Switch Theme:

The "best" house rules for 40k to make it work.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
The Last Chancer Who Survived




United Kingdom

jonman_t wrote:

 JohnHwangDD wrote:
40k is sold pretty much entirely on its visuals. To the extent that the rules don't support cinematic play, the rules are wrong.


Perhaps , but its intent is also to keep a parallel to realism. Real battles are fought with fodder. Real fodder usually dies before generals die. I think they have done a fair job. After a couple turns , that's when the cinematics shine. When the squad is all dead except for your hero and he locked in combat with a monster. It's picture worthy.
Okay, I can see where you're coming from on most of you arguments, but 40k has nothing to do with realism.

Keep yo realism outta my grimdark sci-fi 80's rehash super-parody!
   
Made in us
Krazed Killa Kan






State of Jefferson

D = Str 10, AP1
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





 doktor_g wrote:
D = Str 10, AP1

Nah. D is like Rending. It deals with tougher things on a To Wound roll of 6. Rending deals with armored vehicles or terminators. D weapons deal with death stars and super heavies and ludicrously synergized invincible models. The ability to ignore invulnerability saves or to one-shot a Super Heavy (which remember... can't explode) or a Gargantuan Monstrous Creature (which remember... can't be Instant Deathed) is similar to what Explode or Instant Death already do. The rules for D are just a simplified way of saying: S10, AP1, Instant Death, Armourbane, Fleshbane, Tesla, on a 6 ignores all Saving Throws; ish... in a world where void shields, T10, and 9 hull points are a reality.
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 doktor_g wrote:
D = Str 10, AP1
Cool, now the Shadowsword is inarguably weaker than the hellhammer :/

D should be rarer, but still exist for fluff reasons.
   
Made in us
Fireknife Shas'el





United States

doktor_g wrote:D = Str 10, AP1
Not even a little bit, unless you plan on reworking the entire strength and AP system.

Arkaine wrote:
 doktor_g wrote:
D = Str 10, AP1

Nah. D is like Rending. It deals with tougher things on a To Wound roll of 6. Rending deals with armored vehicles or terminators. D weapons deal with death stars and super heavies and ludicrously synergized invincible models. The ability to ignore invulnerability saves or to one-shot a Super Heavy (which remember... can't explode) or a Gargantuan Monstrous Creature (which remember... can't be Instant Deathed) is similar to what Explode or Instant Death already do. The rules for D are just a simplified way of saying: S10, AP1, Instant Death, Armourbane, Fleshbane, Tesla, on a 6 ignores all Saving Throws; ish... in a world where void shields, T10, and 9 hull points are a reality.


Selym wrote:
 doktor_g wrote:
D = Str 10, AP1
Cool, now the Shadowsword is inarguably weaker than the hellhammer :/

D should be rarer, but still exist for fluff reasons.

Destroyer and titan-killer weapons should be more powerful, but a rarity, especially in a list under 3k points, like so:
Destroyer
Destroyer weapons are immensely powerful weapons, capable of laying entire armies low. If a weapon has a D instead of a strength value in its profile, it is a Destroyer weapon. A Destroyer weapon has a strength of 10 for determining armor penetration and has the Fleshbane, Instant Death, Lance, and Armourbane special rules. To resolve a Destroyer weapon attack, roll to hit and to wound or for armor penetration normally. Then, roll a D3 and consult the Destroyer Damage table below.
1 - Serious Blow - The model suffers an additional 2 wounds or penetrating hits with only invulnerable saves allowed.
2 - Crippling Blow - The model suffers an additional 3 wounds or penetrating hits with no saves allowed.
3 - Devastating Blow - The model suffers an additional 4 wounds or penetrating hits with no saves allowed.

Excess wounds or hull points lost do not carry over to other models in the unit, if there are any.

Titan-Killer
Titan-Killer weapons are designed for one purpose - to destroy the largest, most powerful, and most well-armored targets with ease.

A weapon with the Titan-Killer rule has the Fleshbane, Instant Death, Lance, and Armourbane special rules. If a weapon with this special rule is also a Destroyer weapon, the amount of wounds or penetrating hits the target model suffers is doubled.

This message was edited 1 time. Last update was at 2015/11/09 06:34:27


 
   
Made in us
Discriminating Deathmark Assassin





Out of my Mind

I found two more that SHOULD to be 'house ruled', but don't necessarily need to make 40k work. No, it's not necessarily fair, but it makes things more enjoyable.

1) If we're not going to get rid of Area Terrain, then we need to apply the Vehicle Obscured thing to MC's. Yes, this is all Nids have, but at the same time it's being abused, more than making games enjoyable.
2) While Allies are fine, it should not be more points than your Primary Detachment. (Seriously Draigo and Paladins as allies on a 1k game? Fluffy, yes. Enjoyable to play against? ..... )


This message was edited 1 time. Last update was at 2015/11/09 15:25:09


Current Armies
40k: 15k of Unplayable Necrons
(I miss 7th!)
30k: Imperial Fists
(project for 2025)

 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

I like the #2...
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 Selym wrote:
I like the #2...

But wouldn't people just switch their detachments?

So now Draigo and chums is the primary and the other people are the allied but the overall army is exactly the same. So it doesn't really fix anything.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 A Town Called Malus wrote:
 Selym wrote:
I like the #2...

But wouldn't people just switch their detachments?

So now Draigo and chums is the primary and the other people are the allied but the overall army is exactly the same. So it doesn't really fix anything.
It means that they now have to do the whole troop tax thing if they want to remain bound.
   
Made in us
Longtime Dakkanaut




They would before. The grey knight specific detachment only requires 1 troop and 1 hq. Draigo is a low, so any time you see this unit in a list if they're battleforged there are going to be the troop and hq anyway. (Probably a ml3 librarian in terminator ator armor and one of the grey knight non termi troops, name escapes me atm)

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Pretty much the only houserule we use is "splitting hairs is no" - meaning if we are unsure if something reaches, it doesnt. Speeds the game up dramatically.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Fiery Bright Wizard






Idaho

I get why "remove wounds from front" is hated, but how about this:
wounds from the front stays (it makes sense, the front of the unit is going to take the most damage) however, on a 4+ or Ld check (oh noes, randomness) a squad member has the time/composure to loot his dead buddy for the plasma gun and related ammo.
Pick your own warlord traits
Pick your own spells (with reworkings to the most broken and weakest spells to actually make it a choice, and not invis. spam)
Either 6+d6 or 2d6+3 for charge range
mitigate some randomness from maelstrom, it's a nice addition to counter static armies and general cheese, though I do get the complaints about some of the missions, maybe draw 6 at the start of the game, the ability to mulligan, etc.?

I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in gb
The Last Chancer Who Survived




United Kingdom

While the warlords traits thing can get out of hand, it does make sense, and at least give a chance of putting players on an equal footing.

*remembering the time my EC got a ranged Warlord Trait*
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

I dont mind the random warlord traits thing but i hate how they are so diversified you can easily ... ok VERY easily ... get a trait that is utterly useless for your warlord. I dont know how many times ive gotten "Reroll to hits of 1 in shooting phase" with my sluggaboyz/biker ork army.....talk about pointless when bikes reroll as it is and sluggas are running every turn.

I wish there were more categories to pick from, only they were D3 instead of D6 so its less random and more specific to the role you want.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

And what's up with the Warlord traits that only serve to get you a free VP? The feth?
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Oh you mean the one you never get on a melee warlord for a free VP after a won challenge?

The imagination was lost. Warlord traits should give you table-wide perks, unit-wide stronger perks, or make the warlord himself a beast. I hate those ones that dont seem to do those, which is why i never roll on my Tau ones because they almost never help. Ork ones are "fine" but i find the Command Traits to be way way better.

This message was edited 1 time. Last update was at 2015/11/10 17:51:02


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in gb
Worthiest of Warlock Engineers






preston

Picking the Warlord traits would be amazing.
The times that I have gotten "Reroll fail to hits in combat" and "The Warlord and his/her unit have outflank" for my poor Tank Commander is beyond a joke.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Yeah, but it would be so unfair, because every Warlord would be bringing their best to the tabletop. Oh, wait...

   
Made in us
Fireknife Shas'el





United States

 JohnHwangDD wrote:
Yeah, but it would be so unfair, because every Warlord would be bringing their best to the tabletop. Oh, wait...

Exactly! How is a commander supposed to know their own tactics before a battle begins?

   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

That is what I think I was getting at is that I like my tactics with a little fluff:
A 40k novel simulator.
If the Khorn champions are leading from the rear, something is terribly wrong.
Or Creed is such a genius even he does not know what he is good at until the battle begins.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Creed is a TACTICAL genius, not a Strategic genius...

   
Made in gb
Worthiest of Warlock Engineers






preston

The Allies rule needs to vanish.
Invisibility reduces all units shooting/meleeing it to BS1
Invisibility may NOT be cast on vehicle squadrons (Vindicator Linebreaker in particular)

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Fiery Bright Wizard






Idaho

oh leave allies. It makes sense, If we write rules SOLELY around those that will abuse it, then it would just be a bland, boring, "game."

I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in us
Crazed Zealot




New Jersey

Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all.

"By bolter shell, flamer burst and melta blast, the mutant, the heretic and the traitor alike are cleansed of their sin of existence. So has it been for five millennia, so shall it be unto the end of time." 
   
Made in us
Dakka Veteran




Miles City, MT

 DevonMrtnz wrote:
Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all.


I disagree with this there needs to be a few battle brothers like in the case of Skitarii/Cult Mechanicus/Imperial Knights. Especially Skitarii/Cult Mechanicus. Maybe even Iron Hands and the Ad Mech. Should there be as many battle brothers? Probably not, but there should be a few where it really makes sense. Some space marine factions should be battle brothers with some other space marine factions and not others. That's not even counting space marines not apart of the space marines conglomerate.

And I wouldn't mind every faction being come the apocalypse with the Ultramarines. I despise them above all others.

Twinkle, Twinkle little star.
I ran over your Wave Serpents with my car. 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

 NorseSig wrote:
 DevonMrtnz wrote:
Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all.


I disagree with this there needs to be a few battle brothers like in the case of Skitarii/Cult Mechanicus/Imperial Knights. Especially Skitarii/Cult Mechanicus. Maybe even Iron Hands and the Ad Mech. Should there be as many battle brothers? Probably not, but there should be a few where it really makes sense. Some space marine factions should be battle brothers with some other space marine factions and not others. That's not even counting space marines not apart of the space marines conglomerate.

And I wouldn't mind every faction being come the apocalypse with the Ultramarines. I despise them above all others.
Someone who understands my pain! :')

This message was edited 1 time. Last update was at 2015/11/14 09:34:27


 
   
Made in gb
Worthiest of Warlock Engineers






preston

 Selym wrote:
 NorseSig wrote:
 DevonMrtnz wrote:
Allies does need to stay. But I wouldn't mind it being somewhat weakened. There are some broken combinations, but I like to use Militarum Tempestus with my Sororitas. However "allies of convenience" replacing battle brothers all around wouldn't bug me at all.


I disagree with this there needs to be a few battle brothers like in the case of Skitarii/Cult Mechanicus/Imperial Knights. Especially Skitarii/Cult Mechanicus. Maybe even Iron Hands and the Ad Mech. Should there be as many battle brothers? Probably not, but there should be a few where it really makes sense. Some space marine factions should be battle brothers with some other space marine factions and not others. That's not even counting space marines not apart of the space marines conglomerate.

And I wouldn't mind every faction being come the apocalypse with the Ultramarines. I despise them above all others.
Someone who understands my pain! :')

here here!

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Locked in the Tower of Amareo




The entire system needs a rewrite. Go to D10s to make for easier statistics and greater granularity.
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

Martel732 wrote:
The entire system needs a rewrite. Go to D10s to make for easier statistics and greater granularity.
That is a wee bit more than a rule "tweak" for house rules but I agree with the logic of it, 10% increments rather than 16.7% and true percentile rolling can be done with different colored D10's.

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in us
Maniacal Gibbering Madboy






 Arkaine wrote:
No Allies
No Lords of War
No Super Heavies
No Gargantuan Creatures
No Fortifications other than Aegis Defense Line
No ForgeWorld rules
No Apocalypse formations
No more than two CAD/detachments/formations/auxiliary

Or more simply known as the "No bs" rule.



"NOOOOO I MUST HAVE 4th edition!" Fair enough, if that's how you feel, then take away all those things, but in the right place, those can be fun. Case in point, and Ork stompa is A LOW, and expensive points wise, not overpowered and easy to kill. What about Marneus? Ghazzy? Dante? All of these are LOW.

Truthfully, the best way to have fun, that nobody wants to say is: play in a way that you and your opponent can have fun. So if you are going to a tournament, expect utter insane, bizarre nonsense. If you are playing at your FLGS, take a silly list with fortifications, or a baneblade, and take a backup list which is a bit more toned down. If you have the chance to talk to your opponent in advance, see if he wants to "forge the narrative" and play something with a combination of things.

There is literally no way to balance the game, and throwing out the new toys that people have (FW, Wraithknights, superheavies, formations) is nothing more than saying you want to play with your collection, and that people should build their collection like you. I play in many tournaments every year, and literally every tournament I get my face broken by some crazy rock/paper/scissor build. Most of the games are awesome fun. As a community we need to just accept that the game has grown beyond the collections we built for fourth and fifth, treat our opponents with respect, and enjoy the game for what it is.


Automatically Appended Next Post:
Edit: not that I disagree that many things about this game suck, but if it's bugging you that much, go and pick up a copy of Beyond The Gates of Antares and try something different, I know that's what I'm going to do.

At the end of the day we are squabbling over our war dollies.

This message was edited 1 time. Last update was at 2015/11/18 03:01:44


 
   
 
Forum Index » 40K Proposed Rules
Go to: