".

Same problem with Elysians. I think they can take quite a few plasma, anyway.

What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Powerful Phoenix Lord





I was just mentioning this to my buddies, and I agree with the drop pod idea.

Drop pods are pretty much abandoned in 8th. A rule allowing them to deep strike on turn one normally (i.e. you're paying for those pods) would give them a purpose and a utility. Another guy suggested giving Drop Pods infiltrate instead, allowing you to deploy on the table before the game, etc.
   
Made in us
Fixture of Dakka





"Infiltrate up to half your pods" would be really cool. Although that's a lot of points to Infiltrate a single squad. I'm assuming it wouldn't cost CP, too.

If SM had the sorts of threats CSM had (see: AL Zerkers) or didn't already have RG + stratagem, it would probably be OP.
   
Made in us
Fixture of Dakka





 CthuluIsSpy wrote:
Well, the problem with the drop pod suggestion is that even at more than 9" its still possible to double tap something with overcharged plasma to oblivion on the first turn.

If you want it to limit first turn alpha strikes, it would have be more than 12".

Same problem with Elysians. I think they can take quite a few plasma, anyway.


Yeah. The OP's suggestion reads as, "Hey, what if everyone else's short-ranged dakka deepstrikers got nerfed by the FAQ except the ones from these two that I may or may not play." My various flavors of deepstriking aeldari are supposed to be great at ambushes and aerial insertions. Is there any particular reason marines and certain guardsmen should be better at it than my pointy-eared xenos?


Automatically Appended Next Post:
 Elbows wrote:
I was just mentioning this to my buddies, and I agree with the drop pod idea.

Drop pods are pretty much abandoned in 8th. A rule allowing them to deep strike on turn one normally (i.e. you're paying for those pods) would give them a purpose and a utility. Another guy suggested giving Drop Pods infiltrate instead, allowing you to deploy on the table before the game, etc.


I kind of like the idea of keeping them as is but also giving them the option of infiltrating. It lets you "bypass" the FAQ issues but at the risk of getting shot up on your opponent's first turn if they go first or seize and makes a little more fluff sense to my brain. Surely pods land a little before or after the fight starts sometimes; not necessarily all together in perfect grouping just as things get going. At that point, pods would be sort of like a more versatile version of the RG stratagem that you pay points instead of command points for.

This message was edited 2 times. Last update was at 2018/05/17 23:53:18



ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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