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Made in gb
Fresh-Faced New User




Sisters of battle faith should either be modified to be proportional to army size, something like d3 faith points per 500 points, or units should just pay points to get an act of faith which does not have to be rolled to see if it works but does use a faith point. A 2000 point sisters army with 4 or less faith points, then failing to get 2 acts to go off really can't compete with most other armies.
   
Made in us
Tough-as-Nails Ork Boy





San Diego

I would get rid of the whole pre-measuring rule. It was fun in the 5th edition to declare shooting at a unite then find out that you are out of range. It is something that was added to turn the game towards shooting instead of melee

 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

 Aeroroot wrote:
Turn my hammerhead rule into one I heard online: draw a straight line from the tank to a table edge. After D6-BS scatter at first target, resolve hit. If it glances or pens a tank, resolve shot against next target on the line at -1 strength. Continue against all models along drawn line until a non-glance/pen is rolled, or it hits a piece of something that can't be shot through. When hitting infantry, it hits all models with their base under a tape measure along the drawn line (width of hammerhead gun). No strength reduction in shot when going through infantry.

That rule was from the 6th edition leak (Heretical/pancake edition), and it applied to all rail weapons. Thankfully it didn't get used, the last thing this game needs is a str 10 infinite range "Kill Everything" gun

This message was edited 1 time. Last update was at 2013/07/13 00:12:29


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Legendary Master of the Chapter






 Luke_Prowler wrote:
 Aeroroot wrote:
Turn my hammerhead rule into one I heard online: draw a straight line from the tank to a table edge. After D6-BS scatter at first target, resolve hit. If it glances or pens a tank, resolve shot against next target on the line at -1 strength. Continue against all models along drawn line until a non-glance/pen is rolled, or it hits a piece of something that can't be shot through. When hitting infantry, it hits all models with their base under a tape measure along the drawn line (width of hammerhead gun). No strength reduction in shot when going through infantry.

That rule was from the 6th edition leak (Heretical/pancake edition), and it applied to all rail weapons. Thankfully it didn't get used, the last thing this game needs is a str 10 infinite range "Kill Everything" gun


you mean current necron doom scythe? (well its less range but still dang good)

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Adolescent Youth with Potential



Blue Springs, MO

I find it odd that units are limited to throwing 1 grenade per turn in the shooting phase but when they assault a vehicle, the whole unit can take the time to find a good spot to wedge a grenade. Its even more crazy if you think about them doing that to a walker. We house ruled 1 grenade per assault turn also.

If you can't beat them, eat them  
   
Made in gb
Fresh-Faced New User




I liked old edition you could only grenade an immobile walker. But i think you should be able to throw as many grenades as you want, I think the only reason they didn't do it is because the points cost would be out, and some units would use the grenade as their primary weapon.
   
Made in au
[MOD]
Making Stuff






Under the couch

JC1 wrote:
...and some units would use the grenade as their primary weapon.

Pretty much this. In 2nd edition, (the lst time you could throw grenades about willy nilly) once the enemy got within 12" you were far better off just flinging 10 frag grenades at them instead. Which slowed things down considerably.

 
   
Made in us
Dakka Veteran




Mississippi

Assign point values to psychic powers and let you pick em. Greatest edition ever.
   
Made in de
Been Around the Block




Yo, rolling for psychic powers and warlord traits is kinda stupid.

Its like, "Dude, our Libarians/Psychics are mentally slowed and cant remember their stuff longer than 5 Minutes"

same goes for Warlords

Another thing is the" Accurate Sense" rule. It should be changed to some other kind of Bonus, at least something that more than a couple of units can use (There is a complete Codex where almost every unit got this waste of a rule)

   
Made in au
Dakka Veteran





Assaulting out of transports, IMO should be basically standard practice for most transports. Especially dedicated ones...

If I could assault straight out of a NS.. that would make some units allot more viable.

   
Made in au
Road-Raging Blood Angel Biker







Lower Pricing on tzeentch units; they would be decent if they lowered the pricing a tad

my guys: 40k
7000 4000 3000 5000 Daemonkin rar 3500 Daemons grr 5000 Pick 'n mix warband yaay 7000 Hostile environment tank army ooooh 4000 Imp. night :O 
   
Made in nl
Fresh-Faced New User




While I really would like to change things to make assaulty-armies more fun to play and less "hey I'm target practise for all you Tau players", I think the one thing I'd really change would have to be the ridiculous rule that swooping flying creatures drop out of the sky the moment something so much as looks in their general direction.

Yes, I understand that if you get hit by a rocket launcher, flying becomes pretty darn tricky. But why, please tell, would a massive monster drop out of the sky just because 20 imperial guard shot their little pea shooters at it, only to watch it bounce of its chitin? Or, sillier still, why would it fall out of the sky if you aim a markerlight at it?


I seriously can't find any real reason to use flying monsters as anything other than jump monsters until they fix the absurd ruling on crashing. As long as you throw enough things at it, you're bound to roll some 6's with your snap shots and make the flyer fail its grounding test.
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

Theik wrote:
While I really would like to change things to make assaulty-armies more fun to play and less "hey I'm target practise for all you Tau players", I think the one thing I'd really change would have to be the ridiculous rule that swooping flying creatures drop out of the sky the moment something so much as looks in their general direction.

Yes, I understand that if you get hit by a rocket launcher, flying becomes pretty darn tricky. But why, please tell, would a massive monster drop out of the sky just because 20 imperial guard shot their little pea shooters at it, only to watch it bounce of its chitin? Or, sillier still, why would it fall out of the sky if you aim a markerlight at it?


I seriously can't find any real reason to use flying monsters as anything other than jump monsters until they fix the absurd ruling on crashing. As long as you throw enough things at it, you're bound to roll some 6's with your snap shots and make the flyer fail its grounding test.


I'll give you no grounding, but FMCs claim cover as a vehicle. Eh, who am I kidding? I'd take that in a heartbeat.

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

Grounding makes sense as a mechanic, it would just make infinitely more sense if you tested per unsaved wound, not per hit.

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in us
Legendary Master of the Chapter






 MandalorynOranj wrote:
Grounding makes sense as a mechanic, it would just make infinitely more sense if you tested per unsaved wound, not per hit.


Well flying around trying to dodge bullets and missiles can slow you down or at least make you lose concentration.

Also LASER POINTER TO DA EYE!

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Rage gives a flat out +2 A, not only when assaulting...

Can assault from an immobile transport.

Dark Apotheosis allows you to keep your Wargear, rules and powers( like in Fantasy).

Scour from the Taus markerlights only worsen your covers save for 1point, not completly negate it...

Freakin Deamon Engines has a better WS and I values...

Fear while not making ATSKNF units flee in terror, inflicts a -1 to their combat resolution.(they are not afraid, just concerned)

When a vehicule reach 0 HP, he isn't automatically destroyed, he just always throws on the damage chart when taking Penetrating Hits or Glancing Hits.

All Missile launchers should have the Anti-air missiles option for free.

Assault ranges are 6+D6".

Eldars Wave Serpents Shields shouldn't gain twinlinked from a scatter laser shooting before that...

Wraithknights; when en Eldar player put one on the table, kneejerk the dude in the jimmies, so hard that his grand kids will still feel nauseous from it.

If he puts more then one on the table, murder his whole familly and frame him for the crime.

   
Made in se
Ferocious Black Templar Castellan






Sweden

 Slayer le boucher wrote:
Rage gives a flat out +2 A, not only when assaulting...


Yes. This. Make it happen. Khorne, Sanguinius and Rogal Dorn demands it!

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Longtime Dakkanaut





Actual incentive for wiping out a unit in close combat on the first round.

Because right now, you have the silly situation of wanting the enemy unit to not die and stay and pass their leadership check as if you wipe them you are facing a load of shooting next turn, but if you don't then you kill them in their turn, then can move again in yours.

Maybe an overrun, so if you wipe the enemy out (either with attacks or they break and you run them down), you can go 2D6" into another enemy unit and lock them in combat, but they get to overwatch you and it doesn't count as a charge.

Assault is weaker at the moment, and overwatch is in so this is a good opportunity to bring back consolidation into combat.

hello 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 Daba wrote:
Actual incentive for wiping out a unit in close combat on the first round.

Because right now, you have the silly situation of wanting the enemy unit to not die and stay and pass their leadership check as if you wipe them you are facing a load of shooting next turn, but if you don't then you kill them in their turn, then can move again in yours.

Maybe an overrun, so if you wipe the enemy out (either with attacks or they break and you run them down), you can go 2D6" into another enemy unit and lock them in combat, but they get to overwatch you and it doesn't count as a charge.

Assault is weaker at the moment, and overwatch is in so this is a good opportunity to bring back consolidation into combat.
This was third edition.
This was the edition where my Dark Eldar Archon, with her Agoniser, Shadowfield and Incubi wiped out entire armies if she made it into combat (which was often.)

   
Made in us
Screaming Shining Spear




Pittsburgh, PA

I dunno, I think it could work. Let them go 2d6 as said, but let the enemy overwatch at BS2 since they are a little better prepared, due to it happening during their turn. Also have it be a disordered charge.

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
Made in au
Water-Caste Negotiator





australia

high initiative tau, how can you be dynamic if you can't think on your hooves? I don't think it would be game breaking because ws2 and str3 and anything that isn't at least one of those is at least 50ppm.

assaulter attacks first as a charge bonus, partially because logic and partially because if paired with the above I would get to try to tickle marines to death before they eviscerated me

This message was edited 1 time. Last update was at 2013/07/19 14:02:35


   
Made in gb
Longtime Dakkanaut





 MandalorynOranj wrote:
I dunno, I think it could work. Let them go 2d6 as said, but let the enemy overwatch at BS2 since they are a little better prepared, due to it happening during their turn. Also have it be a disordered charge.

Yeah, Disordered charge (I said not counting as a charge to deny the bonus attack when getting into combat, which is along those lines).

They would be a little more prepared, but would BS2 really work, as it seems unfitting for the edition? How about get to overwatch twice, since you're skipping their turn? (really good for Flamers)

I mean, the thing that bugs me the most is the reverse way it currently works, in how you want your opponent to survive during your turn.

This message was edited 1 time. Last update was at 2013/07/19 14:41:32


hello 
   
Made in au
Water-Caste Negotiator





australia

I would be fine for twice at Bs2

   
Made in gb
Longtime Dakkanaut





How about an initiative test on majority initiative, and if you pass you fire overwatch at full BS (Templates still work per overwatch, and no Blast weapons still), otherwise fire at BS1.

Initiative is a nice, fair stat since the ones that suffer less from going down to BS1 (Orks, Tau) have lower initiative, while the more elite ones that do suffer more thanks to being balanced around BS4 get a larger chance at it (Eldar, Space Marines).

This message was edited 1 time. Last update was at 2013/07/19 15:07:11


hello 
   
Made in au
Water-Caste Negotiator





australia

 Daba wrote:
Initiative is a nice, fair stat since the ones that suffer less from going down to BS1 (Orks, Tau) have lower initiative, while the more elite ones that do suffer more thanks to being balanced around BS4 get a larger chance at it (Eldar, Space Marines).


wait are you saying that tau would suffer less for failing that initiative test?

   
Made in gb
Longtime Dakkanaut





 la'DunX wrote:
 Daba wrote:
Initiative is a nice, fair stat since the ones that suffer less from going down to BS1 (Orks, Tau) have lower initiative, while the more elite ones that do suffer more thanks to being balanced around BS4 get a larger chance at it (Eldar, Space Marines).


wait are you saying that tau would suffer less for failing that initiative test?

Going from BS 3->1 is obviously less bad than going BS 4->1. Then there's supporting fire on top of that.

hello 
   
Made in us
Slippery Ultramarine Scout Biker






Chippewa Lake, Ohio

I say we go back to 5th edition! Problems solved.

239th Infantry Regiment (2.5K)
(2K+)
The Righteous, Space Marines (3.5K+)
(2K+) 
   
Made in us
Drew_Riggio




 Accipiter wrote:
Roll to hit.
Then have cover/armour/invul saves go.
Then roll to wound.




Its done the current way to save time.
   
Made in za
Fixture of Dakka




Temple Prime

GorillaWarfare wrote:
 Accipiter wrote:
Roll to hit.
Then have cover/armour/invul saves go.
Then roll to wound.




Its done the current way to save time.

He's saying simply swap the armor save and toughness roll's spots.

It changes pretty much nothing but it does make more sense.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Screaming Shining Spear




Pittsburgh, PA

 Daba wrote:
How about an initiative test on majority initiative, and if you pass you fire overwatch at full BS (Templates still work per overwatch, and no Blast weapons still), otherwise fire at BS1.

Initiative is a nice, fair stat since the ones that suffer less from going down to BS1 (Orks, Tau) have lower initiative, while the more elite ones that do suffer more thanks to being balanced around BS4 get a larger chance at it (Eldar, Space Marines).

I like this idea too, I think there's a similar mechanic in Zone Mortalis actually.

Eldar shenanigans are the best shenanigans!
DQ:90S++G+M--B+IPw40k09#+D++A++/areWD-R++T(T)DM+ 
   
 
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