Naaris wrote:Not sure if ideas like this has been put forward but i was thinking that changes to saves need to be made with the proliferation of high
str, low
ap weapons.
My proposal:
Additional saves stack with armor save. But you can only take one added save except for invulnerable saves they can be stacked. For example
- If you are shot at you can take, if possible, an invulnerable or cover save. If you have no invuln save or are not in cover, you all non-vehicles modes can make a dodge save. If it fails you can take the armor save if possible
Invulnerable saves - Stackable with armor saves -invulnerable saves can never be better than 4+ -Invulnerable saves can only be made against ranged attacks. - Why? - To me it makes sense that it's a bubble around the model, not a layer against their skin/armor. So once someone is within that field, you can't take that save.
Armor Saves -
-Every non-vehicle should have an armor save value of at least 6+
-Shooting weapons can be powerful enough to negate armor saves. - Attacks made by shooting weapons would follow current rules.
-No close combat weapons negate armor. Work out a new system that takes armor value into account as a modifier on the wound table. Improves/decreases chances to wound and or decreases/increases the roll needed to make the save.
-- Example against a powerful weapon you need to make the save twice or they get extra attacks or wounds to save against.
Dodge and Parry saves - Stackable with armor saves
Shooting - Dodge saves can be made instead of cover or armor saves if desired.
Failing a dodge save allows you to make an armor save - but perhaps that armor save is lessened because you missed dodging and are now vulnerable.
Close combat - Stackable with armor saves
Because invulnerable saves are not used in this new format I would introduce Dodge and Parry saves -
Everyone non-vehicle model should have a dodge and parry save that they could choose to make rather than an armor save
These saves would look at model size(bulky etc), model classification(Cavalry,
MC), initiative and weapons skill and allow that defender to save hits that their armor would fail against.
Failing a dodge or parry save allows you to make an armor save - but perhaps that armor save is lessened because you missed dodging/parrying and are now vulnerable.
I think it could be relatively simple.
Game Changes:
Increase the number of shots for most weapons in the game. - I say this because the reality of adding more save means shooting gets nerfed. Also it's not overly realistic that most models shoot 1 shot at a time. Also the way the game is going it looks like its turning into more of an elite unit skirmish game so those extra dice, I don't believe will add much.
Every unit should have an armor value of at least 6.
New augmented shooting rules:
Shooting weapons
AP will still range from 1,2,3,4,5,6, -.
The attacker tells you which unit they are shooting at, They roll to hit. You may then choose to roll to dodge or roll for cover - Dodge role is 6- half your initiative(rounding up). So Space Marines(I4) can dodge on a 4+, Necrons(I2) can dodge on a 5+, Eldar(I5) can dodge on a 3+. You can always dodge on a 6. Fail dodges on a 1. best dodge 2+
Hits that have not been dodged go through and wounds are rolled.
- If the model has an Invulnerable save, roll it as normal, new rules mentioned above state that no invuln can be better than 4. - if failed, roll armor save
- If you just have an Armor save, your armor is now 1pt higher because you failed to dodge and are vulnerable. So
SM who have 3+, on a failed dodge are now 4+.
- Failed Dodges are not cumulative. If you failed 3 dodges your armor does not go up by 3. You only ever go down up 1 point.
- Armor save modifiers are only for that phase
Cover saves are similar to dodges now.
Attacker rolls to hit. If cover is available you can choose to take cover saves or take the dodge save mentioned above or you could always choose to just take the hit head on.
Roll for cover save. Going to ground improves cover save as it always has. Hits that are not saved by cover go through and you can take your Invuln if you have it or just Armor. As per the dodge save your failed invuln still allows the armor save. Failed cover saves do not worsen your armor save,
unless, you failed cover when going to ground. Then your armor has 2 points added to it (basically you jumped for cover and hit the ground and exposed your weak backside. So failed going to ground Marines go from a 3+ save to a 5+ save. The worst you can get is 6+. Best cover save possible is 2+
- Failed cover saves are not cumulative. If you failed 3 cover saves your armor does not go up by 3. You only ever go down up 1 point.
- Armor save modifiers are only for that phase
Parry Save on shooting (new idea)
Units with
WS of 6 or more can parry shooting attacks (like ninjas!) - So WS6 means that on a roll of a 6, you could choose to parry the shooting attacks. Failed results would follow dodge rules for reducing armor saves against wounds.
WS 7 parry on 5+,
WS 8 parry on a 4+,
WS 9 parry on a 3+,
WS 10 parry on a 2+. Roll of 1 is a fail.
- can only parry if they have a close combat weapon
Assault
Increase the base attacks of all models, game wide by 1.
No close combat weapons negate armor. AP value instead increases the armor save required.
No close combat weapons improve strength.
Add
Str and
WS - that value indicates the maximum toughness of a model you can wound - This would be your models
AV(attack value) - So
SM can wound up to T8 models
WS chart used as normal
Roll to hit. Defender can roll to dodge or parry. Unsaved hits are then rolled to wound. Failed dodge and parry saves follow same rules from the shooting phase, mentioned above.
Wounds are allocated using
AV value. If your
AV value is higher than their toughness you wound on a 3+. If its equal, you wound on a 4+. If its lower, you wound on a 5+.
AP 1 weapons add 2 to the armor of the opponent -
SM Terminators with 2+ save now have a 4+ save. If that terminator failed to dodge or parry the their armor would be reduced to 5+
AP 2 weapons add 1 to the armor of the opponent -
SM Terminators with 2+ save now have a 3+ save. If that terminator failed to dodge or parry the their armor would be reduced to 4+
- can only parry if they have a close combat weapon
Is this too crazy?