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![[Post New]](/s/i/i.gif) 2013/06/19 17:26:23
Subject: Tactical Primaris Powers
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Grey Knight Psionic Stormraven Pilot
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So, with how everybody is complaining about how random this 6th Ed has gotten I thought about a relatively simple house rule that could put a bit more tactic back into the game.
When determining Psyker powers, roll for all powers first and chose which powers you want to keep and which to exchange afterwards.
Will try that in a few games and see how it works out. (You could do a similiar thing for warlord traits, first roll the die then chose the table.)
Critique will be ignored, praises to my eternal greatness and keen intellect will be lauded.
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![[Post New]](/s/i/i.gif) 2013/06/19 17:27:30
Subject: Re:Tactical Primaris Powers
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Slaanesh Veteran Marine with Tentacles
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 thats not in the rulebook sir.
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Formerly TheObsidianKing lost my password.
Ten thousand poisons
Join cybernations
http://www.cybernations.net/default.asp?Referrer=High%20Emperor%20Aggron |
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![[Post New]](/s/i/i.gif) 2013/06/19 18:55:23
Subject: Re:Tactical Primaris Powers
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Major
Fortress of Solitude
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Kind of the point of proposed rules, that.
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/06/19 22:01:04
Subject: Tactical Primaris Powers
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Horrific Howling Banshee
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I just say that you can pick the powers in your own codex, but not in the BRB. Don't fry me on some powers being better, because the better powers cost more Warp Charge to use. Problem Solved.
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![[Post New]](/s/i/i.gif) 2013/06/20 11:58:48
Subject: Tactical Primaris Powers
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Devious Space Marine dedicated to Tzeentch
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wilsjur wrote:I just say that you can pick the powers in your own codex, but not in the BRB. Don't fry me on some powers being better, because the better powers cost more Warp Charge to use. Problem Solved.
That's not true in all cases.
For example: For Tyranid MC's, Iron Arm is always the best power while all Biomancy powers cost one warp charge.
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12k+ pts Chaos Marines, Heretic Guard and Daemons (The Scourged)
2k pts Tyranids (Hive Fleet Hornet) |
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![[Post New]](/s/i/i.gif) 2013/06/20 12:24:07
Subject: Tactical Primaris Powers
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Morphing Obliterator
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DrunkPhilisoph wrote:So, with how everybody is complaining about how random this 6th Ed has gotten I thought about a relatively simple house rule that could put a bit more tactic back into the game.
When determining Psyker powers, roll for all powers first and chose which powers you want to keep and which to exchange afterwards.
Will try that in a few games and see how it works out. (You could do a similiar thing for warlord traits, first roll the die then chose the table.)
Critique will be ignored, praises to my eternal greatness and keen intellect will be lauded. 
Your idea with the psychic powers is how we played it in the 1 on or 2 games of 6th edition as we did not read it properly enough as there were so much new stuff to consider. It was a nice way to make my 50 points, i payed for the epistolary upgrade, a a bit more worthwhile investment but still not as good (in terms of competitive) as the old system. I think it's a nice compromise
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Playing mostly Necromunda and Battletech, Malifaux is awesome too! |
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![[Post New]](/s/i/i.gif) 2013/06/20 20:44:02
Subject: Re:Tactical Primaris Powers
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Fixture of Dakka
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This is only a half-fair rule. If both players have psykers, it's pretty much a wash, but it's much better if only one side does.
In 2nd edition, psykers were better when both sides had them since they generated more Force. I'd suggest going that route and saying the "roll all your powers, then exchange" only applies when both sides have psykers. You can justify it narratively by so much psychic power being in the area, it's easier to use or whatnot.
Both sides always have a warlord, so that's a neutral change.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2013/06/22 02:44:46
Subject: Re:Tactical Primaris Powers
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Major
Fortress of Solitude
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DarknessEternal wrote:This is only a half-fair rule. If both players have psykers, it's pretty much a wash, but it's much better if only one side does.
In 2nd edition, psykers were better when both sides had them since they generated more Force. I'd suggest going that route and saying the "roll all your powers, then exchange" only applies when both sides have psykers. You can justify it narratively by so much psychic power being in the area, it's easier to use or whatnot.
Both sides always have a warlord, so that's a neutral change.
Very few changes don't positively or negatively affect a side.
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/06/22 03:07:01
Subject: Re:Tactical Primaris Powers
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Dour Wolf Priest with Iron Wolf Amulet
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DarknessEternal wrote:This is only a half-fair rule. If both players have psykers, it's pretty much a wash, but it's much better if only one side does.
In 2nd edition, psykers were better when both sides had them since they generated more Force. I'd suggest going that route and saying the "roll all your powers, then exchange" only applies when both sides have psykers. You can justify it narratively by so much psychic power being in the area, it's easier to use or whatnot.
Both sides always have a warlord, so that's a neutral change.
Hell, you should just be allowed to pick Warlord traits. My gaming group does this and it doesn't break the game at all in our experience.
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