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It just seems like this one rule would help simplify the game. A ton of special rules would be gone and representing the speed of models on the field would just be overall easier. Does anyone agree of disagree with this?

For the guy who leaves it all on the field (because he doesn't pick up after the game).
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It'd necessitate a few other changes and could easily end up accidentally making Assault even worse. It also wouldn't exactly simplify anything; now I know exactly how fast everything that says "Bikes" in its type line can move, if you add a Move stat I need to know what its Move stat is in addition to its type line to know how fast it goes.

Movement characteristics aren't inherently wrong (I use them in Aegis, GW uses them in Mordheim/Necromunda and WHFB, WMH uses them), but if the game's not built from the ground up with a Move stat in mind adding it isn't going to simplify anything.

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@AnomanderRake
Considering the first two editions of the 40k game used movement values.The core rules did seem to cover far more game play with less 'special rules' back then.

But in 3rd edition, the two things that still worked well in a modern war game, movement values and LIMITED modifiers,were removed!
And the things that NEEDED changing, like the game turn mechanic and damage resolution , were left the same!
Leading to the over complicated holistic diffuse mess 40k currently is.


IF you are doing a complete re-write then movement values are the way to go.
(However, trying to reverse engineer 40k rules , back to some sort of less clunky/counter intuitive rule set is very hard work.)

Remembering a number directly (like weapon range ) is no harder than trying to remember the value for a associated name!
(In fact most people prefer simple rules and complex game play, rather than complicated rules and simple game play like 40k has.)
   
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The 2nd edition movement values always seemed pretty far to me, you could always dump them back in the modern rules fairly easy. Don't think many will be happy with 4inch moving Space Marines though.
   
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@PastelAvenger .
Remember though that in 2nd edition models could move at double rate (march) IF they did not want to shoot.And that they could double move into assault too.

So only when models were firing on the move would they move 4".

So march 8" to contact ,move and fire twice , assault =24" in 4 turns.
Which is the same as 4 turns of moving 6".

The only reason 3rd edition increased movement range and buffed up all units morale, was to allow the complete removal of all to hit modifiers, which made shooting over powered.
And 4 editions alter they still fail completely at balancing shooting and assault!(they should have different in game functions IMO, not compete for the limited effect of killing stuff!)
   
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Add a Move stat M to all units, including vehicles. M = 6" default.
Jump units may choose to add 6 to their move stat in either the movement or charge phase, but then count difficult terrain as dangerous terrain for that phase.
Jet units may move up to d6 + their move stat in the assault phase if they do not charge.

Remove slow and purposeful. Instead units that would have that rules reduce M by 2"
Remove Fleet. Instead units that would have fleet increase M by 2"
Charge distance changes from 2d6 to d6 + half your M stat, so for M 6, they would charge between 4" to 9"

May as well change how difficult terrain affects charges as well- Each inch of terrain you have to charge through to reach the enemy unit counts as 2" of movement, and reduces the attackers I by 1. So standing behind a wall would only add 1" to charge range, and decrease attackers I by 1, but being 4 inches deep in a forest means an extra 4" to the charge range and -4I to the attacker.

Move stat for vehicles is 6" by default.
Stationary vehicles do not move, and are hit automatically in CC.
Combat speed is movement of M or less, and are hit on a 3+
Cruising Speed in movement between M and twice M, and are hit on a 4+ in CC
Flat out is up to 3x M, and hit on a 5+ in CC.
Heavy Vehicles reduce M by 2. Fast Vehicles increase M by 2.
   
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@Major WesJanson.
The point of having movement value stats is that the value is a set number from a fixed range.

Eg from 2nd ed ;- 3,4,5,6,8,9,12.

And having a tactical choice in the movement phase,where ALL movement takes place!

1)Stay still and shoot to full effect, in the shooting phase.

2)Move up to M value , then shoot in the shooting phase.(move and shoot weapons only.)

3)Move up to 2x movement value.

4)Move up to 2 x movement value into assault.(Assault resolved in the assault phase.)

This speeds up the game as minatures are only moved ONCE in the movement phase!

The actual value used for each unit can be altered after play testing.(Depending how effective ranged attacks end up.)



This message was edited 2 times. Last update was at 2014/11/17 09:25:53


 
   
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Tunneling Trygon






Carrickfergus, Northern Ireland

This is something I would very much like to see. It really wouldn't be that bad to remember, either.

This message was edited 1 time. Last update was at 2014/11/17 12:59:35


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I would like this too. We'd need to rework other movement such as fleet, charge moves, run and difficult terrain, but it'd make the game much more fluffy.

Let's look at it from a fluff standpoint.

6" base movement for humans seems logical. Tau can get the same.

Orks have legs that are solid but not designed for swift movement, much like their physiology in general. Orkoids can get 5", but Nobs and above can get 6" due to their longer legs.

Space Marines have very long legs and are lightning fast. 7" or 8" would be appropriate for them.

Smaller Tyranids and especially Eldar are absurdly fast. Making their speed match the fluff completely would make them BBB (Broken Beyond Belief). But they should still be among the fastest. 8" or 9" without a doubt.

Larger Tyranids should be successively slower, but none should really be very slow.

Daemons should of course have speed that varies on the type of demon. Plaguebearers should be 5" (any slower and they would be too weak) whereas Daemonettes should be Eldar speed. Horrors should have a 6" move and Bloodletters maybe 7". (I also think they should have T4 but that's offtopic.)








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Runnin up on ya.

It would be so easy to do and remove a lot of unnecessary dice rolling.

Base movements the same as current.
Run= double movement stat
Moving through rough/area/ruins terrain = half movement.
Move through cover = full move

Bulky = 5" move
Very Bulky = 4" move
(both negated by jump-packs if available)

Monstrous creatures should move more than 6" on foot anyway but not necessarily get move through cover as a default (do they already?).

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I loved 2ed move. Had a few squats. They were very slow.

Endorsed.

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 MajorWesJanson wrote:
Add a Move stat M to all units, including vehicles. M = 6" default.
Jump units may choose to add 6 to their move stat in either the movement or charge phase, but then count difficult terrain as dangerous terrain for that phase.
Jet units may move up to d6 + their move stat in the assault phase if they do not charge.

Remove slow and purposeful. Instead units that would have that rules reduce M by 2"
Remove Fleet. Instead units that would have fleet increase M by 2"
Charge distance changes from 2d6 to d6 + half your M stat, so for M 6, they would charge between 4" to 9"

May as well change how difficult terrain affects charges as well- Each inch of terrain you have to charge through to reach the enemy unit counts as 2" of movement, and reduces the attackers I by 1. So standing behind a wall would only add 1" to charge range, and decrease attackers I by 1, but being 4 inches deep in a forest means an extra 4" to the charge range and -4I to the attacker.

Move stat for vehicles is 6" by default.
Stationary vehicles do not move, and are hit automatically in CC.
Combat speed is movement of M or less, and are hit on a 3+
Cruising Speed in movement between M and twice M, and are hit on a 4+ in CC
Flat out is up to 3x M, and hit on a 5+ in CC.
Heavy Vehicles reduce M by 2. Fast Vehicles increase M by 2.


A little off topic, but I always found it very, very weird that Vehicles only got more difficult to hit in CC if they moved, but there's no penalty to shooting a moving vehicle in any way...

 Ashiraya wrote:


Orks have legs that are solid but not designed for swift movement, much like their physiology in general. Orkoids can get 5", but Nobs and above can get 6" due to their longer legs.



But Da Ork's never tire! We run da fastest!

This message was edited 3 times. Last update was at 2014/11/17 14:21:36


 
   
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Calm Celestian






Ireland

I'd still like to see a random element in charge and difficult moves though. Maybe its you're move plus a d6 when you charge. And that minus 2 for difficult terrain. That means if eldar move at base 8 they get 8 plus d6 of charge range. Average 11 inches


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As an aside I would like to see bs modifiers back for things like cover and movement speed. Some cover, cover save as normal. Some cover -1 or 2 bs. No reason my vyper move 30 inches in a turn and still gets hit at bs

This message was edited 1 time. Last update was at 2014/11/20 02:22:02


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Lanrak wrote:
@Major WesJanson.
The point of having movement value stats is that the value is a set number from a fixed range.

Eg from 2nd ed ;- 3,4,5,6,8,9,12.

And having a tactical choice in the movement phase,where ALL movement takes place!

1)Stay still and shoot to full effect, in the shooting phase.

2)Move up to M value , then shoot in the shooting phase.(move and shoot weapons only.)

3)Move up to 2x movement value.

4)Move up to 2 x movement value into assault.(Assault resolved in the assault phase.)

This speeds up the game as minatures are only moved ONCE in the movement phase!

The actual value used for each unit can be altered after play testing.(Depending how effective ranged attacks end up.)


Running directly in the movement phase will have problems interacting with the new psy phase. You'll have casters FMC able to cross the board in one turn and loose no effectiveness whatsoever.
   
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Hi kooaei.
I was not intending to keep the 'copy paste magic phase from WHFB' er I mean the 'new 40k psychic phase'.

When there was a deep and involved psychic interaction in the game ,(RT) then a separate psychic phase made sense.
But the current state of the game the with the limited amount of psychic interaction, does not justify its own phase.

I would rather psychic abilities be used in the relevant phase, so they are counted as a special ability for moving shooting or assault as appropriate.

There are so many issues with the current 40k rule set, being developed to be backward compatible.
That some times you have to actually change a lot of things to put the rule back on track.
(Or even do a complete re-write!)

I would not just plonk Movement values in to 40k and call it job done.

But would use a different game turn mechanic, and remove most of the pointless special rules and replace them with a FEW simple modifiers.




   
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Austria

Some guys on a german Forum have started such a re-write because it was easier to do than to get 40k back in line.

If you want to keep the Basic 40k rules, the first thing would be adding a flyer-phase instead of psy-phase.

Add a movement value and rework the cover rules.
Add a value for model & terrain size.

Remove all special rules and unit types and replace it with a trait system.

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Melevolence wrote:

A little off topic, but I always found it very, very weird that Vehicles only got more difficult to hit in CC if they moved, but there's no penalty to shooting a moving vehicle in any way...


There used to be. I think it was -1 BS for every 10" moved in your targets previous movement phase.


   
 
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