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This is for fun. please keep critiques polite. We know these aren't going into the official game, it's just a mental exercise in how we might construct the game if we were in charge.
I'm looking for concept changes that would simplify, balance, or otherwise improve the gaming experinece. I'll add some of my favorite suggestions to this first post periodically.
1: Condense most of the Factions into a handful of volumes, and remove the Fluff and Pictures sections from the books to cut down on their bulk and costs.
Each Faction would be gone through with a fine-toothed-comb to give it a good internal balance, so that all units are appropriately priced for how much they impact the game, and overall power of units being scaled so that one faction doesn’t need another faction to be a “hard counter” to it. I have a thread concerning how the Grey Knights specifically could be given better internal balance, just as others have done the same for other factions. Mine is here if you are interested http://www.dakkadakka.com/dakkaforum/posts/list/639185.page
Condensing the Codexes into fewer volumes, and removing the fluff and extra picture sections to reduce bulk and costs. No faction would lose any units, but a few would gain new units.
Each Codex would have a section of units that are available to every faction in the book, then each Faction would have its own section, with its unique units listed, as well as it’s “Chapter Tactics” that apply to the units available to all of the factions in the Codex, to give them more flavor for their chosen faction.
The non-Space Marine factions would get their own version of Chapter Tactics, to introduce more variety into the armies, and allowing them to specialize more than they currently can.
Codex: Chaos Faction 1: Khorne Faction 2: Nurgle Faction 3: Slaanesh Faction 4: Tzeentch Shared units: There would be a section for units available to all 4 factions consisting of Chaos Space Marines and Traitor Guard. These would have the equivalent of the Space Marines' "Chapter Tactics" identifying them for whichever Chaos god they served.
Codex: Ordos Militant Faction 1: Grey Knights + Skitarii* Faction 2: Ordo Malleus Faction 3: Ordo Hereticus Faction 4: Ordo Xenos
The Ordo Malleus, Xenos and Hereticus factions would have access to the Militarum Tempestus units. Each Faction’s Inquisitors would have access to the Warband Henchmen appropriate for that Faction. I personally like the idea of The Warbands being a bodyguard unit that cannot detach from the Inquisitor, and they along with the Inquisitor count as a single Independent Character for the purposes of joining a unit, though they are each counted separately as normal for the purposes of Transport Capacity. This Bodyguard unit would have a maximum size of 3 or 5 Henchmen.
*The Grey Knights have a close alliance with the Adeptus Mechanicus, who craft many of their weapons and are responsible for the Grey Knights having the fastest and most advanced Strike Cruisers in the Imperium. Mechanically, The Grey Knights were not given deployable anti-air, or sufficient cost-effective ranged anti-armor, both of which were given to the Skitarii as if they only got their Codex to be a compliment for the Grey Knights. Combining these faction makes for a single faction that’s more well rounded than either on their own.
Codex: Astartes Every Space Marine Chapter (apart from Grey Knights in Codex: Ordos Militant) would be its own faction in this Codex. The first section would be the units available to all of the Space Marine Chapters.
Each Faction Section would have the Chapter name, followed by their Chapter Tactics which apply to the units they take from the first section. If a unit from the first section is not available to a single Chapter (such as Librarians not being available to Black Templars) that exception would be listed here. Under that would be the Datapages for the units unique to that Chapter.
Codex: Exercitus (latin for "Army" if Google Translate is to be believed) Faction 1: Cadian Guard Faction 2: Cachan Guard Faction 3: Tallarn Guard Faction 4: Vahallan Guard Faction 5: Vostroyan Guard Faction 6: Sisters of Battle + new units to round them out Faction 7: Imperial Knights
The first section would consist of the units specifically shared between all of the Guard factions. Each Guard Faction would have its own version of “Chapter Tactics” in its own section to give each of the Guard factions a unique flavor. They might each also get a unique unit or two.
Codex: Eldar Codex: Necrons Codex: Orks Codex: Tau Codex: Tyranids Each of the Xenos Codexes would be subdivided into at least a couple factions to reflect different social or military structures, or in the case of Tyranids, different paths of mutation.
Again, any Fluff or Pictures would be made available online via code in the Codex, or would be included in a Special Edition of each Codex, so those who want it would get it, but the rest of us wouldn't have to lug it around.
2: Completely change how Saves work.
Spoiler:
The Save System could be turned on its head.
Instead of having to roll the Save value or higher, you roll the save value or lower, and weapons’ Penetration ratings are negative modifiers on the Save. Ex: A save of 5, being shot at with a weapon having a Penetration stat of 3, would pass the Save on a roll of 1 or 2.
Invulnerable Saves would be removed entirely, becoming modifiers on the unit’s Save. Ex: if a unit with a Save of 5, has a piece of Wargear that grants a +3, and is being shot at with a weapon having a Penetration stat of 3, then the Save would be passed on a roll from 1 to 5.
If a Save after modifiers is higher than 5, it is then treated like the current version of the Ballistic Skill chart, where a Save of 6, means if you roll a 6 on your save, you may roll again, passing the re-roll on a 1. For a Save of 7, you’d re-roll any 6s and pass the re-rolls on a 1-2. Etc.
Cover Saves would likewise be removed and would be replaced with modifiers. Some would be negative modifiers on the attacker’s Ballistic Skill (if it is something that might cause the shooter to miss). Others would be Positive Modifiers on the target’s Save (a barrier tough/large enough to potentially intercept the shot, saving the target).
This would completely change the balance of survivability in the game, as there would no longer be such a large disparity between 2+ Saves having their full saves against AP3, and no save at all against AP2. Instead, the higher the Ap, the more it hinders a units save.
P3 would be something like a Heavy Bolter P6 would be something like a Lascannon
So to go right to the top, a Chapter Master in Terminator Armor, with an Iron Halo and a Storm Shield (7+2+3) would have a Save of 12 in the open, which means against an attack with P3 would pass his Save on a 1-5, and passing the re-roll on a 1-4. Against something with P6 he’d pass his Save on a 1-5, or a 1 on the re-roll. (This does increase the survivability of HQs with multiple sources for Invulnerable Saves such as an Iron Halo and a Storm Shield, as you can see)
A Terminator with a Storm Shield would have a Save of 10 and would make his Save against P3 on a 1-5, or a 1-2 on the re-roll. Against P6 he would pass his save on a 1-4. It makes him more resilliant to massed fire, but gives him the same odds at surviving against weapons with better AP.
Guardsman in Carapace Armor in cover granting a +2 would have a total Save of 5, allowing him to pass his Save against P3 on a 1-2, but not having a Save against P6.
This gives much more variety to how saves work without increasing the complexity.
Note: Special Rules that say they ignore any of the types of saves would have to be re-written to accommodate the new Save structure.
3: Completely replace the Player Turns.
Spoiler:
Movement Phase: Alternating, each player selects one unit to move, going back and fourth until every unit has been moved. By having both Players' Movement Phase together in this way, in the following shooting phase, both armies have the same chance to shoot at the other side.
Shooting Phase: All shooting weapons have an Initiative value that determines the order they fire in. It would work how Initiatives currently work in the Assault Phase. So if two units of Space Marines were shooting at each other with Bolters, then all of the Marines in both units would get to shoot, then both sides would remove their casualties. More powerful weapons would have Lower Initiatives generally (so like a Lascannon would have a lower Initiative than a Storm Bolter). Exception: Each Vehicle would fire all of its weapons at the Initiative of the lowest Initiative weapon on it.
Assault Phase: All units' Initiative Value (not the new one for guns) would determine the order in which they are permitted to declare Assaults. This way, faster or more agile units would have better chances of getting the bonuses for Assaulting. It would also allow for an important unit being assaulted, to back up that unit with other nearby units joining the fray without having to sit out a round. Exception: If a unit with a higher Initiative did not assault on their turn, and a unit near them is assaulted, they may then attempt to assault the enemy unit assaulting their other unit. They may not choose to assault a unit that is not assaulting one of their units once their Initiative step is passed.
Close combat would play out pretty much the same way. But I would give Special Weapons a Close combat Profile (If a Grey Knight clubs someone with his Psycannon, that should hit with a bit more impact than just an empty fist, so I'd propose it to be S+2, AP-)
4: Completely rebalance Strength vs. Toughness. Remove all AV, and replace them with Toughness Values.(Not originally my Idea, but I’ve tweaked it)
Spoiler:
T1: Anything that you could kill by stepping on. T2: Gretchin T3: Humanity T4: Power Armor Space Marines T5: Space Marine Terminators T6: Daemon Prince T7: Dreadknight, Wraithlord, Formerly AV10 T8: Wraithknight, Formerly AV11 T9: Formerly AV12 T10: Formerly AV13, Possibly some Gargantuan Creatures T11: Formerly AV14 T12: Formerly AV15
Vehicles would have a “Vehicle” Special rule that makes some Special Rules not apply to it (such as Poisoned, Instant Death, or something else that would only affect Flesh), but there would be other Special Rules that only applied if a unit had a vehicle type, such as Haywire. Such Special Rules would have to be re-worked to accommodate this change.
5: Replace Sweeping Advance.
Spoiler:
At the end of a round of combat, the side that lost combat retreats D6.
Then, the side that won combat may either: 1: Make an out of sequence shooting attack at full ballistic skill at the retreating unit.
or
2: May consolodate D6" which is allowed to bring them back into close combat with the fleeing unit (though they do not actually fight the next round until the following Assault phase). If this is done, They remain locked in combat for the following movement/shooting phases, and they receive the charge bonus again as if it were a new combat for their next Assault Phase. A fleeing unit does not benefit from grenades or special rules that affect the enemy unit's charge or number of attacks
So if the fleeing unit rolled well to escape, the victorious unit can fire to take a few of them out, or if the fleeing unit rolls poorly, the victorious unit may choose to run them down. Either way, it's not an automatic wipe when the unit fails its moral check, and the victorious unit always gets a bonus for winning combat.
6: Walkers should have an optional upgrade that allows them to fire at both flying and ground targets at full Ballistic Skill. This would drastically help factions like the Grey Knights who don’t have Deployable anti-air.
7: Add an optional upgrade to vehicles that have flamer-type weapons that gives them some version of Torrent (probably a 6” version).
More ideas?
The original post.
Spoiler:
This is for fun. please keep critiques polite. We know these aren't going into the official game, it's just a mental exercise in how we might construct the game if we were in charge.
I'm looking for concept changes that would simplify, balance, or otherwise improve the gaming experinece. I'll add some of my favorite suggestions to this first post periodically.
Getting started:
Simplifying:How about removing the separate categories of Wound and AV? Putting Infantry, Monstrous Creatures, and Vehicles all on the same spectrum and the same to-Wound chart (extending the maximum value beyond T10). Rules like Haywire, Rending's Vehicle effect, and Poisoned would need to be tweaked (Suggestions welcome) AV10 ~ T 7, requires minimum Strength 4 AV11 ~ T 8, requires minimum Strength 5 AV12 ~ T 9, requires minimum Strength 6 AV13 ~ T 10, requires minimum Strength 7 AV14 ~ T 11, requires minimum Strength 8 AV15 ~ T 12, requires minimum Strength 9 A successful To-Wound roll of 4 or lower would result in rolling on the Vehicle Damage Table as per normal Penetrating Hits. This widens the buffer for Glances, making it harder to score Penetrating hits, giving High AV vehicles a measure of their value back in terms of survivability.
Balancing: What if the Attack part of the profile were removed, and the number of remaining Wounds on a model was its base number of attacks? As best as I can tell, the W & A profiles are typically pretty close, and in the current edition of the game Monstrous Creatures and several multi-Wound characters are incredibly powerful. This would reduce their number of attacks in close combat as they took damage, to reflect that they are fighting less efficiently (A Space Marine may be doubled over with his guts hanging out, not landing the best blows he could, or a Tyranid may have had a few of its arms cut off, etc. Either way they aren't fighting at 100%).
Balancing: What if there were a new upgrade for vehicles (or at least walkers) that provided the option to use Skyfire each turn? Noted, this would not affect all Codexes equally, as some have plenty of Anti-air, in the form of their own flyers, Missile Launcher, dedicated anti-air vehicles, etc., while others don't have affordable Fliers, or any other Skyfire. It would be a simple fix to provide Anti-air to armies that don't have it (Ex: Grey Knights would benefit immensely from their Dreadnoughts being able to use Skyfire, making them a bit like expensive Hydras with shorter range, but still better than not having them).
How about adding a rule where if a vehicle is behind cover that's at least 2-3" thick (from the perspective of the shooter), the vehicle gets the Cover save, due to the difference in scale, (And that it is actually woods, not three spaced out trees. or the ruins have broken pieces of walls and piles of rubble that obscure the vehicle, but would just make models difficult to place if actually modeled).
More ideas?
This message was edited 3 times. Last update was at 2015/05/22 15:58:12
What if the Attack part of the profile were removed, and the number of remaining Wounds on a model was its base number of attacks? As best as I can tell, the W & A profiles are typically pretty close, and in the current edition of the game Monstrous Creatures and several multi-Wound characters are incredibly powerful. This would reduce their number of attacks in close combat as they took damage, to reflect that they are fighting less efficiently (A Space Marine may be doubled over with his guts hanging out, not landing the best blows he could, or a Tyranid may have had a few of its arms cut off, etc. Either way they aren't fighting at 100%)
What about orks? Veteran units?
Two wounds would be problematic for game play. Increased WS is a) less powerful and b) a different characteristic.
What am I missing about taking a penalty to preexisting A for losing wounds?
What if the Attack part of the profile were removed, and the number of remaining Wounds on a model was its base number of attacks? As best as I can tell, the W & A profiles are typically pretty close, and in the current edition of the game Monstrous Creatures and several multi-Wound characters are incredibly powerful. This would reduce their number of attacks in close combat as they took damage, to reflect that they are fighting less efficiently (A Space Marine may be doubled over with his guts hanging out, not landing the best blows he could, or a Tyranid may have had a few of its arms cut off, etc. Either way they aren't fighting at 100%)
What about orks? Veteran units?
Two wounds would be problematic for game play. Increased WS is a) less powerful and b) a different characteristic.
What am I missing about taking a penalty to preexisting A for losing wounds?
I wasn't suggesting changing the number of Wounds units had. I don't know the Xenos races well enough to say if it's a good idea (at least with my Grey Knights and Imperial Guard the Wound and Attack numbers tend to be the same more often than not), but I was thinking that if with their current number of Wounds, their base number of attacks would be how many Wounds they still have, rather than being a separate fixed number. Units would still be able to get extra Attacks from having two weapons or other special rules, but this way Characters and Monstorus Creatures would become less effective in close combat as they took Wounds, to represent them actually being harmed and that reducing their combat effectiveness. Swarms with 3 Wounds would have a base of 3 Attacks in stead of 4, and they'd lose one Close Combat attack for every Wound taken, which would negate some of the benefit of spreading Wounds around the unit.
Granted, this would be a major nerf to many close-combat units (such at Terminators being reduced to 1 Attack each), which may make this a bad idea all around. The Flip side, is that some units may deserve a second Wound anyway to improve their survivability which would then work well with this proposed change (Again, Terminators with a second Wound would be back up to two attacks).
Desubot wrote: I think i put this out a while back buuuut
Change vehicles to T just as so Give them an armor save based on material (so most marine vehicles be 3+)
Any successful wounds roll on a chart with various modifiers.
That way it balances out with the armor saves instead of always needing pen rolls.
Change out modifiers to things like haywire melta, and ordnance.
Also for ordnance. give it concussive, change concussive to on hit. suddenly proper modifiers
modifiers eveyrwhere!
possibly same with strike down???
Edit: Then suddenly missile launchers have a use against a decent amount of vehicles.
Edit:2 then we can also add a wound chart to things like MC as well to balance that out as well.
My suggestion was partially based on this one of yours. My idea was that with the Toughnesses I presented, the chance to damage the Vehicles would be equivalent to what it currently is, without needing to give the Vehicle Armor Saves. Making successful To-Wound rolls of 4- Penetrating Hits keeps the damage table but reduces the odds of the vehicle taking additional damage. I can't say if one of our suggestions is better than the other, but mine was a variant of the concept that sounded good to me.
This message was edited 1 time. Last update was at 2015/04/29 20:12:45
Dont want a bunch of lasguns wrecking a misfortuned landraider.
I personally would also rather switchout the charts to some flavor of critical hit mechanisms. something like double wounds or better effects against vehicles or some other sillyness.
This message was edited 1 time. Last update was at 2015/04/29 18:35:08
I wasn't suggesting changing the number of Wounds units had. I don't know the Xenos races well enough to say if it's a good idea (at least with my Grey Knights and Imperial Guard the Wound and Attack numbers tend to be the same more often than not), but I was thinking that if with their current number of Wounds, their base number of attacks would be how many Wounds they still have
Yeah, I understood.
"What about orks?" meant that I assumed we all knew that basic orks always have two attacks base and one wound. I mean that is a pretty big change for the army, so I also imagined you'd have some solutions.
One solution you might have said was "orks are tough, why not give them two wounds so they can keep their two attacks?" So, that is why I said two wound orks would be awkward for gameplay. You might also have suggested maybe their WS could go up to compensate for dropping to one attack each, so I tried to anticipate that too.
It's fine though. Its a nice idea.
2015/05/20 19:28:55
Subject: Re:Suggested new universal changes to 40k.
This is for fun. please keep critiques polite. We know these aren't going into the official game, it's just a mental exercise in how we might construct the game if we were in charge.
I'm looking for concept changes that would simplify, balance, or otherwise improve the gaming experinece. I'll add some of my favorite suggestions to this first post periodically.
1: Condense most of the Factions into a handful of volumes, and remove the Fluff and Pictures sections from the books to cut down on their bulk and costs.
Each Faction would be gone through with a fine-toothed-comb to give it a good internal balance, so that all units are appropriately priced for how much they impact the game, and overall power of units being scaled so that one faction doesn’t need another faction to be a “hard counter” to it. I have a thread concerning how the Grey Knights specifically could be given better internal balance, just as others have done the same for other factions. Mine is here if you are interested http://www.dakkadakka.com/dakkaforum/posts/list/639185.page
Condensing the Codexes into fewer volumes, and removing the fluff and extra picture sections to reduce bulk and costs. No faction would lose any units, but a few would gain new units.
Each Codex would have a section of units that are available to every faction in the book, then each Faction would have its own section, with its unique units listed, as well as it’s “Chapter Tactics” that apply to the units available to all of the factions in the Codex, to give them more flavor for their chosen faction.
The non-Space Marine factions would get their own version of Chapter Tactics, to introduce more variety into the armies, and allowing them to specialize more than they currently can.
Codex: Chaos Faction 1: Khorne Faction 2: Nurgle Faction 3: Slaanesh Faction 4: Tzeentch Shared units: There would be a section for units available to all 4 factions consisting of Chaos Space Marines and Traitor Guard. These would have the equivalent of the Space Marines' "Chapter Tactics" identifying them for whichever Chaos god they served.
Codex: Ordos Militant Faction 1: Grey Knights + Skitarii* Faction 2: Ordo Malleus Faction 3: Ordo Hereticus Faction 4: Ordo Xenos
The Ordo Malleus, Xenos and Hereticus factions would have access to the Militarum Tempestus units. Each Faction’s Inquisitors would have access to the Warband Henchmen appropriate for that Faction. I personally like the idea of The Warbands being a bodyguard unit that cannot detach from the Inquisitor, and they along with the Inquisitor count as a single Independent Character for the purposes of joining a unit, though they are each counted separately as normal for the purposes of Transport Capacity. This Bodyguard unit would have a maximum size of 3 or 5 Henchmen.
*The Grey Knights have a close alliance with the Adeptus Mechanicus, who craft many of their weapons and are responsible for the Grey Knights having the fastest and most advanced Strike Cruisers in the Imperium. Mechanically, The Grey Knights were not given deployable anti-air, or sufficient cost-effective ranged anti-armor, both of which were given to the Skitarii as if they only got their Codex to be a compliment for the Grey Knights. Combining these faction makes for a single faction that’s more well rounded than either on their own.
Codex: Astartes Every Space Marine Chapter (apart from Grey Knights in Codex: Ordos Militant) would be its own faction in this Codex. The first section would be the units available to all of the Space Marine Chapters.
Each Faction Section would have the Chapter name, followed by their Chapter Tactics which apply to the units they take from the first section. If a unit from the first section is not available to a single Chapter (such as Librarians not being available to Black Templars) that exception would be listed here. Under that would be the Datapages for the units unique to that Chapter.
Codex: Exercitus (latin for "Army" if Google Translate is to be believed) Faction 1: Cadian Guard Faction 2: Cachan Guard Faction 3: Tallarn Guard Faction 4: Vahallan Guard Faction 5: Vostroyan Guard Faction 6: Sisters of Battle + new units to round them out Faction 7: Imperial Knights
The first section would consist of the units specifically shared between all of the Guard factions. Each Guard Faction would have its own version of “Chapter Tactics” in its own section to give each of the Guard factions a unique flavor. They might each also get a unique unit or two.
Codex: Eldar Codex: Necrons Codex: Orks Codex: Tau Codex: Tyranids Each of the Xenos Codexes would be subdivided into at least a couple factions to reflect different social or military structures, or in the case of Tyranids, different paths of mutation.
Again, any Fluff or Pictures would be made available online via code in the Codex, or would be included in a Special Edition of each Codex, so those who want it would get it, but the rest of us wouldn't have to lug it around.
2: Completely change how Saves work.
Spoiler:
The Save System could be turned on its head.
Instead of having to roll the Save value or higher, you roll the save value or lower, and weapons’ Penetration ratings are negative modifiers on the Save. Ex: A save of 5, being shot at with a weapon having a Penetration stat of 3, would pass the Save on a roll of 1 or 2.
Invulnerable Saves would be removed entirely, becoming modifiers on the unit’s Save. Ex: if a unit with a Save of 5, has a piece of Wargear that grants a +3, and is being shot at with a weapon having a Penetration stat of 3, then the Save would be passed on a roll from 1 to 5.
If a Save after modifiers is higher than 5, it is then treated like the current version of the Ballistic Skill chart, where a Save of 6, means if you roll a 6 on your save, you may roll again, passing the re-roll on a 1. For a Save of 7, you’d re-roll any 6s and pass the re-rolls on a 1-2. Etc.
Cover Saves would likewise be removed and would be replaced with modifiers. Some would be negative modifiers on the attacker’s Ballistic Skill (if it is something that might cause the shooter to miss). Others would be Positive Modifiers on the target’s Save (a barrier tough/large enough to potentially intercept the shot, saving the target).
This would completely change the balance of survivability in the game, as there would no longer be such a large disparity between 2+ Saves having their full saves against AP3, and no save at all against AP2. Instead, the higher the Ap, the more it hinders a units save.
P3 would be something like a Heavy Bolter P6 would be something like a Lascannon
So to go right to the top, a Chapter Master in Terminator Armor, with an Iron Halo and a Storm Shield (7+2+3) would have a Save of 12 in the open, which means against an attack with P3 would pass his Save on a 1-5, and passing the re-roll on a 1-4. Against something with P6 he’d pass his Save on a 1-5, or a 1 on the re-roll. (This does increase the survivability of HQs with multiple sources for Invulnerable Saves such as an Iron Halo and a Storm Shield, as you can see)
A Terminator with a Storm Shield would have a Save of 10 and would make his Save against P3 on a 1-5, or a 1-2 on the re-roll. Against P6 he would pass his save on a 1-4. It makes him more resilliant to massed fire, but gives him the same odds at surviving against weapons with better AP.
Guardsman in Carapace Armor in cover granting a +2 would have a total Save of 5, allowing him to pass his Save against P3 on a 1-2, but not having a Save against P6.
This gives much more variety to how saves work without increasing the complexity.
Note: Special Rules that say they ignore any of the types of saves would have to be re-written to accommodate the new Save structure.
3: Completely replace the Player Turns.
Spoiler:
Movement Phase: Alternating, each player selects one unit to move, going back and fourth until every unit has been moved. By having both Players' Movement Phase together in this way, in the following shooting phase, both armies have the same chance to shoot at the other side.
Shooting Phase: All shooting weapons have an Initiative value that determines the order they fire in. It would work how Initiatives currently work in the Assault Phase. So if two units of Space Marines were shooting at each other with Bolters, then all of the Marines in both units would get to shoot, then both sides would remove their casualties. More powerful weapons would have Lower Initiatives generally (so like a Lascannon would have a lower Initiative than a Storm Bolter). Exception: Each Vehicle would fire all of its weapons at the Initiative of the lowest Initiative weapon on it.
Assault Phase: All units' Initiative Value (not the new one for guns) would determine the order in which they are permitted to declare Assaults. This way, faster or more agile units would have better chances of getting the bonuses for Assaulting. It would also allow for an important unit being assaulted, to back up that unit with other nearby units joining the fray without having to sit out a round. Exception: If a unit with a higher Initiative did not assault on their turn, and a unit near them is assaulted, they may then attempt to assault the enemy unit assaulting their other unit. They may not choose to assault a unit that is not assaulting one of their units once their Initiative step is passed.
Close combat would play out pretty much the same way. But I would give Special Weapons a Close combat Profile (If a Grey Knight clubs someone with his Psycannon, that should hit with a bit more impact than just an empty fist, so I'd propose it to be S+2, AP-)
4: Completely rebalance Strength vs. Toughness. Remove all AV, and replace them with Toughness Values.(Not originally my Idea, but I’ve tweaked it)
Spoiler:
T1: Anything that you could kill by stepping on. T2: Gretchin T3: Humanity T4: Power Armor Space Marines T5: Space Marine Terminators T6: Daemon Prince T7: Dreadknight, Wraithlord, Formerly AV10 T8: Wraithknight, Formerly AV11 T9: Formerly AV12 T10: Formerly AV13, Possibly some Gargantuan Creatures T11: Formerly AV14 T12: Formerly AV15
Vehicles would have a “Vehicle” Special rule that makes some Special Rules not apply to it (such as Poisoned, Instant Death, or something else that would only affect Flesh), but there would be other Special Rules that only applied if a unit had a vehicle type, such as Haywire. Such Special Rules would have to be re-worked to accommodate this change.
5: Replace Sweeping Advance.
Spoiler:
At the end of a round of combat, the side that lost combat retreats D6.
Then, the side that won combat may either: 1: Make an out of sequence shooting attack at full ballistic skill at the retreating unit.
or
2: May consolodate D6" which is allowed to bring them back into close combat with the fleeing unit (though they do not actually fight the next round until the following Assault phase). If this is done, They remain locked in combat for the following movement/shooting phases, and they receive the charge bonus again as if it were a new combat for their next Assault Phase. A fleeing unit does not benefit from grenades or special rules that affect the enemy unit's charge or number of attacks
So if the fleeing unit rolled well to escape, the victorious unit can fire to take a few of them out, or if the fleeing unit rolls poorly, the victorious unit may choose to run them down. Either way, it's not an automatic wipe when the unit fails its moral check, and the victorious unit always gets a bonus for winning combat.
6: Walkers should have an optional upgrade that allows them to fire at both flying and ground targets at full Ballistic Skill. This would drastically help factions like the Grey Knights who don’t have Deployable anti-air.
7: Add an optional upgrade to vehicles that have flamer-type weapons that gives them some version of Torrent (probably a 6” version).
More ideas?
This message was edited 3 times. Last update was at 2015/05/22 15:58:49