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Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

One of the biggest feel bad moments in 40k is having a character whiff all off their attacks and feel useless for a turn. This stratagem is my take on a universal strat to fix this momement:

Try Again Slugger

1CP/2CP

If a friendly character model has missed all their attacks in a phase (minimum 3 attacks) they may make another attack with any eligible weapon. This attack hits and wounds on a 2+ and isn't eligible to generate extra attacks through other special rules apply as normal. If the weapon does 3 or more damage this stratagem costs 2CP, in all other cases it costs 1 CP.

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I don't think this would be too OP, I think it isn't likely to be worth the CP, but it makes it so it'll be very rare that a character ever misses every attack in a phase and that's worth something in casual play.

   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I understand the feels badsies, but at the end of the day, thats more or less what the 1cp command reroll is for.

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

 iGuy91 wrote:
I understand the feels badsies, but at the end of the day, thats more or less what the 1cp command reroll is for.

Does that even get used that often these days? I was under the impression that after the changes to rerolling charge distances and other multi-die rolls it had fallen out of favor. This is power creep over the command reroll but it requires having missed every attack in a phase with a character which I thought would balance it for casual play.
   
Made in us
Fixture of Dakka





 Canadian 5th wrote:
 iGuy91 wrote:
I understand the feels badsies, but at the end of the day, thats more or less what the 1cp command reroll is for.

Does that even get used that often these days? I was under the impression that after the changes to rerolling charge distances and other multi-die rolls it had fallen out of favor. This is power creep over the command reroll but it requires having missed every attack in a phase with a character which I thought would balance it for casual play.

I definitely still use it from time to time. If I don't need to hit badly enough to warrant using the CP reroll, then I don't need to hit badly enough to use this either. Plus, with all the rerolls that exist in the game, it can be a bit frustrating when rerolls turn your narrow escape from a killy character back into the more predictable death. This would just exhasperate that.

Also, making it always hit and wound on a 2+ makes some units weirdly good at bypassing certain defenses. This would let you ignore the "only get hit on a 6+" rule of the Culexus, for instance, and would mitigate the downsides of a low-strength-high-damage weapon.


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 ca
Stubborn Dark Angels Veteran Sergeant




Vancouver, BC

Wyldhunt wrote:
Also, making it always hit and wound on a 2+ makes some units weirdly good at bypassing certain defenses. This would let you ignore the "only get hit on a 6+" rule of the Culexus, for instance, and would mitigate the downsides of a low-strength-high-damage weapon.

I didn't realize that was a thing, I figured with the hit cap there wouldn't be anything that was that hard to hit by default. That kills this idea dead.
   
 
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