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![[Post New]](/s/i/i.gif) 2015/11/09 01:23:52
Subject: Re:The "best" house rules for 40k to make it work.
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The Last Chancer Who Survived
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jonman_t wrote:
JohnHwangDD wrote:40k is sold pretty much entirely on its visuals. To the extent that the rules don't support cinematic play, the rules are wrong.
Perhaps , but its intent is also to keep a parallel to realism. Real battles are fought with fodder. Real fodder usually dies before generals die. I think they have done a fair job. After a couple turns , that's when the cinematics shine. When the squad is all dead except for your hero and he locked in combat with a monster. It's picture worthy.
Okay, I can see where you're coming from on most of you arguments, but 40k has nothing to do with realism.
Keep yo realism outta my grimdark sci-fi 80's rehash super-parody!
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![[Post New]](/s/i/i.gif) 2015/11/09 01:47:10
Subject: Re:The "best" house rules for 40k to make it work.
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Krazed Killa Kan
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D = Str 10, AP1
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![[Post New]](/s/i/i.gif) 2015/11/09 01:58:20
Subject: Re:The "best" house rules for 40k to make it work.
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Tzeentch Veteran Marine with Psychic Potential
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Nah. D is like Rending. It deals with tougher things on a To Wound roll of 6. Rending deals with armored vehicles or terminators. D weapons deal with death stars and super heavies and ludicrously synergized invincible models. The ability to ignore invulnerability saves or to one-shot a Super Heavy (which remember... can't explode) or a Gargantuan Monstrous Creature (which remember... can't be Instant Deathed) is similar to what Explode or Instant Death already do. The rules for D are just a simplified way of saying: S10, AP1, Instant Death, Armourbane, Fleshbane, Tesla, on a 6 ignores all Saving Throws; ish... in a world where void shields, T10, and 9 hull points are a reality.
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![[Post New]](/s/i/i.gif) 2015/11/09 02:03:55
Subject: Re:The "best" house rules for 40k to make it work.
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The Last Chancer Who Survived
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Cool, now the Shadowsword is inarguably weaker than the hellhammer :/
D should be rarer, but still exist for fluff reasons.
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![[Post New]](/s/i/i.gif) 2015/11/09 06:29:35
Subject: Re:The "best" house rules for 40k to make it work.
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Fireknife Shas'el
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doktor_g wrote:D = Str 10, AP1
Not even a little bit, unless you plan on reworking the entire strength and AP system. Arkaine wrote: Nah. D is like Rending. It deals with tougher things on a To Wound roll of 6. Rending deals with armored vehicles or terminators. D weapons deal with death stars and super heavies and ludicrously synergized invincible models. The ability to ignore invulnerability saves or to one-shot a Super Heavy (which remember... can't explode) or a Gargantuan Monstrous Creature (which remember... can't be Instant Deathed) is similar to what Explode or Instant Death already do. The rules for D are just a simplified way of saying: S10, AP1, Instant Death, Armourbane, Fleshbane, Tesla, on a 6 ignores all Saving Throws; ish... in a world where void shields, T10, and 9 hull points are a reality. Selym wrote:Cool, now the Shadowsword is inarguably weaker than the hellhammer :/ D should be rarer, but still exist for fluff reasons.
Destroyer and titan-killer weapons should be more powerful, but a rarity, especially in a list under 3k points, like so: Destroyer Destroyer weapons are immensely powerful weapons, capable of laying entire armies low. If a weapon has a D instead of a strength value in its profile, it is a Destroyer weapon. A Destroyer weapon has a strength of 10 for determining armor penetration and has the Fleshbane, Instant Death, Lance, and Armourbane special rules. To resolve a Destroyer weapon attack, roll to hit and to wound or for armor penetration normally. Then, roll a D3 and consult the Destroyer Damage table below. 1 - Serious Blow - The model suffers an additional 2 wounds or penetrating hits with only invulnerable saves allowed. 2 - Crippling Blow - The model suffers an additional 3 wounds or penetrating hits with no saves allowed. 3 - Devastating Blow - The model suffers an additional 4 wounds or penetrating hits with no saves allowed. Excess wounds or hull points lost do not carry over to other models in the unit, if there are any. Titan-Killer Titan-Killer weapons are designed for one purpose - to destroy the largest, most powerful, and most well-armored targets with ease. A weapon with the Titan-Killer rule has the Fleshbane, Instant Death, Lance, and Armourbane special rules. If a weapon with this special rule is also a Destroyer weapon, the amount of wounds or penetrating hits the target model suffers is doubled.
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This message was edited 1 time. Last update was at 2015/11/09 06:34:27
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![[Post New]](/s/i/i.gif) 2015/11/09 15:24:36
Subject: Re:The "best" house rules for 40k to make it work.
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Discriminating Deathmark Assassin
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I found two more that SHOULD to be 'house ruled', but don't necessarily need to make 40k work. No, it's not necessarily fair, but it makes things more enjoyable.
1) If we're not going to get rid of Area Terrain, then we need to apply the Vehicle Obscured thing to MC's. Yes, this is all Nids have, but at the same time it's being abused, more than making games enjoyable.
2) While Allies are fine, it should not be more points than your Primary Detachment. (Seriously Draigo and Paladins as allies on a 1k game? Fluffy, yes. Enjoyable to play against? ..... )
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This message was edited 1 time. Last update was at 2015/11/09 15:25:09
Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)
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![[Post New]](/s/i/i.gif) 2015/11/09 15:32:35
Subject: The "best" house rules for 40k to make it work.
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The Last Chancer Who Survived
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I like the #2...
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![[Post New]](/s/i/i.gif) 2015/11/09 15:44:05
Subject: The "best" house rules for 40k to make it work.
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Assassin with Black Lotus Poison
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But wouldn't people just switch their detachments?
So now Draigo and chums is the primary and the other people are the allied but the overall army is exactly the same. So it doesn't really fix anything.
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The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2015/11/09 16:20:15
Subject: The "best" house rules for 40k to make it work.
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The Last Chancer Who Survived
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A Town Called Malus wrote:
But wouldn't people just switch their detachments?
So now Draigo and chums is the primary and the other people are the allied but the overall army is exactly the same. So it doesn't really fix anything.
It means that they now have to do the whole troop tax thing if they want to remain bound.
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![[Post New]](/s/i/i.gif) 2015/11/10 15:10:50
Subject: The "best" house rules for 40k to make it work.
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Longtime Dakkanaut
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They would before. The grey knight specific detachment only requires 1 troop and 1 hq. Draigo is a low, so any time you see this unit in a list if they're battleforged there are going to be the troop and hq anyway. (Probably a ml3 librarian in terminator ator armor and one of the grey knight non termi troops, name escapes me atm)
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![[Post New]](/s/i/i.gif) 2015/11/10 15:24:04
Subject: The "best" house rules for 40k to make it work.
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Big Mek in Kustom Dragster with Soopa-Gun
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Pretty much the only houserule we use is "splitting hairs is no" - meaning if we are unsure if something reaches, it doesnt. Speeds the game up dramatically.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/10 17:01:00
Subject: Re:The "best" house rules for 40k to make it work.
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Fiery Bright Wizard
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I get why "remove wounds from front" is hated, but how about this:
wounds from the front stays (it makes sense, the front of the unit is going to take the most damage) however, on a 4+ or Ld check (oh noes, randomness) a squad member has the time/composure to loot his dead buddy for the plasma gun and related ammo.
Pick your own warlord traits
Pick your own spells (with reworkings to the most broken and weakest spells to actually make it a choice, and not invis. spam)
Either 6+d6 or 2d6+3 for charge range
mitigate some randomness from maelstrom, it's a nice addition to counter static armies and general cheese, though I do get the complaints about some of the missions, maybe draw 6 at the start of the game, the ability to mulligan, etc.?
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I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field. |
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![[Post New]](/s/i/i.gif) 2015/11/10 17:26:06
Subject: The "best" house rules for 40k to make it work.
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The Last Chancer Who Survived
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While the warlords traits thing can get out of hand, it does make sense, and at least give a chance of putting players on an equal footing.
*remembering the time my EC got a ranged Warlord Trait*
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![[Post New]](/s/i/i.gif) 2015/11/10 17:40:11
Subject: The "best" house rules for 40k to make it work.
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Big Mek in Kustom Dragster with Soopa-Gun
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I dont mind the random warlord traits thing but i hate how they are so diversified you can easily ... ok VERY easily ... get a trait that is utterly useless for your warlord. I dont know how many times ive gotten "Reroll to hits of 1 in shooting phase" with my sluggaboyz/biker ork army.....talk about pointless when bikes reroll as it is and sluggas are running every turn.
I wish there were more categories to pick from, only they were D3 instead of D6 so its less random and more specific to the role you want.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/10 17:44:40
Subject: The "best" house rules for 40k to make it work.
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The Last Chancer Who Survived
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And what's up with the Warlord traits that only serve to get you a free VP? The feth?
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![[Post New]](/s/i/i.gif) 2015/11/10 17:50:40
Subject: The "best" house rules for 40k to make it work.
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Big Mek in Kustom Dragster with Soopa-Gun
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Oh you mean the one you never get on a melee warlord for a free VP after a won challenge? The imagination was lost. Warlord traits should give you table-wide perks, unit-wide stronger perks, or make the warlord himself a beast. I hate those ones that dont seem to do those, which is why i never roll on my Tau ones because they almost never help. Ork ones are "fine" but i find the Command Traits to be way way better.
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This message was edited 1 time. Last update was at 2015/11/10 17:51:02
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2015/11/10 21:08:07
Subject: Re:The "best" house rules for 40k to make it work.
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Worthiest of Warlock Engineers
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Picking the Warlord traits would be amazing.
The times that I have gotten "Reroll fail to hits in combat" and "The Warlord and his/her unit have outflank" for my poor Tank Commander is beyond a joke.
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/11/10 21:30:49
Subject: The "best" house rules for 40k to make it work.
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Decrepit Dakkanaut
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Yeah, but it would be so unfair, because every Warlord would be bringing their best to the tabletop. Oh, wait...
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![[Post New]](/s/i/i.gif) 2015/11/11 03:47:39
Subject: The "best" house rules for 40k to make it work.
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Fireknife Shas'el
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JohnHwangDD wrote:Yeah, but it would be so unfair, because every Warlord would be bringing their best to the tabletop. Oh, wait... 
Exactly! How is a commander supposed to know their own tactics before a battle begins?
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![[Post New]](/s/i/i.gif) 2015/11/11 05:24:33
Subject: Re:The "best" house rules for 40k to make it work.
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Ancient Venerable Black Templar Dreadnought
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That is what I think I was getting at is that I like my tactics with a little fluff:
A 40k novel simulator.
If the Khorn champions are leading from the rear, something is terribly wrong.
Or Creed is such a genius even he does not know what he is good at until the battle begins.
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A revolution is an idea which has found its bayonets.
Napoleon Bonaparte |
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![[Post New]](/s/i/i.gif) 2015/11/11 18:46:36
Subject: The "best" house rules for 40k to make it work.
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Decrepit Dakkanaut
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Creed is a TACTICAL genius, not a Strategic genius...
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![[Post New]](/s/i/i.gif) 2015/11/11 20:06:47
Subject: Re:The "best" house rules for 40k to make it work.
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Worthiest of Warlock Engineers
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The Allies rule needs to vanish.
Invisibility reduces all units shooting/meleeing it to BS1
Invisibility may NOT be cast on vehicle squadrons (Vindicator Linebreaker in particular)
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/11/11 20:13:21
Subject: Re:The "best" house rules for 40k to make it work.
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Fiery Bright Wizard
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oh leave allies. It makes sense, If we write rules SOLELY around those that will abuse it, then it would just be a bland, boring, "game."
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I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field. |
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![[Post New]](/s/i/i.gif) 2015/11/12 17:59:25
Subject: The "best" house rules for 40k to make it work.
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Crazed Zealot
New Jersey
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Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all.
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"By bolter shell, flamer burst and melta blast, the mutant, the heretic and the traitor alike are cleansed of their sin of existence. So has it been for five millennia, so shall it be unto the end of time." |
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![[Post New]](/s/i/i.gif) 2015/11/14 00:52:00
Subject: The "best" house rules for 40k to make it work.
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Dakka Veteran
Miles City, MT
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DevonMrtnz wrote:Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all.
I disagree with this there needs to be a few battle brothers like in the case of Skitarii/Cult Mechanicus/Imperial Knights. Especially Skitarii/Cult Mechanicus. Maybe even Iron Hands and the Ad Mech. Should there be as many battle brothers? Probably not, but there should be a few where it really makes sense. Some space marine factions should be battle brothers with some other space marine factions and not others. That's not even counting space marines not apart of the space marines conglomerate.
And I wouldn't mind every faction being come the apocalypse with the Ultramarines. I despise them above all others.
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Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. |
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![[Post New]](/s/i/i.gif) 2015/11/14 09:33:55
Subject: The "best" house rules for 40k to make it work.
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The Last Chancer Who Survived
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NorseSig wrote: DevonMrtnz wrote:Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all. I disagree with this there needs to be a few battle brothers like in the case of Skitarii/Cult Mechanicus/Imperial Knights. Especially Skitarii/Cult Mechanicus. Maybe even Iron Hands and the Ad Mech. Should there be as many battle brothers? Probably not, but there should be a few where it really makes sense. Some space marine factions should be battle brothers with some other space marine factions and not others. That's not even counting space marines not apart of the space marines conglomerate. And I wouldn't mind every faction being come the apocalypse with the Ultramarines. I despise them above all others.
Someone who understands my pain! :')
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This message was edited 1 time. Last update was at 2015/11/14 09:34:27
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![[Post New]](/s/i/i.gif) 2015/11/14 13:21:50
Subject: The "best" house rules for 40k to make it work.
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Worthiest of Warlock Engineers
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Selym wrote: NorseSig wrote: DevonMrtnz wrote:Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all.
I disagree with this there needs to be a few battle brothers like in the case of Skitarii/Cult Mechanicus/Imperial Knights. Especially Skitarii/Cult Mechanicus. Maybe even Iron Hands and the Ad Mech. Should there be as many battle brothers? Probably not, but there should be a few where it really makes sense. Some space marine factions should be battle brothers with some other space marine factions and not others. That's not even counting space marines not apart of the space marines conglomerate.
And I wouldn't mind every faction being come the apocalypse with the Ultramarines. I despise them above all others.
Someone who understands my pain! :')
here here!
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Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
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![[Post New]](/s/i/i.gif) 2015/11/14 16:05:11
Subject: The "best" house rules for 40k to make it work.
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Locked in the Tower of Amareo
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The entire system needs a rewrite. Go to D10s to make for easier statistics and greater granularity.
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![[Post New]](/s/i/i.gif) 2015/11/16 15:24:57
Subject: The "best" house rules for 40k to make it work.
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Ancient Venerable Black Templar Dreadnought
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Martel732 wrote:The entire system needs a rewrite. Go to D10s to make for easier statistics and greater granularity.
That is a wee bit more than a rule "tweak" for house rules but I agree with the logic of it, 10% increments rather than 16.7% and true percentile rolling can be done with different colored D10's.
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A revolution is an idea which has found its bayonets.
Napoleon Bonaparte |
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![[Post New]](/s/i/i.gif) 2015/11/18 02:59:55
Subject: The "best" house rules for 40k to make it work.
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Maniacal Gibbering Madboy
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Arkaine wrote:No Allies
No Lords of War
No Super Heavies
No Gargantuan Creatures
No Fortifications other than Aegis Defense Line
No ForgeWorld rules
No Apocalypse formations
No more than two CAD/detachments/formations/auxiliary
Or more simply known as the "No bs" rule.
"NOOOOO I MUST HAVE 4th edition!" Fair enough, if that's how you feel, then take away all those things, but in the right place, those can be fun. Case in point, and Ork stompa is A LOW, and expensive points wise, not overpowered and easy to kill. What about Marneus? Ghazzy? Dante? All of these are LOW.
Truthfully, the best way to have fun, that nobody wants to say is: play in a way that you and your opponent can have fun. So if you are going to a tournament, expect utter insane, bizarre nonsense. If you are playing at your FLGS, take a silly list with fortifications, or a baneblade, and take a backup list which is a bit more toned down. If you have the chance to talk to your opponent in advance, see if he wants to "forge the narrative" and play something with a combination of things.
There is literally no way to balance the game, and throwing out the new toys that people have ( FW, Wraithknights, superheavies, formations) is nothing more than saying you want to play with your collection, and that people should build their collection like you. I play in many tournaments every year, and literally every tournament I get my face broken by some crazy rock/paper/scissor build. Most of the games are awesome fun. As a community we need to just accept that the game has grown beyond the collections we built for fourth and fifth, treat our opponents with respect, and enjoy the game for what it is. Automatically Appended Next Post: Edit: not that I disagree that many things about this game suck, but if it's bugging you that much, go and pick up a copy of Beyond The Gates of Antares and try something different, I know that's what I'm going to do.
At the end of the day we are squabbling over our war dollies.
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This message was edited 1 time. Last update was at 2015/11/18 03:01:44
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