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ProHammer Classic - An Awesomely Unified 40K Ruleset for 3rd - 7th Edition  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in pl
Wicked Warp Spider





 Mezmorki wrote:
Glad that ProHammer is going generally in the right direction for you. Happy to have your help refining it too. BTW, I haven't had a chance to dig into the document in the past few days, but your earlier edits and recommendations are on my radar to address.

Regarding turn advantages...

While I don't like the command point system in 9th and how crazy it is with stratagems.... I have been tinkering with a system for "strategic points" that would tie into the mission selection/setup process, reserves systems, and perhaps even army list creation and force organization.

A few disconnected ideas/thoughts I've been tinkering with:

* Players would begin army creation with some number of strategic points (SPs)
* Players would gain bonus SP's for including more units of troops and/or pay SP's to go over other limits on unit types
* Instead of rolling off at the start of the game for who picks sides, goes first, etc., players would instead blindly bid SP (or could be an open back and forth bid, or a blind bid with both players losing their bid amounts) for who picks first/second what at each step during setup.
* SPs could also be used in-game for limited command/strategic/leadership related items. I.e, players could spend SP's to add +1 to their reserve rolls. Players could spend SP's to modify the game length / game end rolls, could be used to modify leadership tests.
* Maybe, maybe even have a few very light ways to spend SPs on things like a command re-roll
* SPs would be pretty limited otherwise

The intent would be to have something where taking a more balanced force, perhaps even slightly more troop heavy, gives you more SPs. If you really want to go first or whatever, you can bid a whole bunch of SPs up front, but that gives you less to work for the rest of the game. Maybe you go first but your opponent gets an easier time dictating when the game ends, etc.

All that said, I could even see the SP's tying into your suggestions, where the defender and/or attacker could spend a few SPs for certain pre-game actions.


Ok, so I think it's a good moment to chime in and expand on the stratagem part of the list of features of my system I've sent you in PM.

I use a three dimensional point system, where each unit has not only a total cost, but also three partials for mobility, offense and defense. As a result, I have a pretty good metrics for comparing the skew of the armies. This is then used to draw a number of stratagems at the game time to equalise this skew a bit. I have three lists of stratagems, one for each parameter and the player with lower score in a given category draws a number of stratagems. Those are generally thematic effects altering the mission parameters/mission asymmetry instead of a simple "gain scout" or "increase save" etc... but that is just my take on this as I'm leaning more to narrative side of the hobby. This is not directly portable to GWs point system, but you could try to bolt something similar on battlefield role system 40K uses or tie it to the missions themselves and attacker/defender roles. The added bonus apart from increasing balance is that this method adds a lot to games variety in confines of a small playgroup that can't really rely on a large number of players with their diverse play styles and army lists. A problem which I'm pretty sure will affect ProHammer players.
 
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