Wyldhunt wrote:Lots of fun ideas in here. Please know that although I'm about to nitpick a bunch of stuff, I still like a lot of what you've pitched.
Thanks! Don't worry about honest feedback, there's no better way to hammer out all details.
Overall I agree with all that you said and will incorporate feedback as detailed below. Thanks for taking the time to write.
Wyldhunt wrote:
Can you clarify whether this makes the attacking model better/worse? [...]
Slightly worried that this might be too nasty on something like a knight, but I think I like it on the whole.
I agree the wording could be improved, as a lot of this was me just "putting in paper" stuff we've been doing from vocal agreements for a while.
To clarify, the intent is to "let players use at least one cool model/unit even if the opponent alpha strikes them". We loved playing Apocalypse because of their wound allocation system that removed models from the table only after every single model has had a chance to at least do something.
In out games we wanted it to not just be a "freebie with no consequence" so we decided that all
to hit rolls would be at a penalty. However, specifically when playing Knights/Baneblades etc we found that using the low wound profile meant that it usually was a lot of rolling dice for nothing, so we just decided to use the top bracket instead for models that have degrading profiles. I'll also address the wording to address
units as we use it that way. It has certainly changed the value prop of some units, especially killy melee with somewhat decent good ranged defense like death company, because they basically get a fight-on-death start, but we found that the benefits outweigh the problems for our group.
It means I can put my Monolith or a Baneblade down knowing that it'll at least get one good round of shooting while at the same time making charging a melee dedicated glasscannon like Bloodletters very dicey if they are full strength. Funny enough it means failing a deepstrike charge not as bad as you can, sometimes, still be a threat even on your opponent's turn.
We usually do
WS/
BS modifiers since stacking penalties was removed, but that's just us being grog nards. I'll change it to a -1 to hit as that's simpler and clearer. We'll still do our way at home though haha
Wyldhunt wrote:
arhurt wrote:Better Charges
Surge Movement: When failing a charge, the player controlling the unit must move the charging unit for the amount rolled [...]
Coordinated Charge: When selecting a unit to charge, a player may declare up to 2 characters within 3'' of a unit to make a coordinated charge.[...]
I like that this addresses characters getting left behind because they flub a charge that their friends just made. As worded, it feels like there's probably an exploit out there somewhere?
You got it, what I like about this is that it ends up with less rolling of dice and less time fumbling with models to guarantee characters get in, it speeds the game up slightly. I do agree that it essentially
buffs characters because, yeah, you can use
3d6 charge/rerolls/+2 to charge etc to "carry slow characters forward", but is that such a bad thing? We've found that the situations in where a cryptek stays behind and gets counter-charged by a flyer/biker unit is worse, and it just generally creates moments where players stop to consider their options/careful movement that slows the game down unnecessarily
IMHO and I think the tactical considerations of having to deal with potential longer charges from Characters way more engaging/interesting than failing a charge that was supposed to be synchronous. You can argue that with Surge movement that is not a concern (since you can always declare a charge with the sole intent of just moving up) but this just expedites things.
Once more, this is more me trying to wrap something we've agreed upon and played on in words, but we generally just agreed amongst us that "up to 2 characters can charge alongside the unit, like if they were independent characters attached to the unit, like in in 7th" and once we started playing like that the game just opened up for us. Yes, the character does not need to end up in engagement range, that's ok.
Wyldhunt wrote:
arhurt wrote:
Explosions, craters, wrecks and carcasses
Explosive overkill: Any unit that has a rule to explode gains a +1 to that roll for the damage dealt on its last wound[...]
I like this conceptually. However, consider that the damage on a bright/dark lance is d3+3.[...]
I'm glad you like the concept, and you are absolutely right. I don't play against a lot of fixed min damage weapons such as dark lances, we have been recently seeing this with my Lokhust Heavy Destroyers though and you make a perfect case for it.
I've changed it to the following, following your comments:
Explosive overkill: Any unit that has a rule to explode gains a +1 to that roll if it was wounded by a weapon with a Strength higher than its Toughness characteristic on this phase. Add an additional +2 to that roll if the damage dealt on its last wound was greater than its remaining wounds.
Wyldhunt wrote:
arhurt wrote:If a model explodes in this fashion, place a small crater (Area Terrain with Light Cover, Difficult Ground) in its place after removing the model from the table.
I like this. Obviously you'll want to make sure your opponent is okay with having you stand your models on his if you're using actual game models for wrecks.
Yeah! This adds so much dynamism to games with vehicles. Again, no place for it in a competitive setting, but its just fun to do. With the new terrain features we've added the
Unstable Position trait to wrecks, so you actually
can't place models on top of them. Again, this is jus me putting some agreed upon rules on paper, but we usually don't place models on top of vehicles (heck how to even do that on a my
Doomsday ark counts-as). When it's a Baneblade we do, however, but it's one of those instances where this is really meant as a house rule and you can just talk to your opponent, but I'll add that titanic models don't get that trait and, since they are not scalable, hopefully noone attempts to perch on a knight's shoulder (likely it's just the hips left anyway as the top was removed hahaha)
Wyldhunt wrote:
arhurt wrote:Facing for vehicles and monsters
Vehicles and Monsters of 10 wounds or more are affected by facing.[...]
I have issues with vehicle facings, but you're obviously very excited about them, so I'll set my biases aside.
Yeah we like them for the tactical movement, but keep in mind it's specifically vehicle weapon facing, and not
LOS from weapon barrel. What I mean by this is that it was really unfair in 7th that a T'au Riptide could fire from a tiny window on a ruin that gives
LOS to its left thigh but a Land Raider couldn't because the lascannons were below that window simple because one was a vehicle and the other a monster. We just basically shook hands that "vehicle facing is forward, except for sponson weapons on tanks" and that was it. I've added a bit about Turret/Pivoting in there now but yeah, this is something that there's no place on tournament matched play but we like the feeling of tanks/vehicles being these ponderous behemoths that
can be outmaneuvered around. The fun we bring from that is more of the tactile feel of the pieces themselves influencing how they are used in battle, bringing the game closer (if only by a sliver) to a simulation. When playing with Land Raiders, Baneblades etc it makes them feel more like the model itself has that "weight". It makes it so that when firing a decked-out Repulsor not all weapons simply go on the main target and we get less of that "the repulsor is constantly spinning in a whirlwind of death" feeling as it does now.
Firing Arcs: Units affected by facing must declare all of their attacks in a single 180 degrees arc in front of the unit.
Side-mounted weapons: Some crewed vehicles have independent side-mounted weapons, players must agree on these weapons before the game and they can be shot at a 180 degree to the side they are facing instead of the frontal arc.
Turret/pivot-mounted weapons: Some vehicles and monsters have weapons on turrets that can rotate as well as weapons on arms/shoulders, players must agree on these weapons before the game. For the purposes of these weapons, the vehicle/monster can declare a 180 degree firing arc in any direction, and shoot all their turret/pivot weapons towards that arc.
Wyldhunt wrote:
arhurt wrote:Unpredictable Deepstriking
Any rules that allow units to be set-up anywhere on the battlefield after deployment are subject to the following rules:
Uncertain landing: After setting up the deepstriking unit, Roll a
D6 and consult the effects below[...]
I like the general thrust of this rule.[...]
Yeah, you have a point, we just carried it over from 7th where your opponent chose where you'd drop if you rolled on the perils of the warp table. Let's simplify everything for this article and we'll give that a shot. The "buffs" on 5/6 were a recent addition anyways.
Uncertain landing: After setting up the deepstriking unit, Roll a
D6 and consult the effects below:
1 - Perilous approach vector: Roll 1D3 + an extra D3 per every 10 models on the unit, dealing that many mortal wounds to the unit that was just set-up, then roll again.
2, 3 - Inaccurate Landing: The increase the minimum distance you have to set-up your models from enemy models by 3''.
4, 5, 6 - Precise landing: Place your models as intended!
As we get into Reactions, one important thing to keep in mind is that the player can only use a
single reaction per phase, meaning if you evade, you don't return-fire and vice-versa.
Wyldhunt wrote:
arhurt wrote:
Withdraw: Move up to 3'' away from the enemy unit that was just moved. [...]
Feels like this one could hard counter a lot of deepstriking tactics. [...]
You are right, but the way we've done it is only really against actual normal movement, not deepstriking/summoning/reserves. I'll address that in wording.
Wyldhunt wrote:
arhurt wrote:
Return Fire: Before the enemy can resolve their attacks, choose one model on your army to shoot at the model you are reacting to. If the enemy models are destroyed by this, they do not finish their declared attacks.
Hmm. I don't know. If you use this on something like a riptide or an imperial knight, then this might be too good. [...]
Yeah, this one definitely changes the game and while we found it fun at the first dew games none of us have real melee threats that also shoot pistols/grenades. So I think you are absolutely right. In our few games we used it, we found that it was used to "shoot my big thing before your big thing shoots" and it has worked, but if I have an Ork list I may as well not shoot my Boys pistols, you are right.
How about we restrict return fire to heavy weapons? I think this would mitigate most of the issues, most of the time while keeping it in... most of scary weapons that can wipe enemy units are heavy (there are some knight assault weapons that are scary) but I feel the feeling we were going for is "give me a chance to shoot my big thing if you have a chance to kill my big thing" and while I think this may be redundant with Vengeful Surge listed above, we'll do more testing to see how it feels, but I'm ok with it feeling impactful as its once per phase (heck we could restrict every reaction to once per game too).
Shooting Phase reactions
You can react by declaring a reaction after an opponent has declared all of the targets of their ranged attacks for a single unit
and at least one of the weapons shot is a heavy weapon.
Wyldhunt wrote:
arhurt wrote:Evade: All hits of natural 6 from the firing unit are considered misses.
Feels a little weird. [...] Why not just make this a -1 to hit?
Done, we just liked to get away from not stacking the -1 but I don't play against orks/nids/
GSC or armies with poor shooting. A -1 will effectively do the same, thanks!
It just means this reaction is not that important on some situations where a -1 is already in effect, but it's still neat.
Wyldhunt wrote:
arhurt wrote:
Snap shots: All targets of the charge may shoot at full ballistic skill against the charging unit. [...]
Feels weird for both this and the overwatch strat to exist. Seems like one makes the other redundant. [...]
Yeah I agree with all of your points and we have basically just house-ruled that "this is overwatch now" but I wanted to keep the rules separate/modular on paper, will be worth putting as note on this.
I'll change it to just be a "free overwatch" for now for simplicity sake, we want to take it for more spins before making any calls. We can't just "replace overwatch" as there are unit interactions/abilities with overwatch per se.
Snap shots: All targets of the charge may make an Overwatch attack for free, as if they had been targeted by the Overwatch stratagem, but cannot use blast weapons. You can still use the stratagem normally on another charge target, but the unit that used Snap shots cannot Overwatch at the same time or later that turn, as well as a unit who was the target of the stratagem cannot declare this reaction.
Wyldhunt wrote:
arhurt wrote:Hold the line: The charging unit won't count as charging for determining the order of fight and will fight as if it was an ongoing combat.
I have mixed feelings on this. [...]
Yeah I get you, but bear in mind the opposite is also true, and if they catch your harlequins on their turn it's you who declare hold the line to their faces... But Harlequins are not often gotten out of position hahaha.
We have found in our games that this changes the order of charge declaration (just like interruption affects fight declaration) but I am leaning on playing a few games without Charge phase reactions... we'll see.
What I don't like about tying it to set to defend is that it feels like it's then too situational, my intention with reactions right now is to have them as integral parts of the game, not some buffs/gotchas that happen once in a while, but are largely not impactful. Having said that I discussed this with my buddy an and he proposed we test the following:
Hold the line: On the following fight phase, when a model in the unit that was the target of the charge is removed as a casualty roll a
D6: on a 4+, before removing that model from the battlefield, you can make it's melee attacks against the unit who destroyed it, remove the model as usual after resolving these attacks.
Thanks again for the comments and I've updated the blog article with all above discussed rules if you want a consolidated place for them:
http://wargamingrebel.blogspot.com/2022/07/house-rules-improving-warhammer-battles.html