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![[Post New]](/s/i/i.gif) 2013/12/12 04:31:50
Subject: 40K: Adding movement values?
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Fresh-Faced New User
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I've been giving this idea a little bit of thought lately and wanted to ask the opinions of others:
Do you think 40k would be improved by adding individual movement values?
Now I'm not including vehicles here. but rather everything else, infantry, monstrous creatures, bikes, etc.
The thought came to me when I was talking with a tau player made a little quip about how his firewarriors could keep pace with my hormogaunts despite being...well y'know, blue midgets. As of right now there are really only 2 movement speeds, 6 and 12. Do you think adding movement could add more layers and depth to the game? Or would it just continue to throw more things to keep track of in a game already full of so many of them? I feel like it could help add more variety and flavor to armies and also some more flexibility in terms of design, but I also only play assault armies and such an addition would definitely help them more. Anyways I was just curious as to everyone else's thoughts.
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![[Post New]](/s/i/i.gif) 2013/12/12 04:38:57
Subject: 40K: Adding movement values?
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Stubborn Dark Angels Veteran Sergeant
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It could help bring balance to the snooty armies limiting their ability to kite units by running and gunning. Sad part of that though is it takes away their ability to effectively use the shooty strategy. Idk it could be a great equalizer for the lack of assault on 6th ed.
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RoperPG wrote:Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon? |
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![[Post New]](/s/i/i.gif) 2013/12/12 05:21:04
Subject: 40K: Adding movement values?
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Anti-Armour Swiss Guard
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Putting movement values BACK, you mean?
They had them up until 3rd ed screwed the pooch and fethed everything up.
Marines/human/ork foot troops would be slower.
Eldar wouldn't gain much (they had a higher M than Marines)
Some tyranid greeblies would get faster again (genestealers could outrun eldar from memory)
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I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.
That is not dead which can eternal lie ...
... and yet, with strange aeons, even death may die.
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![[Post New]](/s/i/i.gif) 2013/12/12 08:48:38
Subject: 40K: Adding movement values?
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Been Around the Block
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I would welcome it. It could make assault armies more viable and give shooting armies a bit of a draw back. It would also bring more tactics to the table.
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![[Post New]](/s/i/i.gif) 2013/12/12 08:52:33
Subject: 40K: Adding movement values?
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Servoarm Flailing Magos
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Movement value was something that shouldn't have been removed.
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![[Post New]](/s/i/i.gif) 2013/12/12 09:40:57
Subject: 40K: Adding movement values?
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Longtime Dakkanaut
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While I think that adding movement values makes sense, I think the game is allready full of rules, special rules, exceptions and variations to both of them, (not always available) erratas and the like. Seriously, they sheer amount of exceptions this game has accumulated, you either have to play professionaly or read half a book for every move and action you make.
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Waaagh an' a 'alf
1500 Pts WIP |
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![[Post New]](/s/i/i.gif) 2013/12/12 09:50:26
Subject: 40K: Adding movement values?
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Servoarm Flailing Magos
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Kosake wrote:While I think that adding movement values makes sense, I think the game is allready full of rules, special rules, exceptions and variations to both of them, (not always available) erratas and the like. Seriously, they sheer amount of exceptions this game has accumulated, you either have to play professionaly or read half a book for every move and action you make.
While this is true, the only change would be X movement instead of 6 movement.
Although of course it would still be "does that unitn really have 5 mov? I seem to recall it's 4." "oh, gotta check... " *flip flip flip*
And we have all noticed how long it can take just to check the WS at times when a fight is supposed to take place...
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![[Post New]](/s/i/i.gif) 2013/12/12 10:38:35
Subject: 40K: Adding movement values?
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[MOD]
Making Stuff
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Purifier wrote:Although of course it would still be "does that unitn really have 5 mov? I seem to recall it's 4." "oh, gotta check... " *flip flip flip*
And we have all noticed how long it can take just to check the WS at times when a fight is supposed to take place...
It doesn't have to be that difficult. Back in 2nd edition, movement stats were largely by race. Eldar and possibly Tyranids (can't remember off the top of my head, but would make sense) were about the only armies with any real variation between different units within the same army.
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![[Post New]](/s/i/i.gif) 2013/12/12 10:39:46
Subject: 40K: Adding movement values?
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Glorious Lord of Chaos
The burning pits of Hades, also known as Sweden in summer
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I agree with putting it back. I'd say Marines should be at least somewhat faster than IG, though. (Perhaps 7" to Guardsmen's 6" or something) to reflect them having longer legs, less need to worry about stepping into something bad, stronger and thus more stable firing platforms...
Perhaps something like
Necrons < IG/Tau/Sisters < SM/CSM < Eldar/Dark Eldar < Tyranids
Assuming the 'basic' footsoldier of each race.
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This message was edited 1 time. Last update was at 2013/12/12 10:44:11
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![[Post New]](/s/i/i.gif) 2013/12/12 10:40:39
Subject: 40K: Adding movement values?
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Hacking Proxy Mk.1
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Kosake wrote:While I think that adding movement values makes sense, I think the game is allready full of rules, special rules, exceptions and variations to both of them, (not always available) erratas and the like. Seriously, they sheer amount of exceptions this game has accumulated, you either have to play professionaly or read half a book for every move and action you make.
Actually I think it would reduce some of the clutter.
Instead of every troop type/vehicle needing it's own exception to the flat 6 inch move you could just have a number on the statline. No more 'infantry is X, jump infantry Y, bikes Z', just a number right there next to their WS.
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Fafnir wrote:Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that. |
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![[Post New]](/s/i/i.gif) 2013/12/12 14:36:37
Subject: 40K: Adding movement values?
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Fixture of Dakka
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I would only see minimal value at this point in adding a movement stat for troops. Vehicles, on the other hand, really ought to get movement values. You could remove the fast vehicle category and supersonic USR entirely and make vehicles more mobile and viable by giving each vehicle a move value then saying: Combat speed- Movex, may fire all weapons. Cruising speed, move 2X, may fire one weapon plus snapfire other weapons. Flat Out, move 3X and may not fire.
Then bring Flat Out back to the move phase and make Run part of the move phase instead of the shooting phase and you clear up the phases and streamline things.
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![[Post New]](/s/i/i.gif) 2013/12/12 18:23:51
Subject: 40K: Adding movement values?
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Regular Dakkanaut
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Adding individual movement could be a good idea to both viechles and troopers. Their are many fast cars but some are faster than the others (for example).
They could then change running to double your move vs Add D6".
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Waaagghhhh!!!!!!!! |
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