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Made in us
Fireknife Shas'el




All over the U.S.

Hi, I am focusedfire and I am pleased to announce the creation of the "Gamee Waaughyors"(GW).

What are the Gamee Waaughyors you ask?

It is my intent along with a few others to create a community inspired satirical and free Pathfinder version of "4DK".

We want this to be a community driven project. Our current goal is to use unsupported (read not ip protected) versions of our favorite space fantasy game to create an Ork produced, slave authored(ummie, pointy ear or da sneaky gits) game that is streamlined and FREE.

Btw, while we intend to have a version written from the perspective of each race, the author will always have the Ork given name of Squigmeat.

Currently we intend to use 5th ed as a starting point and to fix from there(wound allocation, kill points and limited mission scope.

We will consider adding flyers in a very limited manner and will nerf things like wraithknights, riptides and such.

We will also be shooting for average game sizes of 750 to 1400 points and will do this by limiting the foc to 1 hq 2 elite 4 troop 2fa and 2 heavies.

Also looking for the rules to not exceed 50 pages not counting Orky commentary and Squigmeats input.


For those interested let me know here in this thread.

Will post a list of ideas and the current typed "intraduckshun" in a day or so.

later


Here is the Intraduckshun.
Spoiler:
Gamee Waaughyors

Presentz

4DK

DA’ Ultamate ‘Airysee



Intraduckshuns


‘ello, weez iz ‘da Klan known az da’ Gamee Waaughyors

Our Waaughboss iz known by da ’andle Cap'n Goldtooth
‘eez lootinetz ar a cuple a of tuff nobs datz goes by da namez; __________________________, ___________________________ &_______________________(To be filled in later)


Our mishun ‘ear ats GW iz at providez Waaugh ats affordable pricez.


Tew acompulsh dis weez is gunnaz givez da rulez aways
fur free like. Seriously, we notz charging any teef’s or nuttin.

Our philosofee iz datz less spent on rulez = moar spent on dakka and Waaugh.



Now, before weez goez any furder,

We ‘ear ats GW wants ya Freebootin’ scum ta noez datz weez un’erstandin’ dats notz evrywun canz reeds ork guud.

So we gotz us a ‘umie to scryb forz us. We cawls ‘em SquigMeat.

Say ’ello SquigMeat.

“e-e-ello squ-squigm-m-meat”

Hawz, dis ’umie iz a funny wun.

Wat da pointy ding weez iz gettin’ ats is dats after da’z intro ‘ear, squigmeat will take ovur an’ scryb da wurdz so az even dum ‘umies canz un’erstanz howz to wage Waaugh all proper like.


Well, datz itz fur now. hope uze sorry soggy sack of grotz haz much fun wid our gift.

getz ta work squigmeat*kick*

”ungh, y-y-yes boss”


And here are some of the ideas I have been playing around with:

Spoiler:


Notes/Ideas

Race or various specific editions named:
Corpirate Edition
Freeboota edition
Dark Edition
Lootas edition
Could be fun.


Should I/we attempt to change the game from D6 system? If so, which is better D10, D12 or 2d6 system???

Want game designed so that it can be played in both 28mm and 15mm. Ideas as follows:

Different force organization charts for 28mm and 15mm models
Maybe different templates and blast markers depending on scale played.
Want movement to stay the same. 28mm will be "Heroic" while 15mm will be close to accurate/true scale movement.

Need different ways to win/play:
Bring back old style vp and repoint objectives to scale with them
In KP missions restructure them to a KP for every 50 pts in unit

Streamline psychic powers(No Psychic Phase) Powers occur at time they are used but note that psykers can only use number of powers equal to mastery level per “game” turn



Problem units:

Flyers &Flying Monstrous Creatures
If included then Flyers can only be on board for one turn, second turn they leave or take a stall test that fails on 3+.
Exception is for flyers with hover mode, they become skimmers until they leave board
-
Flyers leaving board go back into active reserves for at least 2 turns

Flying monstrous creatures Move as flyers on turn it enters from reserve. ???Maybe until it attacks ground units???? After which it moves as monstrous jump infantry until it leaves board to regain altitude.
-
FMC leaving board go back into active reserves for at least 2 turns

Flyers and FMC’s must roll a d(6?)(10?)(2d6?) before strafing, bombing or attacking ground units. Roll of a 1 means that they attack wrong target. Friendly fire??? Or Scatter???


Heavy Infantry
Heavy Infantry is any infantry unit/model that has 2+sv or toughness higher than 5.
No such thing as re-roll able 2+ inv save
Heavy Infantry cannot Sprint/Flat-out

DeathStars- Must find way to hit the exhaust shaft. Shouldn't be to hard Back home I used to Bulls-eye Womprats in my T-38 :



Turn Ideas

Movement(Player chooses Stay&Support fire, Maneuver for better position, Assault or Sprint/Flat-out), Opponent reacts(Shoots, piles in and/or withdraws???), player whose turn it is shoots, both players resolve assaults and finish with Fallback/Consolidation moves.



Movement notes/Ideas

New method
Player chooses to do one of the following(Stay, Maneuver, Sprint/flat-out and Assault)

Units Assaulting or sprinting/moving flat-out receive no cover saves except for when in area terrain and from wargear items
Units that choose to Sprint/Flat-out may not use their grenades and will only snap-Fire(BS1) their Rapid-fire/assault weapons. Cannot Fire any other types of weapons including psychic ones.

Vehicles moving Flat-out????

Units in or moving through area terrain have all movement reduced by a number equal to the terrain bonus to coversave.
(ex. +2 Cover = -2 to movement, -2 to assault and -2 sprint flat out

Units Assaulting through Area terrain take a Level 1 dangerous terrain test (Fails on a 1) Every Assaulting Model must take test
Units Sprinting or Moving Flat-out take a level 2 Dangerous terrain (fails on a 2 or lower) test if not on a roadway. Must take test for every model that sprinted/Flat-out(Does not apply to Flyers, Skimmers, Jet-bikes, Jet-packs or Jump infantry????)
Units Sprinting or Moving Flat-out through area terrain must take a level 3 Dangerous Terrain test for each model doing such. Fails on a 3 or lower).??????
(Should Dangerous Terrain tests be equal to the cover save bonus of the terrain the unit is in?????????


Unit Movement

Infantry- Maneuver 12” or Assault 18” or Sprint 24”

Cavalry- Maneuver 12” or Assault 24" or Sprint 36”
Have: Crushing Assault, Harry and Hit & Run USR, (Winded????)

Bikes- Maneuver 18” or Assault 36” or Flat-out 48” ?????????????
Have: Harry and Scout

Jet-Bikes- Maneuver 24" or Assault 48" or Flat-out 60” ??????????????
Have: Harry, Jink and Scout

Jet Packs- Maneuver 15” or Assault 30" or Flat-out 45" ???????????????
Have: Deep Strike, Jink

Jump infantry- Maneuver 18” or Assault 36" or Flat-out 12” ???????????????????
Have: Deep Strike, Crushing assault

Vehicles- Maneuver 18” or Flat-out 36"

Walkers- Maneuver 12” or Assault 24" or Sprint

Skimmers- Maneuver 24” or Flat-out 48"
Have: Jink

Monstrous Creatures- Move 9”

Fmc’s move-
Have: Crushing Assault, Close Air Support, Jink

Flyers move-
Have: Bombing/Strafing, Close Air Support, Jink, Stall



Shooting Ideas???????????

Stationary ground units gain +1 BS

Units Maneuvering fire at their listed BS

Units Assaulting suffer -1 or -2 to BS ???????????

Units Sprinting cannot fire??? or Fire at BS1 with chance to friendly fire/shoot self in foot????

Pre-measure is out unless unit has targeters or marker lights

Bring back guess range weapons

Overwatch/Snapfire still in Game??????? -2 BS???

Mortars are in but heavy barrage is out in 28mm


Assault Ideas?????????????

Models/ Units may not assault on the turn the Sprint or Flat-out

Fighting retreats/withdrawals??



Saves Ideas

No such thing as re-rollable 2+ or 3+ save or Invulnerable saves. Have sliding scale where 2+ and 3+ can re-roll at 4+ and where 4+ and 5+ re-roll at 6+???

Jink save for Jet bikes, Flyers, Flying Monstrous Creatures Skimmers moving Flat out( Save or negative BS modifier to units trying to shoot them???) Jink is not a Cover Save

Rework cover saves (Assaulting units and units moving flat out receive no Cover saves. Bikes/Jet-bikes moving normally only get cover-save if 50% of model is obscured)



USR Ideas/Notes


Bombing/Strafing (Flyers)

Close Air Support(Flyers & FMC)- Friendly Fire??

Crushing Assault

Fear-Units with rule have a palpable aura of intimidation. Enemy units with Line of Sight and within 18” suffer -2 to their leadership. Units engaging in Melee combat with a unit that has this rule must first take a morale test, if the test is failed the unit immediately begins to fall back

Fearless- Units with this rule ignore the effects of the Fear USR and Automatically Pass any Morale tests.

Friendly Fire- units within 12” suffer -2 ldrshp for rest of game

Furious Assault- +1 S, +1 a, -1 Sv on turn that assault is initiated

Harry- Units with this rule when entering play from reserves may come in from any table edge that is not the opponents original deployment edge(s)

Hit&Run

Pinning-(Looking to revamp. Make rule more about weapons ability than targets leadership)

Rage

Scouts

Shrouded

Skilled

Snap-Fire

Sniper

Spotters

Stall(Flyers)

Stealth



Mission ideas/Notes


The Campaign

Players start with equal points and play a series of 3 or more battles. At the end of each battle, each player may bring in a number of relief units not to exceed 2 troops, 1 FA and players choice of 1 Hq or 1 Elite or 1 HS. The Player may not exceed the original starting Army list in points or FOC choices.
(Maybe have mechanic for battlefield promotions??)



Delaying Tactic

Still deciding on the rules


Grim Defense
In a Fortified position but Out numbered with re-enforcements not arriving for at least 4 turns. This mission is about delaying the enemy and protecting the vital defense objectives(Power station, shield generator, gun emplacements and central command) Armies use same starting points but defender has to spend at least 20% of total points on fortifications. Attacker may not buy any fortifications but may return one destroyed troop unit to play per turn starting 2nd turn. No terrain, buildings or ruins may be placed within 18” of defenders perimeter


Last Stand
Well fortified but Out numbered with re-enforcement's not coming and Surrender is not an option. This mission is about Spite. About costing the enemy as much in resources and man-power as possible. To set the grim realization that there will never be an easy victory.
Both players start with same points but the defending player has to spend at least 25% of total points on Fortifications


Pitched Battle

Traditional VP Game


Secret Mission

Each player draws an objective card(??), looks at card and then places card face down as his Secret objective. Secret Objectives are worth double the Victory points of normal primary objective


Deployment ideas???
Keep the existing deployment locations but definitely change who goes when


Victory Conditions???
Bring back old style VP and repoint objectives to scale with them.
If we keep Kill Points then on KP missions restructure them to a KP for every 50 pts in unit cost.


This post will be edited many times as content is added/changed

This message was edited 7 times. Last update was at 2014/05/21 07:16:05


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in nl
Sword-Bearing Inquisitorial Crusader



Eindhoven, Netherlands

I always like the ideas people come up with when creating new rulesets, but they all have one major flaw: they aren't produced by GW. No matter how well-written, fluffy, balanced and enjoyable they are, they won't reach the major public simply because of the limited audience. I wish you success in creating a great ruleset, and I'm positive you can, but don't expect it to catch on with the major public...

1400 points of EW/MW Italians (FoW)
2200 points of SoB and Inquisition (40K)
1000 points of orks (40K)
Just starting out with Ultramarines (30K)
Four 1000-2500 point forces for WHFB (RIP)
One orc team (Blood Bowl) 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I'm slightly confused as to the goal of the project. What does "Pathfinder version" mean in context?

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Fireknife Shas'el




All over the U.S.

Brother Michael,

Thank you for your well wishes.

Please be assured that I am not deluding myself into thinking of this as some form of successful business venture. It is only my intent to create a fun & streamlined ruleset that costs absolutely nothing and brings back enjoyable gaming.

You post also helped me to remember something.

I want to ask the community for humorous cartoony art.

Think graffiti mixed with punk rock attitude and Wsrner Brothers Tiny tunes characters. You know:

Taz inspired Ork flipping the bird or just sticking out his tongue. Have him leaning over the Giant 4DK logo.

Marvin the Martian inspired Tau with k9 as kroothound

Bug Bunny inspired Eldar. Disappearing into and out of warp holes.

Iquisitor/Witch Hunter is Elmer Fudd equivalent.

note-I am talking attitude as opposed to actual image transfer.

Hope I am getting the attitude for this across.

later


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Gore-Soaked Lunatic Witchhunter







If "Pathfinder version" refers to the d20 system game I know there's a d20 modern conversion I can point you to but that's not going to be accomplished in fifty pages.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in se
Been Around the Block





 AnomanderRake wrote:
If "Pathfinder version" refers to the d20 system game I know there's a d20 modern conversion I can point you to but that's not going to be accomplished in fifty pages.


Pathfinder is basically a remake of Dungeons and Dragons, keeping the good bits and replacing the not so good bits. Characters and campains for Dungeons and Dragons can be reused for Pathfinder.

focusedfire wants to do a remake of the Warhammer 40k rules while making sure that as many current models and armies can be reused directly.
   
Made in us
Gore-Soaked Lunatic Witchhunter







WGMelchior wrote:
 AnomanderRake wrote:
If "Pathfinder version" refers to the d20 system game I know there's a d20 modern conversion I can point you to but that's not going to be accomplished in fifty pages.


Pathfinder is basically a remake of Dungeons and Dragons, keeping the good bits and replacing the not so good bits. Characters and campains for Dungeons and Dragons can be reused for Pathfinder.

focusedfire wants to do a remake of the Warhammer 40k rules while making sure that as many current models and armies can be reused directly.


That could have been spelled out a bit more explicitly. There are quite a few projects of that sort on this forum at present if you want to dig about for ideas (*shameless self plug alert* my own is at http://www.dakkadakka.com/dakkaforum/posts/list/592293.page ).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Stealthy Warhound Titan Princeps







5th without the stupidity of wound allocation is a fine system, though a slight vehicle nerf is probably in order.
   
Made in us
Gore-Soaked Lunatic Witchhunter







kestral wrote:
5th without the stupidity of wound allocation is a fine system, though a slight vehicle nerf is probably in order.


You'd need a few Codex rewrites to go with it assuming no 6e books (Sisters, Orks, and Tyranids from the low end, Necrons and GK from the high end, Eldar from the "wait, they do what?" end).

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Blood-Drenched Death Company Marine




Little Rock, Arkansas

Wraith knights are fine for how much they cost.

Definite things to be considered for inclusion:
-cover = -1 or -2 BS to shooter, depending on cover quality.

-"all or nothing AP" adjusted in some way. (This would domino effect into a LOT of point cost changes.)

-lolrandom psychic powers fixed.

-no rerolls on invuln saves. (Maybe all saves.)

Beyond that, it's mostly point cost adjustments.

20000+ points
Tournament reports:
1234567 
   
Made in gb
Lieutenant Colonel




The current list of thing players have issues with 40k in general .(Things that crop up on rules development forums ..)

The game turn, need to be more interactive.

The resolution of shooting needs to be more up to date, intuitive and faster to resolve.And have more depth of interaction /detail.

The resolution of close combat needs to be quicker and have more definition and detail.

Morale needs to be updated to include more states and effects.(Suppression for example.)

So a complete re write is the way to go IMO!

As 40k is currently a battle game using 28mm minis.Why not look at other battle games in 6 to 15mm for inspiration then ADD detail.

Rather than look at other 28mm skirmish games and have to chop lumps out to get the game to play quickly.(Like the GW game devs did.)

Just my 2p worth.
   
Made in us
Fireknife Shas'el




All over the U.S.

AnomanderRake wrote:
kestral wrote:
5th without the stupidity of wound allocation is a fine system, though a slight vehicle nerf is probably in order.


You'd need a few Codex rewrites to go with it assuming no 6e books (Sisters, Orks, and Tyranids from the low end, Necrons and GK from the high end, Eldar from the "wait, they do what?" end).


You would be surprised at how much equality between the various codices can be achieved via rules re-writes in the core book. The biggest issue I'm gonna have is the new movement tables to simulate a more "real" scale of movement. The new increased movement rates are going to make for wicked fast games. The reduction to cover is gonna mitigate infantry covering up to 18+ inches in a turn. Some units will be able to cover between 48-60 inches in a turn but leave themselves very vulnerable and unable to do any damage if they choose to flat-out/sprint.

I will be looking for help on balancing the new movement charts.
Also looking for help on if the system should remain D6. Or move to D10 or D12/2D6???

Back to your statement, though. I am trying to set the system where Starting with 5th ed SM codex and IG codex the players can play all the way up to the upcoming Ork Codex.


niv-mizzet wrote:Wraith knights are fine for how much they cost.

Definite things to be considered for inclusion:
-cover = -1 or -2 BS to shooter, depending on cover quality.

-"all or nothing AP" adjusted in some way. (This would domino effect into a LOT of point cost changes.)

-lolrandom psychic powers fixed.

-no rerolls on invuln saves. (Maybe all saves.)

Beyond that, it's mostly point cost adjustments.


About Wraithknights, Riptides and such. I think that these models need a bit of balancing to exist in a game system designed to be 700-1400 points. Don't know if I'll cave to a fantasy based percentage system or just nerf them into alignmet via the core rules(Easy to target rule or cumbersome rule that leaves them susceptible to flanking maneuvers like the WWII Tiger tanks weakness from slow turret turn.


I am definitely looking at using more BS modifiers and less cover saves. One thing immediately I am doing is to differentiate between Cover saves(Something between target and shooter) and Jink saves(Fast moving units moving erratically to prevent accurate targeting).

Could you clarify your "all or nothing Ap" statement? Does this mean that you want old style armour modifiers back in the game?

I agree that Psychic powers need to go back to 5th ed and then be fixed from there. Will be looking for input as to how best to implement such. I will say that I am totally opposed to a Psychic phase. Believe that having powers go off at the time they are used/needed is much more immersive game play wise.....if done properly.

I am hesitant to do away with all re-rolls. Am thinking of a scale where 2+&3+ can re-roll at 4+ and where 4+&5+ can re-roll at 6+.


Just want to note that it is my intention to try and balance the core book. I believe if done well it will mitigate the majority of codex imbalance. Basically, I saying here that I flat out refuse to get into the hornets nest of changing points values withing the various faction codices. Instead, if all of us can come up with a good system then those that play it will probably house rule the few problems that are codex-centric.



Lanrak wrote:The current list of thing players have issues with 40k in general .(Things that crop up on rules development forums ..)

The game turn, need to be more interactive.

The resolution of shooting needs to be more up to date, intuitive and faster to resolve.And have more depth of interaction /detail.

The resolution of close combat needs to be quicker and have more definition and detail.

Morale needs to be updated to include more states and effects.(Suppression for example.)

So a complete re write is the way to go IMO!

As 40k is currently a battle game using 28mm minis.Why not look at other battle games in 6 to 15mm for inspiration then ADD detail.

Rather than look at other 28mm skirmish games and have to chop lumps out to get the game to play quickly.(Like the GW game devs did.)

Just my 2p worth.


Lanrak, by what you posted I would say that our views on the direction for 4DK are very simpatico. To address your ideas one by one:

1)Agreed, as a partial fix, am looking at all movement, including sprinting and assault, occuring in movement phase with defenders getting a shooting reaction. Sorta like the pancake edition.

2)I would like shooting to be resolved on an individual model basis. Basically, only models in range and line of sight may be targeted, player then rolls shooting attacks. Hits are then counted and distributed as evenly as possible starting with the closest model. If wounds exceed the number of models in line of sight and within range then the wounds start back at the closest model. Repeat until all wounds are assigned. This is done for each different weapon type/group with the shooting player choosing when each weapon type/group fires.
Then the defender rolls the saves for each model and applies the results.

This way the shooter actually gets to direct his shooting without it being to gamey.
(Note- Am thinking that it is ok for a unit to "Pick-up" a special weapon from a downed model within its same unit,,no sc doing this tho... If allowed, I feel that there would have to happen in next turn with penalty to movement.)

3)Close combat is ok in 5th ed. Only real changes would be to do away with the stupidity of "fearless wounds" and not allow a 50 man gaurd platoon get wiped by 2-3 models just because they fall back. Basically, no more auto-destruct for units that break. Am looking at instituting a fighting withdrawal type mechanic.

4) Agree and dis-agree about morale. I agree it should have more "effect" but maybe less "affects". I really want to separate pinning and morale. Being pinned down is not a sign of cowardice, rather it is a sign of being intelligent enough to know when you are going to get your guys needlessly slaughtered if you don't duck. If we can fix pinning now by taking away the morale element then I feel that adding a suppression rule that limits either movement, bs or initiative could be in order.
Point I'm getting to is that I want to fix or remove the broken parts before adding a lot of new stuff.

5) Yes, In order to reduce the rules down to 50-ish pages, a complete re-write is in order.

And finally, My favorite
6) I absolutely agree with the scale issue. Have been trying to convince people that there are high quality 15mm scale models available for almost every faction except the Tau. And they cost sooo much less......However, Some just don't want to let go of the models they love and have invested so much into. This is why I am writing the rules with a dual scale in mind.
28mm will be the easy to see "heroic" scale game
and
15mm Will be the "True" scale game.

Both will use the same rules and movement. The only changes aside from the size models used will be possibly smaller templates& blast markers and larger FOC's for the 15mm battles.


Have added my list of ideas to the OP.
Take a look through them and let me know what you think. I feel discussion will help prevent a myopic game system.

This message was edited 1 time. Last update was at 2014/05/20 17:08:22


Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09

If they are too stupid to live, why make them?

In the immortal words of Socrates, I drank what??!

Tau-*****points(You really don't want to know)  
   
Made in us
Regular Dakkanaut







Yeah, I gotta say I was a little confused about this project as well. A “satirical” version of "Pathfinder 4DK"? If you ask me the game is already pretty “satirical” (or just stupid sometimes), like a Grot can be two inches from twenty Battle Cannons and still survive a round of ranged combat.

 focusedfire wrote:


... The biggest issue I'm gonna have is the new movement tables to simulate a more "real" scale of movement. The new increased movement rates are going to make for wicked fast games. The reduction to cover is gonna mitigate infantry covering up to 18+ inches in a turn. Some units will be able to cover between 48-60 inches in a turn but leave themselves very vulnerable and unable to do any damage if they choose to flat-out/sprint.


Don’t like the sound of that. "real" scale of movement? How far can a 28mm model (or 15mm) move in a game turn? How long is a game turn anyway. How does infantry movement scale compare to weapons range? “reduction” to cover? Why would you want to do that? Maybe that’s the “satirical” part. The game already has that; paint yourself red and stand in the open while everyone’s shooting at you. I would rather make it a bit more... (dare I say it?...) real, with unlimited weapons ranges (at long range) and more cover for troopers to hide in. And with meaningful cover saves.


 focusedfire wrote:


I will be looking for help on balancing the new movement charts.


Charts? Charts? We don’t need no stink’en charts.


 focusedfire wrote:


Also looking for help on if the system should remain D6. Or move to D10 or D12/2D6???


Well, if your going to a different dice type your not staying with 5th Ed. rules. A move to a D10 should be easiest but it will still be a big project. 2D6 wont work unless you want to roll everything separately. Why not a system that used different D-Types to represent different troop quality; say like Imp. Guards are a D6 and Marines are a D8?



 focusedfire wrote:


Definite things to be considered for inclusion:
-cover = -1 or -2 BS to shooter, depending on cover quality.


What if the attacking unit has different BS and the target unit has different AP and under different kinds of cover? How do you handle that?


 focusedfire wrote:


One thing immediately I am doing is to differentiate between Cover saves(Something between target and shooter) and Jink saves(Fast moving units moving erratically to prevent accurate targeting).


Why? Jink is just a form of cover save.

 focusedfire wrote:


I will say that I am totally opposed to a Psychic phase. Believe that having powers go off at the time they are used/needed is much more immersive game play wise.....if done properly.


I agree. In fact I would go further and make it all one phase, an Activation Phase.

 focusedfire wrote:


I am hesitant to do away with all re-rolls. Am thinking of a scale where 2+&3+ can re-roll at 4+ and where 4+&5+ can re-roll at 6+.


I dislike re-rolls. It’s a terrible mechanic. If you need it then it means your core rules lack depth.

 focusedfire wrote:


Just want to note that it is my intention to try and balance the core book. I believe if done well it will mitigate the majority of codex imbalance. Basically, I saying here that I flat out refuse to get into the hornets nest of changing points values withing the various faction codices. Instead, if all of us can come up with a good system then those that play it will probably house rule the few problems that are codex-centric.


If you change stuff you just stepped into that hornet’s nest whether you want to admit it or not. Thing is, if your core system is simple enough you can easily come up with a point cost formula. Look what I did for Poly-K.




 focusedfire wrote:

1) ... am looking at all movement, including sprinting and assault, occuring in movement phase with defenders getting a shooting reaction. Sorta like the pancake edition.


I like the sound of that.

 focusedfire wrote:


2)I would like shooting to be resolved on an individual model basis. Basically, only models in range and line of sight may be targeted, player then rolls shooting attacks. Hits are then counted and distributed as evenly as possible starting with the closest model. If wounds exceed the number of models in line of sight and within range then the wounds start back at the closest model. Repeat until all wounds are assigned. This is done for each different weapon type/group with the shooting player choosing when each weapon type/group fires.
Then the defender rolls the saves for each model and applies the results.


I like the sound of that too but you are still going to have problems with mixed units because of all the stats GW uses.

 focusedfire wrote:

... Am thinking that it is ok for a unit to "Pick-up" a special weapon from a downed model within its same unit,,no sc doing this tho... If allowed, I feel that there would have to happen in next turn with penalty to movement.)


Too much detail for a company size game. If you’re rolling individual saves then individual models die, including the special weapons guy.

 focusedfire wrote:

3)Close combat is ok in 5th ed. Only real changes would be to do away with the stupidity of "fearless wounds" and not allow a 50 man gaurd platoon get wiped by 2-3 models just because they fall back. Basically, no more auto-destruct for units that break. Am looking at instituting a fighting withdrawal type mechanic.


GW close combat, any edition, is waaay too complicated. It shouldn’t like that for a company size game. There are just waaay too many stats and rules involved. It doesn’t have to be like that.


 focusedfire wrote:

4) Agree and dis-agree about morale. I agree it should have more "effect" but maybe less "affects". I really want to separate pinning and morale. Being pinned down is not a sign of cowardice, rather it is a sign of being intelligent enough to know when you are going to get your guys needlessly slaughtered if you don't duck. If we can fix pinning now by taking away the morale element then I feel that adding a suppression rule that limits either movement, bs or initiative could be in order.
Point I'm getting to is that I want to fix or remove the broken parts before adding a lot of new stuff.


Well it doesn’t help morale if you’re hugging cover to avoid getting blasted to death and you can’t see what going on around you. The two are related; no need for fine distinctions. Better to have one system that fits all.


 focusedfire wrote:

5) Yes, In order to reduce the rules down to 50-ish pages, a complete re-write is in order.


True.

 focusedfire wrote:

6) I absolutely agree with the scale issue. Have been trying to convince people that there are high quality 15mm scale models available for almost every faction except the Tau. And they cost sooo much less......However, Some just don't want to let go of the models they love and have invested so much into. This is why I am writing the rules with a dual scale in mind.
28mm will be the easy to see "heroic" scale game
and
15mm Will be the "True" scale game.


I say go for it, but understand the "heroic" scale game will get more play because Players already have the models.



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On dice size: d6s can be small, easy to acquire in bulk, tessellate very well for transport, and everyone's already got a lot of them. Trying to rescale the game for larger dice would be unnecessary work for not much return.

On armour: The idea of a flat save value ignored by some weapons and permitted by others makes low-AP weapons too good in some situations and requires them to be too expensive for any other situation (see my post at http://knightofthegrey.wordpress.com/2014/05/19/aegis-design-parameters/ for an attempt at a more detailed explanation). This also makes low-AP blast/template weapons (the sort GW's been putting into every new book without the consequences inherent in pre-5e low-AP blasts) very, very powerful.

On Riptides, Wraithknights, Dreadknights, etc: Some combination of bad pricing in the first case and the armour problems with 2+ armour models going down too fast to AP1-2 weapons and not going down at all to AP3+ weapons. Fix the armour problem and rework the pricing and they're no longer a problem.

On BS modifiers versus cover saves: I implemented a system wherein the roll to hit is based on BS versus a new Evasion stat with enough modifiers to replace jinks and cover plus a few extras and got some flak from Lanrak and Thirdeye for making it too complicated; flat score and modifiers would need to be scaled carefully and you'd have to control the modifiers tightly but it could work.

On rerolls: Ninety percent of the inherent problems here can be removed by prohibiting a unit from having multiple Blessing powers active at the same time; specifying the value of a given reroll could work but it might get hard to track.

On points: If you don't get into the hornet's nest of changing points values you're not going to solve half the problems you're setting out to patch. You don't have to assert you're going to go out and come up with an entirely new set of numbers overnight and they're going to be correct, if you leave yourself room to change points on the fly (updating documents posted to a thread here) you'll have more freedom to actually get things done.

On models shooting as individuals: I actually tried something not unlike this for Aegis and it ended up playing really, really slowly. It sounds fine on paper, but it's too byzantine in practice. As to models picking up the heavy weapon when the heavy weapon guy goes down that was the logical explanation behind 4e wound allocation picked by the defender, it's a simple and effective way to handle it.

On scale: Divide the distances in 40k by two (including blast marker radius) and you've got a 15mm game. Done. (I personally prefer 28mm miniatures because they're easier to paint well).

On Flyers: Minimum move and minimum turn are intended to represent ground-attack planes running low and slow to hit ground units. Assuming a linear scale of things (which is unlikely since all tracked tanks without Fast have the same speed despite wide variances in FW numbers) the 18" minimum move is a stall speed of around a hundred to a hundred and twenty kilometers per hour, which isn't at all far-fetched for VTOL-capable vehicles (evidence: 40k planes have rough landing skids, not wheels). Their move mode isn't all that much of a problem rules-wise, put tougher restrictions on their armament (no more and they stop being an issue altogether. Miscommunication as regards to what the plane is shooting exactly is more likely for off-map support than the ground attack planes in visual range of their targets (even at a hundred KPH it's hard to confuse a Land Raider painted bright blue from an Ork Battlewaggon painted bright red) and isn't actually rational in lore for people who aren't the Guard.


Automatically Appended Next Post:
Thirdeye, just a thought, could you link to your rules and say "Here's what I did" instead of saying "Look what I did for my rules" and requiring people to dig through the forum to figure out where they are?

This message was edited 1 time. Last update was at 2014/05/20 19:12:25


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Thirdeye wrote:
Yeah, I gotta say I was a little confused about this project as well. A “satirical” version of "Pathfinder 4DK"? If you ask me the game is already pretty “satirical” (or just stupid sometimes), like a Grot can be two inches from twenty Battle Cannons and still survive a round of ranged combat.


The Pathfinder reference was made in the context of when a corporate game maker completely loses touch with its player community. So much so as that the community fights back and creates system of which the corporation has no interest or control.

The Satirical part is to:
A)Have fun with this
B)Bring back the silliness that used to be in the game before the giant corporate cash grab and special snowflakes that all want their very own special rule made things overly serious. This is why I went with this being an Ork directed work. A reminder that this game should have some old Bugs Bunny, Daffy & Elmer Fudd type humour. Look at the old Rogue Trader cover and you could tell that this was not supposed to be an all doom and gloom game. This is why I am looking for people to help create the artwork to go with.
C)Help cover our asses. Satire is protected. Old unsupported works do not benefit from IP protection.
and
D)Because I want an Ork on the front page flipping the British "up yours" salute while wearing a gak eating grin.

Thirdeye wrote:
 focusedfire wrote:


... The biggest issue I'm gonna have is the new movement tables to simulate a more "real" scale of movement. The new increased movement rates are going to make for wicked fast games. The reduction to cover is gonna mitigate infantry covering up to 18+ inches in a turn. Some units will be able to cover between 48-60 inches in a turn but leave themselves very vulnerable and unable to do any damage if they choose to flat-out/sprint.


Don’t like the sound of that. "real" scale of movement? How far can a 28mm model (or 15mm) move in a game turn? How long is a game turn anyway. How does infantry movement scale compare to weapons range? “reduction” to cover? Why would you want to do that? Maybe that’s the “satirical” part. The game already has that; paint yourself red and stand in the open while everyone’s shooting at you. I would rather make it a bit more... (dare I say it?...) real, with unlimited weapons ranges (at long range) and more cover for troopers to hide in. And with meaningful cover saves.


I'll answer these in sequence:
1)Real scale as in figuring model height and calculating how that translates into table distance. While 40K infantry movement is a little more than 25% of what true scale movement should be. But, at 15mm scale 40K ends up being about 50%-ish of true scale for infantry and average skirmish/front-line shooting ranges. Vehicles and flyers are not so much and need much more work. It is my intent to scale the movement for close to true scale 15mm which should bring 28mm models above the 50%.

2) By the long standing claimed turn time, an infantry model should be able to move/sprint up to 50-60 yards in a turn, vehicles, bikes, jump infantry and flyers should be much more than that.
Unfortunately, in 28mm scale, the battle zone is limiited to 48 yds x 72 yds on a conventional 4' x 6' table. In 15mm scale the distances are just about doubled to 96 yds x 144 yds.

By setting the infantry movement between 18"-24" we end up with a base movement that dictates, both, a much faster game and reduced model count armies. Sorta like the 28mm skirmish game 40k started of as.

3)How long is a turn? While the system is ugoigo it is assumed that all of the action happens simultaneously. This means that both player turns = 1 game turn. Having said that, each turn is supposed to represent about 6 seconds on the battle field.

4)The weapon ranges for 40k are almost decent in 15mm scale, but in 28mm they are ridiculously short. In order to fix 28mm movement and shooting to be true scale on an average game table aplayer would be able to cover the whole board on foot in one turn and all weapons but flamers would be considered close to unlimited. Again, this is why I am going to set the movement for 15mm true scale.

5) Reduction to cover is necessary because of the increased movement rates. The increased speed will also probably/hopefully mean the end of re-rolling saves(at least in shooting).

6)What other reasons do I have for reducing cover? Because it is ridiculously good now and in a game where movement allows armies to assault in turn 1 if the player decides to make a suicidal charge then those assault units do not need cover. Basically, I am shooting for people to play tactically and to work for the cover saves. Stupid suicide charges should be just that, suicide.

This is a pet peeve of mine where 40k is concerned, it is completely counter intuitive. Currently the rules reward stupid charges through open terrain because it is "cinematic" and supposedly "forges a narrative". In reality, it is teaching dumb tactics. I want to get away from that.
Now, don't get me wrong, I am not against CC/HTH. It absolutely has its place when in close quarters and infiltration missions. I just want it to be a balanced part of the game that encourages good use of tactics and movement.
.

Thirdeye wrote:
 focusedfire wrote:


Also looking for help on if the system should remain D6. Or move to D10 or D12/2D6???


Well, if your going to a different dice type your not staying with 5th Ed. rules. A move to a D10 should be easiest but it will still be a big project. 2D6 wont work unless you want to roll everything separately. Why not a system that used different D-Types to represent different troop quality; say like Imp. Guards are a D6 and Marines are a D8?


Honestly, I really want to leave it as a D6 system for now but figured that I would leave it open for discussion. My preference, in the long run, is for there to be a stream-lined D10 or D12 40K skirmish system but for now am leaning towards keeping it D6.


Thirdeye wrote:
 focusedfire wrote:


Definite things to be considered for inclusion:
-cover = -1 or -2 BS to shooter, depending on cover quality.


What if the attacking unit has different BS and the target unit has different AP and under different kinds of cover? How do you handle that?


Please to note that I did not write those words. you mis-edited and applied another posters words to my having said them.


Thirdeye wrote:
 focusedfire wrote:


One thing immediately I am doing is to differentiate between Cover saves(Something between target and shooter) and Jink saves(Fast moving units moving erratically to prevent accurate targeting).


Why? Jink is just a form of cover save.


Please to re-read what I typed. I described why they are not the same thing. If I make them no longer related to one another then the current over the top cover stacking will stop and we can go back to 4+ cover save or Jink save as opposed to the 2+ that is seen so often. Again, increased movement is the reason for toning down the saves against shooting. If a player wants his units to survive then he can make sure that there is los blocking terrain conveniently(tactically ) placed on the board.


Thirdeye wrote:
 focusedfire wrote:


I am hesitant to do away with all re-rolls. Am thinking of a scale where 2+&3+ can re-roll at 4+ and where 4+&5+ can re-roll at 6+.


I dislike re-rolls. It’s a terrible mechanic. If you need it then it means your core rules lack depth.


Not necessarily. There are other limiting factors that can make re-rolls a good game mechanic. For instance:
A) The D6 system is inherently limiting. This is also compounded by the fact that the normal D6 does not roll each side the statistical 16.666% of the time. they roll 1's about 19-24% of the time if they are the vegas square edge. Chessex round edges have been shown to roll 1's from 25% to 33% of the time. There is a thread here on Dakka explaining the whys and hows of this phenomenon.

B)You want to show that a character is blessed or has incredible luck.

C) You want to show that certain units have exceptional skill in something.

Now, I do agree that re-rolling has gotten out of hand and will be looking for ways to tame this beast that games workshop has released.


Thirdeye wrote:
 focusedfire wrote:


2)I would like shooting to be resolved on an individual model basis. Basically, only models in range and line of sight may be targeted, player then rolls shooting attacks. Hits are then counted and distributed as evenly as possible starting with the closest model. If wounds exceed the number of models in line of sight and within range then the wounds start back at the closest model. Repeat until all wounds are assigned. This is done for each different weapon type/group with the shooting player choosing when each weapon type/group fires.
Then the defender rolls the saves for each model and applies the results.


I like the sound of that too but you are still going to have problems with mixed units because of all the stats GW uses.


It shouldn't be to bad. This is a close proximity of what was in play when the game had its fastest shooting phase. I am just limiting the amount of player exploits by limiting it to visible models only. The models within los and range only also creates the opportunity for the tactical situation to shoot a unit out of coherency ,,,something that almost never happens anymore in current 40k.


Thirdeye wrote:
 focusedfire wrote:

... Am thinking that it is ok for a unit to "Pick-up" a special weapon from a downed model within its same unit,,no sc doing this tho... If allowed, I feel that there would have to happen in next turn with penalty to movement.)


Too much detail for a company size game. If you’re rolling individual saves then individual models die, including the special weapons guy.


I disagree, I think options that encourage the aggressor to slow down and make tactical decisions is important... especially in a game in which movement may have been substantially increased.


Thirdeye wrote:
 focusedfire wrote:

3)Close combat is ok in 5th ed. Only real changes would be to do away with the stupidity of "fearless wounds" and not allow a 50 man guard platoon get wiped by 2-3 models just because they fall back. Basically, no more auto-destruct for units that break. Am looking at instituting a fighting withdrawal type mechanic.


GW close combat, any edition, is waaay too complicated. It shouldn’t like that for a company size game. There are just waaay too many stats and rules involved. It doesn’t have to be like that.


I understand that 40k combat can be intimidating and cumbersome. However, my inclination is to first try and fix what is known. Then if that Fails we can look at other options. Again, I'm looking to make a core rule set that works with and balances existing codices. If I move to far from the current system then players will be forced to constantly ignore stats and values already printed in their army books. Sorta looking to refine and further lighten what was the most stream-lined edition of the game.

Still, if you could please post some concise versions of your concepts, I would like to see them.


Thirdeye wrote:
 focusedfire wrote:

4) Agree and dis-agree about morale. I agree it should have more "effect" but maybe less "affects". I really want to separate pinning and morale. Being pinned down is not a sign of cowardice, rather it is a sign of being intelligent enough to know when you are going to get your guys needlessly slaughtered if you don't duck. If we can fix pinning now by taking away the morale element then I feel that adding a suppression rule that limits either movement, bs or initiative could be in order.
Point I'm getting to is that I want to fix or remove the broken parts before adding a lot of new stuff.


Well it doesn’t help morale if you’re hugging cover to avoid getting blasted to death and you can’t see what going on around you. The two are related; no need for fine distinctions. Better to have one system that fits all.


I don't think you caught what I was getting at here. The way I am describing pinning would make it work against the majority of armies again. Sure, we can still add it causes -1 to leadership or something, but if worded right we can have a game were pretty much all factions have to deal with pinning weapons slowing them down if they get caught out in the open. Think SM's not auto re-grouping because it is now about not losing precious gene-seed as opposed to being a sign of cowardice.




AnomanderRake wrote:On dice size: d6s can be small, easy to acquire in bulk, tessellate very well for transport, and everyone's already got a lot of them. Trying to rescale the game for larger dice would be unnecessary work for not much return.

On armour: The idea of a flat save value ignored by some weapons and permitted by others makes low-AP weapons too good in some situations and requires them to be too expensive for any other situation (see my post at http://knightofthegrey.wordpress.com/2014/05/19/aegis-design-parameters/ for an attempt at a more detailed explanation). This also makes low-AP blast/template weapons (the sort GW's been putting into every new book without the consequences inherent in pre-5e low-AP blasts) very, very powerful.

On Riptides, Wraithknights, Dreadknights, etc: Some combination of bad pricing in the first case and the armour problems with 2+ armour models going down too fast to AP1-2 weapons and not going down at all to AP3+ weapons. Fix the armour problem and rework the pricing and they're no longer a problem.

On BS modifiers versus cover saves: I implemented a system wherein the roll to hit is based on BS versus a new Evasion stat with enough modifiers to replace jinks and cover plus a few extras and got some flak from Lanrak and Thirdeye for making it too complicated; flat score and modifiers would need to be scaled carefully and you'd have to control the modifiers tightly but it could work.

On rerolls: Ninety percent of the inherent problems here can be removed by prohibiting a unit from having multiple Blessing powers active at the same time; specifying the value of a given reroll could work but it might get hard to track.

On points: If you don't get into the hornet's nest of changing points values you're not going to solve half the problems you're setting out to patch. You don't have to assert you're going to go out and come up with an entirely new set of numbers overnight and they're going to be correct, if you leave yourself room to change points on the fly (updating documents posted to a thread here) you'll have more freedom to actually get things done.

On models shooting as individuals: I actually tried something not unlike this for Aegis and it ended up playing really, really slowly. It sounds fine on paper, but it's too byzantine in practice. As to models picking up the heavy weapon when the heavy weapon guy goes down that was the logical explanation behind 4e wound allocation picked by the defender, it's a simple and effective way to handle it.

On scale: Divide the distances in 40k by two (including blast marker radius) and you've got a 15mm game. Done. (I personally prefer 28mm miniatures because they're easier to paint well).

On Flyers: Minimum move and minimum turn are intended to represent ground-attack planes running low and slow to hit ground units. Assuming a linear scale of things (which is unlikely since all tracked tanks without Fast have the same speed despite wide variances in FW numbers) the 18" minimum move is a stall speed of around a hundred to a hundred and twenty kilometers per hour, which isn't at all far-fetched for VTOL-capable vehicles (evidence: 40k planes have rough landing skids, not wheels). Their move mode isn't all that much of a problem rules-wise, put tougher restrictions on their armament (no more and they stop being an issue altogether. Miscommunication as regards to what the plane is shooting exactly is more likely for off-map support than the ground attack planes in visual range of their targets (even at a hundred KPH it's hard to confuse a Land Raider painted bright blue from an Ork Battlewaggon painted bright red) and isn't actually rational in lore for people who aren't the Guard.



On Dice- I am leaning towards simplicity and staying with the D6. It greatly limits the game system but feel that a move to D10 or D12 would present to great a jump,...for now. Maybe later, after we get this hammered out.

On-Armour- another way to fix the Ap issues is to borrow from the pancake edition and shoot for a much shorter game length of 3-4 turns on average. This can be accomplished by my proposed movement rate revisions. Basically everything gets up in everything else's face very quickly. This limits the number of shooting turns and makes it ok for shooting to be very deadly. It should also make assault more viable. As to vehicles, I think that if they can be in your face on turn 2 when playing long edges on the table then making them have more realistic weaknesses versus S8 AP3 rockets and such normal anti-tank weapons will be ok.

On the Monstrous Jump infantry/walker things that got wound values as opposed to AV facings, I think giving them a "heavy" or ponderous type rule might work...heh...make them prone to tripping and have to roll wounds for the fall. .....You knowe, if any of them were taken off of their feet it would take a full turn at least to right themselves. If this ends up being to big of a nerf.....will have to think about it. I have strong personal views about these models even having a place in regular 40K. *Note- By thinking about it I mean that I am aware that my personal bias and good game design may not be the same.

On Re-rolls....Yeah, I am hoping to avoid almost all of the 6th ed Psychic rules bloat/op nonsense. I want to work on the movement and shooting rules before tackling the Psychic stuff. When we do get to it, will be looking for suggestions. I do agree that blessing type powers should not stack at least in how I envision this coming together..... you know... on some level I want humour to play a very real part of perils in the warp. Kinda the idea that not all chaos gods are about war. That you can have some Loki (Kegoragh?? Eldar Laughing God)) type mishaps. Your GK Inquisitor is now a Jokero???

Where was I?? Oh re-rolls. There may still be a place for "some" but nothing like what showed up a the end of 5th and only got worse in 6th ed.

On points- there are more ways to change points values than by simply changing the number. When re-writing the core rules you are able to change the base inherent value of almost all the stats/ units/USR's.


On models shooting as individuals- The system I am using here is kinda a mix of 4th ed with 6th ed line of sight rules. The only way to exploit this set up is through tactical positioning to try and snipe certain characters. That in itself is not a bad thing. The rest of the system could possibly use the old 4th ed speed rolling rules. It would be faster than the 5th ed wound allocation and 6th eds Look Out Sir nightmares. Remember, my system has all shooting and wounds applied and then rolls to save. The shooter just gets to decide his firing order and the order by which weapon type groups wounds are applied.

On Scale- as I replied to Thirdeye. There is no way 28mm scale will be accuate but 15mm can be close. Because of this I am going to increase the movement rates to make the 15mm scale close to accurate which will alleviate some of the unrealistic movement in 28mm. The increase in speed also means less special rules and cover saves needed to keep assaulter's alive long enough to be effective. This in turn decreases the rules bloat and inherently speeds the game up. It is for this reason that I am leaning towards declaring whether you are maneuvering for a shot, launching an assault or sprinting/flat-out for better position in the movement phase with the other player getting a defensive reaction(shooting or voluntary fallback) before the player who moved shoots and then resolves close combat. I think this could stream-line the game but may be a shock to players due to how brutal a system it is likely to be.

On Flyers- 18" equals 18 yds in 40k. 18 yds in 6 seconds equals about 6 MPH or about 5 Knots. This is why I hate Flyers in Game.

Now we could fix 40k's scale vs movement issue if we cut the stated turn length from equaling 6 seconds down to 2 or 3 seconds
......But if this was done then players would have to choose between moving, shooting or assaulting in each turn...
.......which while I don't have a problem with bringing in such tactical decision, I think most other players might find such a bit boring for the first 3-4 turns.
And it still leaves flyers moving at about 18 MPH/16-ish Knots at stall speed.(I really do not like Flyers as an in game model/unit. Liked it better when such things were an off table effect like orbital bombardment.

At a representative 2-3 second turn most movement could stay where it is now but leaves the problem of shooting vs CC balance. Which in turn leaves a bunch of the rules bloat that is used to keep units alive under several turns of fire.

As to Flyers and target confusion. Sometimes it will be a red Land raider next to the red Looted wagon made from a Land Raider. Other times it is an enemy infantry unit in cover(ruins or trees) and the plane targets the wrong ruin or group of shrubberies. Even in todays high-tech battlefield the need for spotters to prevent collateral damage/friendly fire is very much a necessity. This is why I was going to nominate a unit or wargear item from each faction to get the spotters special rule that prevents targeting mistakes by the fast movers. Kinda felt that it was a nice touch. This would add a mechanic to help get some lesser played units onto the table while not really hurting the fliers anymore than my may only stay on table for 1 full game turn rule.


Well, that is one long reply. Anyway, thanks for the responses. please to keep them coming. Just chatting things over is helping me to sort my ideas. Also looking forward to more of your ideas.

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The scale in 40k is closer to a log scale than directly 1" = 1 yard; if you didn't do it that way certain things would be nigh-impossible to implement (among other things footslogging infantry would become literally unplayable, see Wargame: Red Dragon (and the previous games in the series) for effective implementation of a combined-arms game with a linear distance scale (100% of infantry have transports and planes work a lot like they do in 40k in terms of turning radius and coming on and off the board), it works there because they're a video game with power of zooming in and out and no practical cap on table size) (Mathematically this means if we take six inches to be about fifteen yards eighteen inches is just short of a mile). Linear time scale isn't necessarily true either, a lot of the content in 40k is an abstraction for the sake of the game more so than a literal simulation of reality.

As to game length I'm hesitant to endorse shortening the game; when you've got six turns losing a turn for any reason (repositioning your heavy weapons, say) is really quite punishing, make it shorter and anyone with weapons that can't fire on the move will never see play simply because if you mess up positioning even a tiny bit you lose a third of your possible firepower for the entire game. I designed Aegis around the idea of more shorter turns (pretty much everything is quite a bit tougher to compensate), with the intent that losing a turn of fire to needing to move about faster than your weapons would like is a more bearable sacrifice.

As to flyers and target confusion today's high-tech battlefields involve planes going much faster than all these antigrav-equipped hover-capable 40k planes; a better analogy for the Guard might be putting modern or futuristic radios in World War II fighter-bombers and send them mostly at comparatively high-visibility targets, with higher-tech people that might have IFF transponders in infantry armour or everyone linked to everyone else psychically or the plane and the infantry both organs of a single immense organism any chance of friendly fire stops making sense; consider also that the difference in appearance between an eight-foot armoured superman in bright colours and a skittering carpet of reptilian bug aliens is rather more than the difference between two modern humans, no matter how they're equipped. Target confusion for off-map artillery or orbital bombardment, maybe. A Phoenix unloading on a Dark Reaper squad because he mistook it for the Devastators on the next hill, no. Comparing 40k to modern battlefields makes a bit of sense when you're talking Guard-on-Guard matches, maybe throw Space Marines into the mix if you're feeling generous, but the analogy completely breaks down when Daemons, wacky sci-fi tech, et cetera enters the field.

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Regular Dakkanaut





Just some quick thoughts.

If you bump infantry movement up to between 18"-24" you will be giving a big boost to assault armies. Instead of “Rino Rush” there will be “Slogger Rush”. Shooting will be reduced to snap-fire and overwatch. No need to give your guys guns, they won’t be able to use them much anyway. Just give them all pointy sticks and have them rush the middle. Believe me, that’s what will happen. Not my idea of a Sci-Fi game.

You talk about making stupid suicide charges stupid. Upping movement to between 18"-24" will have just the opposite effect, especially if you reduce cover saves. Why maneuver to cover when it offers little protection? Just charge right in with your pointy sticks!

The standard 6 movement is one of the few things GW got right. Where they screwed-up is they made it a universal rule, and then back-tracked by adding special rules and dice throws to represent an enhanced movement characteristic. I guess they where just too proud to admit they were wrong and do the obvious thing of bring back the Movement stat.

You want different things. Short term you just want to fix a few things, long term you want a fast, skirmish game. The two notions are not compatible, and frankly, the first one will never work. The core game is just too dependant on too many stats, charts, and special rules. It’s a mess. And once you start “fixing” things the whole house of cards starts to cave in. Look, GW has tried to do it, what, 6-7 times now? And they still can’t get it right.

Don’t waste your time. If what you really want is a “stream-lined D10 or D12 40K skirmish system” then work on that. Bite the bullet and do what needs to be done, a complete re-write. Develop simple, clean core rules and used a limited FOC.

I certainly understand your reluctance. It’s hard to get people to accept new ideas and new concepts, especially when they know little else. (I know this better than most.) But the small fix approach, while it offers good PR, will never work.

I too wanted a “stream-lined skirmish system”. So I made one. For a “concise versions” of my system see the thread at:

http://www.dakkadakka.com/dakkaforum/posts/list/594493.page

See particularly the first few posts.

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Thirdeye wrote:

Just some quick thoughts.

If you bump infantry movement up to between 18"-24" you will be giving a big boost to assault armies. Instead of “Rino Rush” there will be “Slogger Rush”. Shooting will be reduced to snap-fire and overwatch. No need to give your guys guns, they won’t be able to use them much anyway. Just give them all pointy sticks and have them rush the middle. Believe me, that’s what will happen. Not my idea of a Sci-Fi game.

You talk about making stupid suicide charges stupid. Upping movement to between 18"-24" will have just the opposite effect, especially if you reduce cover saves. Why maneuver to cover when it offers little protection? Just charge right in with your pointy sticks!

The standard 6 movement is one of the few things GW got right. Where they screwed-up is they made it a universal rule, and then back-tracked by adding special rules and dice throws to represent an enhanced movement characteristic. I guess they where just too proud to admit they were wrong and do the obvious thing of bring back the Movement stat.

You want different things. Short term you just want to fix a few things, long term you want a fast, skirmish game. The two notions are not compatible, and frankly, the first one will never work. The core game is just too dependant on too many stats, charts, and special rules. It’s a mess. And once you start “fixing” things the whole house of cards starts to cave in. Look, GW has tried to do it, what, 6-7 times now? And they still can’t get it right.

Don’t waste your time. If what you really want is a “stream-lined D10 or D12 40K skirmish system” then work on that. Bite the bullet and do what needs to be done, a complete re-write. Develop simple, clean core rules and used a limited FOC.

I certainly understand your reluctance. It’s hard to get people to accept new ideas and new concepts, especially when they know little else. (I know this better than most.) But the small fix approach, while it offers good PR, will never work.

I too wanted a “stream-lined skirmish system”. So I made one. For a “concise versions” of my system see the thread at:

http://www.dakkadakka.com/dakkaforum/posts/list/594493.page

See particularly the first few posts.



Infantry movement is already 18"-24" a turn for some units. It just looks crazy when put into an all movement done once a player turn format. Please note that I may still go with 5th eds original turn order with revised movement. Vehicles going flat-out should be able to out-run infantry.

As to suicide charges and cover. I may not have been clear. I believe 5th eds 4+ but was really tweaked by players to be a standard 3+ cover save was too much. Want to set at -1 to all of 5th ed.cover saves except for Bunkers. Actually, this is one of the things I liked about 6th ed(at least conceptually). Buildings having an Armour value. Though 6th eds implementation needed work.
What I am getting at is that with proper line of sight blocking terrain in juxtaposition to a small FOC(read lower model count games) Suicide rushes will be much less likely when the players discover that they can get to the enemy with more models by maneuvering tactically. At least that is the goal, any input on how to make the idea work will be much appreciated.

It would be easier to do a completely new system but hard to get players. Also,I believe that 5th ed would make a good base for a first try. Many of us still have 5th ed books and if we can make it almost like the faq.s used to be, there would be many more players that would be willing to give it a try.
In essence, yes. There will need to be 2 different rule sets to meet the short and long term goals. Figure I'll work on the short term first.

I will check out your thread, have been busy irl. Next post, I'll try to give more comment and will discuss what might work in this project.

Thanks,
ff

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