Switch Theme:

General rules overhaul  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ch
Human Auxiliary to the Empire




Hi,

I started some time ago trying to make an overhaul for the T´au codex, but after a while I realized that some of the issues are with the general rules and cannot be resolved through codex changes. That´s how I started this. Then it developed a life of it´s own and here I am.

Now, there´s one thing I must stress before showing the overhaul:

These changes are not intended to be balanced. They are intended to improve the general rules that we play with. Rules are meant to make the game fun and interesting to play. Balance is what we have points for. If a certain rule here f**** up your army, please keep this in mind. Also, these changes are intended to be applied together with codex-overhauls. So please don´t comment on balance, unless you think that a change is fundamentally unbalanceable.

Some of them are also meant to streamline and simplify overcomplicatedly worded rules and not actually change anything.


Edit: Since things got kinda out of hand, this isn´t really an overhaul anymore. So I present:

40k 9th edition: OKorVesah edition... (take it with a grain of salt).

Spoiler:

40k 9th edition: OKorVesah edition - general rules



Play on a bigger board. At least 1.5 times as big as the weapon with the longest range (movement range + attack range). Better 2 times. Deployment zones are such that nobody can attack during the first turn.
//Intended as a guideline, not a necessity. Each unit should be balanced under the assumption that it can fully (ab)use it´s stats. If you still want to buy a basilisk, when your opponent starts the game within charge distance, thats your choice.
//This will necessify several point-changes to very-long-ranged or notoriously slow-moving units.


Rules with identical effects should get identical names. (i.e. Feel no Pain(X+), Deep Strike, ...)


All models in a unit shoot/attack at once (not one after another). When resolving damage from wounds from multi-damage weapons, resolve the wounds one-at-a-time (if it matters).


Deep-Strike: Minimum distance to enemy models lowered to 1". Models can deep-strike "into" models that have a maximum wound characteristic a quarter or less than that of the deep-striking model. The player controlling the models must move them so as to accomodate the deep-striking model (keeping 1" distance to it).
//To be accompanied by a drastic reduction to the availability of deep-strike, as well as possibly heavy rebalancing/repricing of deep-striking units.


Falling back: A unit that falls back can decide to ignore their opponent. If it does so, all units in close combat with it, can immediately choose to attack it, as if it were their combat phase, but they cannot pile in or consolidate as part of this. A unit can only attack like this once per phase. The unit falling back can then act freely for the rest of it´s turn, as if it hadn´t been in close combat, but it must end it´s move outside of 1" of all enemy units.
//This is not a change to the current fall back rules. It is a new option. You can choose whether you want to fall back according to the current rules, or fall back according to the above.

Falling back: A model that falls back can move "through" models that have a maximum wound characteristic a quarter or less than that of the falling-back model. Your opponent must move his models out of the way so as to accomodate your model, staying more than 1" away from it.
//This means that in such a situation you can declare that your model falls back, but not actually move it, so your opponent just moves his models out of close-combat range.


Moving: Change the move characteristic of all models to X/Y, where X is the normal movement distance and Y is the advance distance (advance distance can still depend on a dice roll).

Moving: Units must use their movement (including advancing) to get into close-combat. A unit can declare to charge when it advances. If it does so you can add 2" to their advance distance, without exceeding that unit´s maximum advance distance and every model in the unit must move as close as possible to the nearest enemy model.

Charge bonusses: Everything that gains a bonus upon making a charge defaults to gaining that bonus when having moved into close-combat this turn or when an enemy unit moved into close-combat with it this turn.

Overwatch: Removed.

Charge phase: Removed.

Heroic intervention: A unit which can make a heroic intervention can only do so right after an enemy unit moved into close-combat with an allied unit, providing the unit which wants to make the heroic intervention is not in close-combat already and provided it is within 3" of the unit it wants to intervene.

Combat phase: A unit can only consolidate if it is no longer in CC (because too many models died), in which case it must use consolidation to try and get back into CC.

Combat phase attack order standartisation: All units have an initiative, by default 1. Units are chosen to fight in the order of their initiative. For units with the same initiative, the players alternate, starting with the player whose turn it is. All rules that allow a units to attack first instead grant +1 initiative. All rules that force a unit to attack last instead cause -1 initiative. The counterattack-stratagem also grants +1 initiative.

Moving into close-combat: Moving into close-combat does not grant +1 initiative.


Characters: Remove the rules for targetting characters tied to the keyword.

Characters gain ability "Key unit(X+)": When this unit is declared as a target for an attack (ranged or melee) a friendly <faction> unit within 3" can attempt to intercept the attack. Roll a D6. If the result is X+, the attack is resolved against the heroic and totally voluntary substitute, but with a -1 to hit. Only 1 unit per attack can try this.
//You can intercept an attack with another "Key unit", but you cannot "chain" this, because you can intercept each attack only once.
//Should be tied to size and fightiness. For weak support characters this can be "Key unit(2+)". Bigger, more fightey ones (around T´au Commanders or Custodes Captains on bike) can get around 3+. Monstrous guys get 4+/5+. Don´t bother with 6+.
//This rule is primarily meant to replace the ruling to target characters, but it must not be exclusive to characters.

Fly: Removed as a keyword. Split into two abilities.

Fly: New ability. This unit can move like you can if you currently have the "Fly" keyword.

Disengage: New ability. This unit can fall back without penalty.
//All units with the "Fly" keyword receive the Fly ability. Not all of them receive the Disengage ability.

"Flier": New keyword. For fliers. All abilities which grant a to-hit modifier depending on if the target has the "Fly" keyword reference the "Flier" keyword instead.


Passengers: If a vehicle with passengers gets destroyed, remove the vehicle first, then place the passengers as close as possible to the location of the vehicle, disregarding distance to your opponent. If there is no space due to enemy models, your opponent must make space. Passengers forced to disembark like this cannot attack this turn.


Morale: Removed.
//Merge the "weakness to morale" into the rest of the profile, mostly points. Think of it as "toughness" representing both, physical and mental toughness, so some shots may not actually kill a model, but cause it to loose it´s nerve and no longer contribute to the battle.
//Abilities which are "morale" based need to be reworked into something different, which still captures the idea/purpose of the ability.


Psitests: Remove the possibility to deny psychic powers.

Psitests: A unit that fell back receives -1 to their psitests.

Psitests: Any psiker can cast any power he/she/it is capable of, any number of times (up to the limit of powers he/she/it can cast per turn) without restrictions.

Psychic focus: A psiker can decide to focus his powers to an allied or enemy psiker, in exchange for casting one power. Choose an allied/enemy psiker within 24" of your psiker. That psiker receives +2/-2 to his next psitest. Several instances of this stack and a psiker who can cast several psychic powers per turn can exchange any number of them for one psychic focus each. Your psychic focusses last until the start of your next turn or until they are used.

Psychic powers: Rewrite all psychic powers that deal mortal wounds to deal auto-hits with a regular S/AP/dmg profile.

Psikers: Basic psikers can only cast one power per turn, but may receive a modifier to their tests, to differentiate their abilities. Only legendary psikers, famous for their abilities, should be able to cast several powers per turn.

Psikers: Psikers have access to all basic powers and all powers from their discipline.
//Smite is the only basic power. The list of basic powers is subject to extension and introducing more disciplines to choose from is intended.


All special rules that trigger on a certain result of a roll (eg. "on a hit roll of 1" or "on a wound roll of 3.5+") are by default triggered before rerolls and modifiers. This includes overcharged plasma.

In all instances of "reroll failed rolls", remove the "failed". You can simply choose which dice(s) you want to reroll.


All detachments and the CP they grant are scrapped. CP are instead granted by HQ choices. The amount of CP each HQ grants is specified on it´s datasheet.
//The amount of CP per HQ should be chosen in such a way, that at the end of the day, all armies have (potentially) equal access to CP. It is well possible that some really cheap HQ´s grant no CP at all. Also, the amount of CP should be factored into their point cost.


When setting up units, the players can choose to set up several units at once, so the player who gets +1 to their who-goes-first-roll is not predetermined by the number of units.

New Stratagem for all: Before rolling off to see who goes first, you can expend X CP to get +X to your roll. If both players want to do this, each player covertly takes a number of dice into one of his hands that equals the number of CP he wants to spend. Then both players show each other those dice. (Or come up with a similar method of your own).
//Since the whole who-goes-first and setting up can be mission specific, these are ideas/guidelines and need not be strictly implemented.


Army-wide bonusses (chapter tactics or the equivalent for your army) scrapped.


Relics receive point and power-level costs (power-level cost only for the stronger ones).

Differentiate between unique and non-unique Relics. Unique Relics cannot be present more than once per army, non-unique relics can.

Taking a second relic costs an additional 20 points (instead of CP). Taking a third relic costs an additional 40 points. Taking a fourth relic costs an additional 60 points and so on.

//It seems that most people think, "Well, non-unique relics should just be standart options then." The thought is obvious, so here´s my reasoning for this.
//As opposed to standart mass-produced wargear, relics are rare (and powerfull) objects. They are not necessarily one-of-a-kind, but their production may only be possible in a few places and must be explicitely demanded. So while you technically can take some non-unique relics for your entire army, procuring them in larger numbers (more than 1) is difficult, which is represented by the extra point cost for each additional relic.
//So while for example a T´au Commander may well have access to a single Onager Gauntlet, he will have a much harder time to procure enough of them to make a full Onager-Crisis team (not the least part of the effort will go into convincing his superiors that this is necessary at all).
//The point increase per additional relic is up to debate and testing.


Weapons: Assault weapons can be fired in a turn in which a unit moved into close-combat, but only against a unit it moved into close-combat with and still suffering -1 to hit, if they advanced.

Weapons: Heavy weapons can only be fired if the wielder did not move this turn. Monsters and vehicles can fire heavy weapons if they moved this turn, but suffer -1 to hit when they do so.

Weapons: Rapid-fire weapons suffer -1 to hit if the wielder moved this turn and cannot be fired if the wielder advanced this turn. Monsters and vehicles do not suffer the -1 to hit, but still cannot fire after advancing.

Weapons: Grenades can be thrown in a turn in which a unit moved into close-combat. Grenades can also be thrown, immediately after an enemy unit moved into close-combat with the grenade-wielding unit. Grenades suffer no penalty from moving or advancing. Still only one grenade/unit/phase and no other weapons for that model.


To-Wound: S equal T: 4+. Each point difference modifies the needed result by 1. Unmodified 6 always wounds, unmodified 1 always fails. Note that, with eg. S4 vs T7 the needed result would be 7+, so while an unmodified 6 would still wound, the modified result still needs to be 7+ in order to wound.


The save characteristic of a model is an armor save.
//This is just to adress the concerns of some RaW players. Since their arguments are technically correct, I figure, I´ll just adress it. Note: I don´t claim that all these changes are waterproof and RaW-save. But if I had to implement them into an actual ruleset I would do my best to formulate them in such a way.


Invulnerable saves scrapped. The armor save of all units gets reformatted to X+/Y. X+ is the armor save, as currently. This model can ignore AP up to Y. Does NOT reduce AP, it only negates small amounts of AP, up to the threshold. Y is called AP resistance.
//Needs complete revamping of all units, of course. I´m thinking, basic dudes upt to 4+ armor get X+/0, around 3+ they get 3+/1, though guys around 2+ get about 2+/2 and for vehicles (standart stuff, not the small fry) it´s around 1+/3.
//Also will require some reworking of the AP values of some weapons.


Cover: Cover does not modify the armor save. Cover grants a 5+ save that can be taken in addition to other saves.
//I´m thinking rules/abilities may positively modify this, but to counter, only use ignore cover. Also grant a little more access to ignore cover to each army, most prominently to flamers.


Armor: Can have values (including the one on the datasheet) and be improved past 2+. Note that an unmodified 1 still fails.

6+ armor isn´t really worth rolling so many dice. Remove it (set to 7+) and decrease prices accordingly.

All light vehicles get 2+ armor. All standart vehicles get 1+ armor. All heavy-duty vehicles get 0+ armor.
//This is not a strict rule. It is a catch-all and intended as a guideline. The last word goes to the entry in the codex. Really small/light vehicles can have a worse armor save, no problem with that.



Changelog.
Spoiler:

26.01.2019
Added comments to table size, falling back, CP granted by HQ, relics and vehicle armor change.
Removed vehicle movement restriction.
Removed replacement for chapter tactics/your-equivalent (they´re just gone now).
Removed the possibility for some units to move through others.
Removed Objective Markers being non-traversable.
Simplified rules for passengers leaving a destroyed vehicle and added, that they cannot attack this turn.
Changed Pile-in and consolidate, such that they must be used to remain in CC if possible.

Later that day
Removed reintroduction of vehicles checking LoS from their weapons.

31.01.2019
Separated the targetting ruling concerning characters from the keyword into a separate ability.
Changed the ruling concerning targetting characters.
Removed the "Fly" keyword and introduced two separate abilities to replace it´s effects.
Introduced to "Flier" keyword for fliers and for anti-flier weapons to interact with.
Added sections about morale, psikers, invulnerable saves, 6+ armor saves and cover.
Added change to heroic intervention.

08.02.2019
Added comment to deep strike.
Expanded section about falling back.
Almost complete rework of moving/charging.
Removed overwatch.
Reset pile-in to current ruling.
Removed morale.
Invulnerable saves removed and replaced by AP resistance.

This message was edited 8 times. Last update was at 2019/02/08 21:06:16


 
   
Made in us
Storm Trooper with Maglight





Fredericksburg, VA

Well I stopped at the first point as that's silly. A basilisk has a range of 240", so your suggestion means I should play on a board that is larger than 30 feet in length... yeah, no. It's artillery, you should be getting hit by it, a lot, while attacking its position; and frequently before you can fire back if you don't have any of your own. (and I suspect there are longer ranged weapons available)
   
Made in us
Fixture of Dakka





"Play on a bigger board. At least 1.5 times as big as the weapon with the longest range (movement range + attack range). Better 2 times. Deployment zones are such that nobody can attack during the first turn. "
Movement and shooting should be tuned down instead. And points levels should go back down.

When nothing but the craziest of the crazy fast is moving 20+ inches/turn it'll feel more "normal".

When shooting primarily sets the score and CC is used for mopup in most armies, the board will feel bigger.

When you only have 1500 points worth of doods, the board feels much bigger.

"Deep-Strike: Minimum distance to enemy models lowered to 1". Models can deep-strike "into" models that have a maximum wound characteristic a quarter or less than that of the deep-striking model. The player controlling the models must move them so as to accomodate the deep-striking model (keeping 1" distance to it). "
In previous editions, I liked the idea of natural Tank Shock on DS - including Death or Glory. The rules have been dumbed down a lot, so it's not so readily available. However, DS has become primarily either getting within 12" to shoot with a glass cannon or making 9" charges on 3d6 with rerolls.

I'd rather it were more tactical. DS (and Infiltrate) used to be about getting in position so that you could do your thing next turn.

I'd be ok with shorter "minimum distances" as long as there's a "always count as outside 9 inches, even when charging" rule and/or a "Cannot charge on the turn you arrived" rule.

That said, if you do allow DS directly onto/into a unit, you should allow Overwatch. Possibly even allow DS into a unit, but not allow the DSing unit to fight or be fought in CC that round (so the unit can fall back before it gets shreded).

"Falling Back"
Either:
-falling back should be relatively safe (as is now)
-Ignoring the falling-back penalty should be harder/rarer
-And there should be no overwatch
Or:
-Falling back should face a CC "overwatch". The usual suspects who ignore fallback penalties should ignore it

Alternately, I could see something like Falling Back, outside special rules, is done in the first half of your opponent's Charge phase (Before Charges are declared). But that gets messy.

"Vehicles"
Take a look at WHFB movement. That's basically what you're looking for. It'd be cool, but the game is getting more streamlined, not less.

"Passengers"
I like the concept. I'd remove "as close as possible". Either a static range or based on movement. I like allowing them to wind up in CC.

"[Triggers before Modifiers]"
I really like the idea. It's a little weird that rerolling a Sniper Rifle to-wound thanks to Gman doesn't increase the odds of a "perfect shot" (mortal wound). But it's beyond silly what to-hit modifiers do to Plasma. I think it'd be better done on a per-rule basis. Most rules that hurt the bearer should be before, most rules that help the bearer should be after - but standardizing all to before works, too.

That said, Plasma (and similar) should become 1 wound (mortal or otherwise) instead of remove-the-model.

"All detachments and the CP they grant are scrapped. CP are instead granted by HQ choices: Each HQ unit grants by default 1CP per 3 power levels, rounded up (this is just a guideline, should be defined on the datasheet). "
My Warlocks laugh at Smash Captains. CP for DAYZ.

More seriously, my favorite CP rework is the 'detatchments cost CP' - but that's worthy of it's own thread.

"Last-minute Drill"
I'm a fan of just removing all the Faction bonuses. For everyone. A couple would be cool stratagems in some armies, though.

"Relics receive point and power-level costs (power-level cost only for the stronger ones). "
Please. Shard of Anaris and Firesabre should be of very different power.

"Unique Relics"
Non-unique relics should just be "Armory" choices. Mixed with points-for-relics, I assume you're not spending CP for them anymore? Some might still have a CP cost (as appropriate), but most seem like they should just be points.

"To-Wound"
Basically, the old chart. Except you still always wound on 6s. I like it. Between this and a toning down of killiness (especially AP and Damage for anti-elite weapons like Plas and Dissies), I think we'd see a lot more variance between things like Guard and Marines again.

"Armor"
Please.

"vehicles get [N]+ armor"
Please no. A Venom-class vehicle (Vyper, Starweaver, etc) shouldn't have a 3+ save or better.

Some interesting ideas. I'd love to see further interation. I agree with a lot, at least in theory. There are a number I disagree with and some I see as problematic.
   
Made in ch
Human Auxiliary to the Empire




Bharring wrote:

That said, if you do allow DS directly onto/into a unit, you should allow Overwatch. Possibly even allow DS into a unit, but not allow the DSing unit to fight or be fought in CC that round (so the unit can fall back before it gets shreded).

My Warlocks laugh at Smash Captains. CP for DAYZ.

Please no. A Venom-class vehicle (Vyper, Starweaver, etc) shouldn't have a 3+ save or better.


Good idea on the overwatch against DS.

I don´t know what you´re trying to say with the Smash Captains. As I wrote, the amount of CP would be specified for each HQ seperately. Obvisously in a manner, that in the end, all armies have roughly equal access to CP (at least potentially).

The Falling back change is geared to adress the "Guardsman locks vehicle in CC, vehicle cannot shoot" issue. Like this, "locking" a unit in CC requires the attacker to be an actual threat to the unit. Otherwise the unit can (and should be able to, in my opinion) just laugh and walk away. I definitely agree that free falling back shouldn´t be handed out like candy. I´ll probably also come up with a nerv to the "FLY" rule.

The thing on the vehicles is not to be taken as set-in-stone. More of a catch-all (I´ll make a note on that). I simply want plates of armor on wheels to receive an according armor value. It can´t be that a knight has the same armor as a tactical marine. Also, the idea was to make tanks more resiliant against small arms and more vulnerable to anti-armor weaponry, which I think is well implemented with 2+ armor and better.
But yeah, some of those scaled-up bikes are probably not in the 2+ armor category.

This message was edited 1 time. Last update was at 2019/01/25 16:13:55


 
   
Made in us
Fixture of Dakka





OKorVesah wrote:

Play on a bigger board. At least 1.5 times as big as the weapon with the longest range (movement range + attack range). Better 2 times. Deployment zones are such that nobody can attack during the first turn.


Well, playing on varying table sizes isn't really practical for anyone that has a fixed-size gaming table or limited gaming space. You'd have to play on the floor or push a bunch of tables together or something. There's a discussion to be had about making the game board larger or smaller (or reducing movement and range bands), but playing on an area large enough to make fighting impossible on turn 1 is going to have a lot of undesirable consequences. Armies with long range and high mobility will have a much easier time engaging armies with short range and low mobility. Footslogging armies that already struggle to get into position fast enough will have that problem worsened. I'm trying to avoid talking about "balance" in this post per your request, but you will have to significantly change several aspects of modern 40k in order to avoid crippling certain armies or units.


Rules with identical effects should get identical names. (i.e. Feel no Pain(X+), Deep Strike, ...)

Partly agree. Feel no Pain(x+) and Deepstrike(x inches away) and a handful of other rules can stand to be USRs. It's probably not all that important to do this with every special rule in the game though. A mandrake's bale blast and a scout marine's sniper rifle both do mortal wounds on to-wound rolls of 6, but for very different reasons. No need to destroy all your levers.


Deep-Strike: Minimum distance to enemy models lowered to 1". Models can deep-strike "into" models that have a maximum wound characteristic a quarter or less than that of the deep-striking model. The player controlling the models must move them so as to accomodate the deep-striking model (keeping 1" distance to it).

Some concerns here. Units could just plop down next to an objective and swipe it out from under their opponent with no counterplay (that you've mentioned). If you're still allowed to charge after deepstriking, this guarantees the deepstriking unit will be able to charge something the turn it arrives. Deepstriking a couple of units would make it pretty easy to charge most/all of an enemy army on turn 2 and basically keep them from shooting for the rest of the game. I'm picturing a couple swarms of hormagaunts just charging over and over leaving a marine gunline to punch inefficiently, fall back, get charged again, etc. while the rest of the 'nid armies claims objectives or moves in for the kill. Deepstriking (presumably more than) 1" away would also allow weapons with a range of 9" or less to be able to shoot things the turn they arrive. You'd be unable to screen a tank from my deepstriking fire dragons (12" guns) unless you had a solid wall of them less than 1" away from your tank and out to 11.1", for example.

Also, forcing your opponent to fidget with a bunch of models because you wanted to knock him off of an objective will slow the game down and doesn't seem to have much counterplay.


Movement: Models can move "through" enemy models with a maximum wound characteristic a quarter or less than that of the moving model, but any distance covered within 1" of enemy models counts double. Your enemy must clear a path with his models for your models, keeping 1" distance to your models.
//This is where I should include some pictures.

I see what you're going for here, but this will also slow the game down quite a bit. Especially if you're actually figuring out how much of a model's movement occurs within 1" down to, say, the closest half inch.


Falling Back: A unit that falls back can decide to ignore their opponent. If it does so, all units in close combat with it, can immediately choose to attack it, as if it were their combat phase, but they cannot pile in or consolidate as part of this. A unit can only attack like this once per phase. The unit falling back can then act freely for the rest of it´s turn, as if it hadn´t been in close combat, but it must end it´s move outside of 1" of all enemy units.

I didn't like the "attacks of opportunity"in the falling back thread, and I don't like it here. Basically, there will almost always be a clear best decision as to whether or not you should fall back. If the unit locked in combat is decent in melee, it will stay put. If not, it will fall back so that it and the rest of the army can shoot at the enemy unit. If your falling back unit gets wiped out while falling back, that's just the cost of doing business. It doesn't really add interesting decisions to the game because there will almost always be a clear best choice. It's just sort of a passive aggressive way of telling your opponent you're not happy that he's falling back.


Combat phase: Pile-in can be done in any direction, but cannot be used to move a unit out of CC. A unit can only consolidate if it completely destroys all units that it was in CC with (no moving after attacking, if there´s still one enemy guy left).

This will make it more difficult to swing with all models in a unit in subsequent fight phases. One of the reasons the consolidate move exists is so that you can effectively get 6" (the consolidate and then your pile in in the next turn) to move models into fighting position. Maybe that's initentional. Just be away of it. Multi-charging several enemy units can suddenly become a not-insignificant liability to your mobility and offense with this rule.


Combat phase: Models can Pile-in "through" models with a maximum wound characteristic a quarter or less than that of the piling-in model (eg. a dreadnought with max.8 wounds can pile-in through models with up to max.2 wounds). The player controlling the models that are being moved through must move them out of the way so as to accomodate the moving model.

Unless you really, really needed to be 3" in another direction with your big, stompy model, this rule seems unlikely to be especially important. it does, however, seem like yet another opportunity to slow down the game by making your opponent move a handful of models again. Remember how annoying it was when you had to roll to run (advance) in the shooting phase because it meant a lot of units basically had to eat up two movement phases worth of time? This is like that. Also, what happens when you move the big stompy model "through" an immobile unit?


Combat phase attack order standartisation: All units have an initiative, by default 1. Units are chosen to fight in the order of their initiative. For units with the same initiative, the players alternate, starting with the player whose turn it is. All rules that allow a units to attack first instead grant +1 initiative. All rules that force a unit to attack last instead cause -1 initiative. The counterattack-stratagem also grants +1 initiative.

Kind of like this, but will it come up often enough to matter? If you have an army that charges a lot or has a lot of "always swing first" rules versus an army that doesn't, then you're usually swinging first as is. Think Slaaneshi daemons versus marines. The daemons will generally be going first in both your system and the arguably simpler 8th edition rules. If the marines decide to do the charging, then both armies will have an initiative of 2 meaning they alternate, just like now. If you have two armies without initiative bonuses other than charging, then the chargers will always go first. Just like now. This doesn't seem like a bad way of doing things, but what does it accomplish that the current system doesn't? I guess you could have a bunch of floating initiative modifers all over the place so that an extra faster army can trump a sorta fast army, but otherwise you're getting the same results with more steps.


Overwatch: Hit rolls for overwatch CAN be modified, but only by rules which explicitely say so (this is merely for streamlining, so that all rules that already improve overwatch can be reformulated to a simple "+1 to hit rolls in overwatch").

Sure. Toss this into the "standardize names for similar rules" section. Although personally I'm not a fan of overwatch as it exists.


Characters: Characters can be targeted. All units can make a "look-out, Sir", when a character within 3" of them with less than 10 wounds is declared as target for an attack (ranged or melee): Roll a D6. On a 3+ the attacks are resolved against the heroic and totally voluntary substitute. Only one unit can try a look-out, Sir for each attack.

I don't think you want this. If you have a character I care about, I'll just point a few big guns at them. A 2 in 3 chance of diving in front of the bullet means that I'll still have a 1 in 3 chance of getting that shot through. Basically, characters won't survive very long if their stats and my weapons look more or less the same as they do now. Also, Look Out Sir is yet another mechanic that bogs the game down. You do you, but these rules seem like they'll result in very long games for the sake of minutia.


Vehicles: Reintroduce shooting angles and checking LoS from the weapons.

Add +1 to the "this will slow the game down" counter as you take time to position your vehicle just so to allow all its guns to fire at optimal targets. Also, you'll run into the same problems as previous editions when it comes to figuring out exactly what the firing arcs of some vehicles are. Plus, this gets complicated when converted vehicles are involved.


Vehicles: Vehicles can only move forward, backward or turn on the spot. When moving backwards, the moved distance is counted double. When turning on the spot, imagine a circle fitted around your vehicle and measure the distance that a point on this circle moves as the vehicle turns. This does not apply to units which move according to the supersonic rule. The Pile-in move in CC follows the same rules, except that piling-in backwards is not counted double.
//For example a vehicle with a movement speed of 12" can move 2" forward, then turn on the spot 4" (as described above) and then move 3" backwards (counted double, as 6").

Slows the game down. A lot. Also, you're picturing a rhino or a chimera or some other rectangular imperial thing when you talk about that circle. That guideline is a lot murkier with asymmetrical or oddly-shaped vehicle. Where is this circle centered on a wave serpent? How far up or down the spine of a raider is it? Do I use the extreme points of the hull to find its center? And if so, do I have to calculate the volume of my Slaaneshi chariot or wave serpent to find it? How far out does the circle's edge extend from my hull? Because most vehicles are vaguely oblong meaning that circle is going to be sticking out an irregular distance from my hull. Plus, the farther the circle's edge extends from its center, greater the distance each degree of rotation represents. If you are the circle's center and it extends out 3 feet from your head, then a 90 degree rotation represents a couple of feet, but if it extends out to the horizon, a 90 degree rotation represents miles. Plus, you'll be measuring fractions of inches every time you pile in or consolidate in anything but a straight forward line.

Is all that really worth the iota of simulationism you get from moving faster forward than at an angle or in reverse? Also, these rules all assume some pretty specific things about the mobility of giant flying xenos pyramids and hovering chaos drop pods.


Passengers: If a vehicle with passengers gets destroyed, place the passengers as close as possible around the vehicle, disregarding distance to enemy units, but obeying the normal movement rules. If some passengers cannot be placed like this, remove the vehicle and use that space, but all these passengers must take another check if they die. If some passengers cannot be placed like that either, your opponent must make space with his models to accomodate your models and your vehicle contained an unreasonable amount of passengers.

Slows the game down. You place models within a more limited area than usual, then pick up the vehicle model, then make a second "do I die" roll, then place your models in a less restrictive area. Also, this is potentially weirdly punishing. Like, if I have a melee unit standing near your wounded vehicle containing a melee unit, then of course I'm going to send my own melee unit in to finish the vehicle off because the alternative is to get charged by your guys in the following turn anyway so I may as well do damage while I can. But then I pop the vehicle, and suddenly I have your incubi or terminators or whatever within an inch of me.


All special rules that trigger on a certain result of a roll (eg. "on a hit roll of 1" or "on a wound roll of 3.5+") are by default triggered before rerolls and modifiers. This includes overcharged plasma.

Yeah, that's probably a good change. Helps with stuff like plasma. Makes buff rerolls less good, but you can balance around that.


In all instances of "reroll failed rolls", remove the "failed". You can simply choose which dice(s) you want to reroll.

Sure. Kind of a weird, situational change, but sure. Oddly enough, you could use this to debuff yourself if you don't want to kill off an enemy unit too quickly in melee or something.


Several instances of the same rule do not stack, unless the rule explicitely states otherwise.

Isn't that already a thing? I feel like that's already a thing. Like, sticking two shadowseers nears my harlequins doesn't impose a -2 on the to-wound roll instead of a -1 does it?


All detachments and the CP they grant are scrapped. CP are instead granted by HQ choices: Each HQ unit grants by default 1CP per 3 power levels, rounded up (this is just a guideline, should be defined on the datasheet).

Mixed feelings. Being able to make some models better commanders than others is an interesting lever. Tying it to power level is probably not a great guideline though. My autarch on foot, the guy who is all about commanding armies, should probably be better at it than the psyker on a bike or the giant leaking statue that makes everyone around him angry. Rage angel Mephiston should probably not be better at leading the army than a cheap, clear-headed captain.

Also, this wouldn't really solve CP problems so much as it would just shift them onto the HQ slots. Instead of armies with cheap troops being able to farm CP cheaply, it will be armies with cheap or efficient HQs. As Bharring mentions, the "detachments cost CP" approach is a pretty good way of generating CP if you're not overhauling CP and stratagems entirely.


When setting up units, the players can choose to set up several units at once, so the player who finishes setting up is not predetermined by the number of units.

Is the "+1 to the roll to see who goes first" rule an ITC thing? We've just been doing that instead of giving first turn to the guy who deploys first. Works pretty well. Your suggestion isn't bad. It just kind of shifts the advantage to the guy that doesn't mind getting counterdeployed a little.


Stealing the initiative removed.

Seizing the initiative is a mission-specific rule. So that's already accomplished by just not including it in whatever your missions are.


New Stratagem for all: Before rolling off to see who goes first, you can expend X CP to get +X to your roll. If both players want to do this, each player covertly takes a number of dice into one of his hands that equals the number of CP he wants to spend. Then both players show each other those dice. (Or come up with a similar method of your own).

Because you haven't solved the CP farming thing so much as just changed it, this will always favor whichever player has the pile of spare CP.


Army-wide bonusses scrapped. Replaced by:

New Stratagem for all "Last-minute Drill": At the start of the game (same time as picking Warlord traits), you can choose any number of your units and have your dudes-in-command give them a last-minute drill: Pick one drill (from the list that is currently used for the army-wide bonusses) for each of those units (doesn´t need to be the same for all) and pay CP accordingly (default 2CP per drill, but each drill should receive it´s own cost, directly written next to it).

What do you mean by "army-wide bonus?" If you mean And They Shall Know No Fear or Ancient Doom or Instinctive Behavior, then you're basically just removing those rules from the game because no one will ever buy them. If you mean chapter tactics, you're basically just punishing anyone who plays a sub-optimal sub-faction for the fluff. If you mean army-defining rules like Synapse or Rising Crescendo, then you're basically just adding a CP tax to armies to allow them to function.


Objective Markers: Objectives are vertically extended and important objects. Models are not permitted to move over (unless they can fly, or similar) or end any movement on top of an objective marker (treat them as non-traverseable terrain).

Eh? Why? Is every important location in the 41st millenium a fragile piece of porcelain? Often times, objective markers are said indicate that a nearbye piece of terrain is an important strategic position or else are used to broadly measure an army's control of an area. Think the "king of the hill" objectives in a video game. This doesn't break the game. It's just... weird and weirdly limiting to the narratives you can attach to your games. Maybe you'd prefer this be a rule in a specific mission meant to represent armies reclaiming fragile mcguffins or something?


Relics receive point and power-level costs (power-level cost only for the stronger ones).

Absolutely! All those second-string weapon relics no one ever takes will finallly have a chance to shine!


Differentiate between unique and non-unique Relics. Unique Relics cannot be present more than once per army, non-unique relics can.

I mean, a "non-unique" relic just sounds like a normal piece of wargear, but okay.


Taking a second relic costs an additional 20 points. Taking a third relic costs an additional 40 points. Taking a fourth relic costs an additional 60 points and so on.

Ah. No. See, now all those second-string relics I was all excited to take just had a huge premium placed on them so that I'm punished for taking what was probably a fluffy, non-competitive choice in the first place. Also, why limit them to 3? To my knowledge, armies are not breaking the game with relic spam at the moment. I'm not sure letting them take their 4th and 5th least favorite relics would suddenly unlock broken combos.


To-Wound: S equal T: 4+. Each point difference modifies the needed result by 1. Unmodified 6 always wounds, unmodified 1 always fails. Note that, with eg. S4 vs T7 the needed result would be 7+, so while an unmodified 6 would still wound, the modified result still needs to be 7+ in order to wound.

Meh. I wouldn't hate it. I've found that the current formula is a lot easier to teach new players. What's the advantage of doing it this way?


Armor: Can have values (including the one on the datasheet) and be improved past 2+. Note that an unmodified 1 still fails.
Technically already true. I mean, nothing has a 1+ armor save on its profile, but it could. There are a handful of units where this would have a place. Terminators. Phoenix lords. I'm not opposed.


All light vehicles get 2+ armor. All standart vehicles get 1+ armor. All heavy-duty vehicles get 0+ armor.
//This is not to be seen as a set-in-stone rule. It is intended as a catch-all change to vehicles. Definite values are still to be defined on a per-unit basis.[/spoiler]


Feels weird. My venoms and raiders do not seem like they should be as heavily armored as space marines. Also, assuming weapon AP doesn't change to basically cancel this out, you're increasing the durability of vehicles by quite a lot. Bolters against rhinos, for instance, currently wound on 5s and get saved on a 3+. In your system, they'd wound on 6s and get saved on a 2+ (because 1s always fail). So that implies that vehicles would need to go up in points, and that would mean they'd make up a larger portion of your army's points and that would mean the meta either shifts to be all about the super durable vehicles or else vehicles are perceived as not being worth it and thus get taken less often because they're more expensive.

You mention wanting to make tanks more resistant to small arms fire, but are you sure that's really what you want? You know how it's super frustrating to face imperial knights when you didn't happen to load up on tons of ant-tank? You're sort of creating a lesser version of that problem by lowering the amount of efficient interactivity between vehicles and low-strength/low-ap/low damage weapons. Currently, bolters can get lucky and plink a couple of wounds off a rhino. In your system, shooting bolters at a rhino will almost never make a real difference. And then you'll look back on your life decades from now, wondering what you could have done with all those wasted years of fishing for 6s. D:

Overall, I get the impression that you want a more simulationist set of rules for your games. I am concerned that the way you've proposed going about that will slow your games down a lot. You're trading conventionally strong design principles for time-consuming nitty gritty stuff. Which is great if that's what you're into, but I suspect many of us would not find the trade-off to be a good deal. Like, you know how some people really enjoy WW2 board games where you roll to see how many of your several thousand soldiers remembered to eat breakfast and then roll to see which ones got the tainted rations and then roll on the Wear and Tear table to see what condition their boots are in all before they even deploy to do the fighting part? It's kind of like that. There's nothing wrong with it if spending an entire day calculating exactly how far your tank can turn before shootinghis left sponson is your jam, but you may find that it has a less wide appeal than the official rules set.


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.
 
   
Made in de
Regular Dakkanaut





I am glad you are not in charge of rules design.
   
Made in ch
Human Auxiliary to the Empire




Wyldhunt wrote:

Overall, I get the impression that you want a more simulationist set of rules for your games. I am concerned that the way you've proposed going about that will slow your games down a lot. You're trading conventionally strong design principles for time-consuming nitty gritty stuff. Which is great if that's what you're into, but I suspect many of us would not find the trade-off to be a good deal. Like, you know how some people really enjoy WW2 board games where you roll to see how many of your several thousand soldiers remembered to eat breakfast and then roll to see which ones got the tainted rations and then roll on the Wear and Tear table to see what condition their boots are in all before they even deploy to do the fighting part? It's kind of like that. There's nothing wrong with it if spending an entire day calculating exactly how far your tank can turn before shootinghis left sponson is your jam, but you may find that it has a less wide appeal than the official rules set.


Thanks for that (and also the extensive rest of your response). That was not my intention. I will try to cut down on the time consumption. Also, I will add some clarifications, as some changes seem to attract misunderstandings.

This message was edited 1 time. Last update was at 2019/01/26 11:28:14


 
   
Made in ch
Human Auxiliary to the Empire




Added and changed some stuff (check changelog).
   
 
Forum Index » 40K Proposed Rules
Go to: