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Made in ca
Fixture of Dakka




Had an idea just pop in my head. Movement stats. I know Rouge Trader had them. Can't remember if they were taken out in 2nd or 3rd edition. It's one thing I would like to be in 40K. I just don't like how almost every odd moves at the same speed. So I was thinking if 40K got movement stats back that would make what Space Marines move about 4" and Terminators move 3". They just are not as fast as Tyranids and Eldar. I guess Necrons would be a 3" move. I don't really have a clue.

So basically a lot of units would be a lot slower. I guess this would make transport really important in the game now more than ever. Maybe units will still keep the 6" move, but for some units, will get a +3" move so move 9" instead of 6". So would you still play 40K or Space Marines when other units would be faster?

Just curious on how people feel about movement stats and would feel if the armies they play became slower.

Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

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Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

It would require a re-jiggering of a lot of the movement rules, but would still be playable. Frankly even where there was a movement stat it wasn’t that big a deal. IIRC eldar got an extra inch, squats lost one. Not huge. Removing the M stat simplified things, and while some flavor was lost, it was acceptable for the simplicity it gave.

   
Made in gb
Lieutenant Colonel




in second edition 40k, you just moved the model the distance in the movement stat in inches.
We did not need all the special rules to cover the differences, and the additional rules for vehicles the current rules rely on..
Removing in game complexity and replacing it with rules complication, is not improving the rules.

If you want a well defined and intuitive rule set, look what 40k does and do the exact opposite!
   
Made in gb
Shas'ui with Bonding Knife




All they'd need to do is keep Marines moving 6" (as we don't want to confuse them), have humans and their equivalents moving 5" and Eldar and their equivalents moving 7"
   
Made in ie
Norn Queen






Dublin, Ireland

2nd ed was roughly, SM/IG/CSM 4", Squats 3", Nids 6", Eldar 5-6".
I quite miss the old movement rules. Was quite tactical knowing enemies had +2 or so inches on you and you had to adjust accordingly. Now everything moves 6" except for the frustrating charge and DT tests.

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Made in gb
Mighty Vampire Count






UK

I wouldn't mind it but not sure it adds enough to the large scale game to bother.........

I AM A MARINE PLAYER

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Made in nz
Disguised Speculo





Crap all over my boyz some more for reasons? Nah, wouldn't be keen myself
   
Made in us
Repentia Mistress






In WHFB, movement is the key phase that can win or lose entire games in a single strategic march, wheel, or reform. Shooting is used mainly to soften up enemy units before charging them, but almost never will a single round of shooting decimate a unit like it can in 40k. Because (arguably) the most crucial phase in 40k is shooting, movement already takes up a secondary priority. Perhaps movement stats would create more variation and strategy in 40k games, but I don't think that it would make much of a difference compared to the headache that it would cause.

 
   
Made in us
Mutilatin' Mad Dok






If I were writing the rules, I'd reintroduce movement stat with 6" being standard.

A less radical change I'd like to see is removing all the damn randomness from movement. Change difficult terrain to -2". Change run to +3" in the movement phase (to cut down on moving units twice).

The dice rolls for attacks and damage give more than enough randomness to the game, imo.

This message was edited 1 time. Last update was at 2015/06/06 22:59:42


   
Made in us
Mekboy Hammerin' Somethin'





Sedona, Arizona



In order for movement to be the most important part of the game (which would make a more strategic and fun game experience imo), you'd have to dramatically nerf guns in almost all armies.

It would be an interesting change if it came with other changes, but right now.. Making marines move 5 inches and Eldar 7 isn't going to do anything to how the game works at present, with the horrifying amount of high strength shots and gigantic D templates / flamers flying around.

   
Made in us
Dakka Veteran





In our home grown rules a model's movement is its Initiative + its Armor Save. So a space marine moves 7", a terminator 6", an ork boy moves 8", a genestealer moves 11", etc.

Edit: we don't use random charge distances (among other things), however.

This message was edited 1 time. Last update was at 2015/06/07 00:41:27


 
   
Made in gb
Hallowed Canoness





Between

Part of the reason guns have such short ranges in 40k is because the weapon ranges were set when standard infantry movement was 4" - everyone started moving faster, so guns' apparent 'real' range got shorter.

Necrons moved 4", by the way - they were not actually slow at all, and never have been outside their Initiative score, which is more about reacting than moving. One of the reasons it was so fricken annoying that they made them into creeping morons in dawn of war.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Ruthless Interrogator





 amanita wrote:
In our home grown rules a model's movement is its Initiative + its Armor Save. So a space marine moves 7", a terminator 6", an ork boy moves 8", a genestealer moves 11", etc.

Edit: we don't use random charge distances (among other things), however.


I actually really like this, but what do you do for bikes? 2x movement?


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
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Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

I understand the frustrations around the random movement rolls for terrain, running, charging etc, but they are there to somewhat alleviate the ability to premeasure. If movement is fully standard, then I can make sure I stand exactly far enough to shoot you and you can never get up close to me.

Now, maybe the random elements should be less random or a smaller range, but I think they are important.
   
Made in us
Ruthless Interrogator





I'd be happy if charge was a set 6+d6 that way you can reliably make 6"charges but you still leave uncertainty in the longer ones.


Space Marines: Jacks of all trades yet masters of GRAV CANNONS!!!.
My Star Wars Imperial Codex Project: http://www.dakkadakka.com/dakkaforum/posts/list/641831.page
It has 7 HQs, 2 Troop types with Dedicated Transports, 5 Elite units, 5 Fast Attack units, 6 Heavy Support units, 2 Formations with unique units not in the rest of the codex, and 2 LOW choices.

‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.’ -Lion El' Jonson 
   
Made in gb
Hallowed Canoness





Between

 DoomShakaLaka wrote:
 amanita wrote:
In our home grown rules a model's movement is its Initiative + its Armor Save. So a space marine moves 7", a terminator 6", an ork boy moves 8", a genestealer moves 11", etc.

Edit: we don't use random charge distances (among other things), however.


I actually really like this, but what do you do for bikes? 2x movement?


Fixed number - 8" for horse, 12" for bike, 16" for jetbike.

Jump Infantry would be x2 movement. Jet Pack Infantry would be normal movement, but move twice like now.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Boosting Black Templar Biker






In a game where Dedicated Transports are plentiful, and very few people footslog, it's a pointless addition.

The "M" characteristic works well in WFB because of the way the game is designed, it's as much about combat as it is movement.

If you change any form of movement, let that be charge ranges. Random charges are terrible, WFB has charges as Movement Value + 2D6 (for infantry), give 40K 6"+2D6 and we're all good to go.

I also think running should be a flat 6" move, you're already giving up shooting, and rolling a 1 just makes no sense, who runs a step on the battlefield?
   
Made in us
Regular Dakkanaut




Vancouver, WA

I've played in those earlier editions and it was fine. And I'd gladly do it again.

But currently 2d6 charge range is just silly. It seems like just some random way to throw more randomness into an already random-happy game.

This message was edited 1 time. Last update was at 2015/06/08 06:11:49


"Wheels within wheels, in a spiral array, a pattern so grand and complex.
Time after time we lose sight of the way, our causes can't see their effects."

 
   
Made in gb
Hallowed Canoness





Between

Izural wrote:
In a game where Dedicated Transports are plentiful, and very few people footslog, it's a pointless addition.

The "M" characteristic works well in WFB because of the way the game is designed, it's as much about combat as it is movement.

If you change any form of movement, let that be charge ranges. Random charges are terrible, WFB has charges as Movement Value + 2D6 (for infantry), give 40K 6"+2D6 and we're all good to go.

I also think running should be a flat 6" move, you're already giving up shooting, and rolling a 1 just makes no sense, who runs a step on the battlefield?


Oh, hell no. My guns only have 24" range, the LAST thing I need is someone assaulting me from 18" away after having already moved 6" in the movement phase.

6+D6 I could understand, but the only reason the WHFB method doesn't break that game is because your charge move includes your standard move - you don't charge in the combat phase.

Take assault ranges back down to a flat 6" but allow assaulting after running if you're going to go that route.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in es
Pulsating Possessed Chaos Marine





It's something they should never have removed. Removing movement stats was oversimplification for the sake of it, then throw some special rules to make up for it.

Golden rule should be "never leave to special rules what you can achieve with a mere attributes chart". GW designers however have decided to sistemately crap upon that rule.

Moving in three different phases is also silly. You should declare running moves at the beginning of your movement phase, then just move the unit twice their movement stat, and no shooting nor assaulting for the rest of the turn. Charge move should be just the M attribute.

The way it's done now is just pure randomness, and assault-oriented units and armies suffer inmensely because of it (not to mention the whole "you need an assault vehicle to assault after disembarking", if you want to apply restrictions to that make units "assault units", so true specialists will be able to charge out of a vehicle, instead of the current mess where khorne berzerkers cannot assault from a rhino but a havoc squad can assault from a land raider).

Progress is like a herd of pigs: everybody is interested in the produced benefits, but nobody wants to deal with all the resulting gak.

GW customers deserve every bit of outrageous princing they get. 
   
Made in gb
Lieutenant Colonel




The only reason GW increased the movement ranges was to compensate for removing the 'to hit' modifiers .

So shooting became overly powerful, and the assault armies died in droves on the way in with the old movement and LD rules.

Rather than use limited to hit mods, (-1, for cover, -2 for heavy cover, -1 for long range .)and keep movement rates the same.
Which allows intuitive rules to be developed .(If we used a more interactive game turn too .)

We get the mess that is 40k rules today.

Instead of the elegant and intuitive 'Epic 28mm battle game' we could have had if the devs were '..allowed to run free as nature intended..'
(Eg use a more interactive game turn, represent units mobility and stealth directly, so special rules were not needed, except for actual special abilities.)

BTW.The only other war game I am aware of that does not use movement rates, Is Arty Conliffes 'Crossfire'.But there is no measuring at all in that war game what so ever.(An elegant variable bound game turn is used instead.)
   
 
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