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![[Post New]](/s/i/i.gif) 2016/03/02 11:47:10
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Courageous Space Marine Captain
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Copied and pasted my idea from another thread;
Deadshot wrote:I remember years ago that armies had "strategy" points or something like that, that helped determine who went first I think. Something similar could be brought in here. Every HQ unit should be given a strategy rating, which can be used on things in game. For example, each Warlord Trait can have a number beside it, which is how many strategy points it costs, so characters can expend points to buy them straight up. Other options could be modifying your roll-offs for deployment/reserves/first turn/steal the initiative.
Example
Space Marine Captain has 3 SP. He expends one of them for the "Champion of Humanity" Space Marine Warlord Trait. during the set-up, he expends another when he rolls off to see who has first turn, giving him +1 to his roll, turning his 3 into a 4. During turn 2 he then expends his last SP to add +1 to all his reserve rolls during this turn.
Torus wrote: Deadshot wrote:I remember years ago that armies had "strategy" points or something like that, that helped determine who went first I think. Something similar could be brought in here. Every HQ unit should be given a strategy rating, which can be used on things in game. For example, each Warlord Trait can have a number beside it, which is how many strategy points it costs, so characters can expend points to buy them straight up. Other options could be modifying your roll-offs for deployment/reserves/first turn/steal the initiative.
Example
Space Marine Captain has 3 SP. He expends one of them for the "Champion of Humanity" Space Marine Warlord Trait. during the set-up, he expends another when he rolls off to see who has first turn, giving him +1 to his roll, turning his 3 into a 4. During turn 2 he then expends his last SP to add +1 to all his reserve rolls during this turn.
That's certainly a system I could get behind, since it allows more options in the game and promotes keeping you WL alive, not neccessarily because of points instead it's because while they are alive they can still impact the game and how the army functions
Deadshot wrote: Torus wrote: Deadshot wrote:I remember years ago that armies had "strategy" points or something like that, that helped determine who went first I think. Something similar could be brought in here. Every HQ unit should be given a strategy rating, which can be used on things in game. For example, each Warlord Trait can have a number beside it, which is how many strategy points it costs, so characters can expend points to buy them straight up. Other options could be modifying your roll-offs for deployment/reserves/first turn/steal the initiative.
Example
Space Marine Captain has 3 SP. He expends one of them for the "Champion of Humanity" Space Marine Warlord Trait. during the set-up, he expends another when he rolls off to see who has first turn, giving him +1 to his roll, turning his 3 into a 4. During turn 2 he then expends his last SP to add +1 to all his reserve rolls during this turn.
That's certainly a system I could get behind, since it allows more options in the game and promotes keeping you WL alive, not neccessarily because of points instead it's because while they are alive they can still impact the game and how the army functions
There are many things that you could do with a system like this;
Warlord Traits (maybe even multiple Traits?)
Reserve Roll modifiers (both + and -)
Outflank (for which side you arrive)
Deep Strike Scatter
Night Fighting
Roll to determine if game ends or not
First turn roll
Deployment roll
Steal the Initiative
Tactical Objectives
Mysterious Objectives
Psychic Powers (each power has a set cost of SP if you wish to choose it, or expend 1 to reroll a power)
It could also breathe some life back into more "leader" HQs like Captains and the like by giving them a much high Strategy rating than say, a Librarian. A Librarian or Chaplain might have 2 Sp, and a Catpain 4. Sergeant Telion would only have 1 but be much cheaper, and Marneus Calgar being a master of warfare would have maybe 6, and Castellan CREEEEDDDD have 15 or something.it could really reshape the game and the way things are played. of course, upgrade charcaters like Sergeants wouldn't have any Strategy ratings, or maybe 1 at most if they are a special character (such as a special squad sergeant).
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I'm celebrating 8 years on Dakka Dakka!
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Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2016/03/02 12:57:07
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Unshakeable Grey Knight Land Raider Pilot
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Yes, this game needs more garunteed access to Invisibility. Nothing can go wrong!
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![[Post New]](/s/i/i.gif) 2016/03/02 13:09:45
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Missionary On A Mission
Northern CO
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Other than things like Invisibility, it's a good idea.
Psychic powers are funny, though - it's hard to build a strategy around them without either spam, or tricks (like Tiggy's rerolls) to make sure you get the powers you need. Invisibility is a gamebreaker, most of the others are not. Even ITC-nerfed, it's still a huge deal.
I like the strategy points idea, though. How might one square that circle? The simple, dumb and ugly version might be "just baleet Invisibility", but I'd be interesting in any better ideas.
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![[Post New]](/s/i/i.gif) 2016/03/02 13:55:39
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Courageous Space Marine Captain
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jade_angel wrote:Other than things like Invisibility, it's a good idea.
Psychic powers are funny, though - it's hard to build a strategy around them without either spam, or tricks (like Tiggy's rerolls) to make sure you get the powers you need. Invisibility is a gamebreaker, most of the others are not. Even ITC-nerfed, it's still a huge deal.
I like the strategy points idea, though. How might one square that circle? The simple, dumb and ugly version might be "just baleet Invisibility", but I'd be interesting in any better ideas.
Well obviously, invisibility would cost a lot more SP than other powers. Not all powers would be the same. For example, Warp Speed might cost 1 point, whereas Iron Arm might be 2 because it vastly increases survivability. Invisibility might cost 4 (putting it out of the price range for most SP ratings, as I envision most standard HQs to have 3 SP (Captains and Chapter equivilents, Chaos Lords, Autarchs, Battlesuit Commanders, Overlords, Tyranid Primes, Warbosses, Company Command Squads, Daemonic Heralds) etc.
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I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2016/03/02 14:19:21
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Storm Trooper with Maglight
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I like the idea of having control on warlord traits. The mechanism is simple and interesting, particularly because there are tradeoffs to make.
Besides this, get ready to buff / nerf a lot of rules and psychic powers to have a true coherency ! Invisibility is pretty obvious, as the former said.
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![[Post New]](/s/i/i.gif) 1100/03/02 14:27:04
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Lethal Lhamean
Birmingham
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I like the Strategy Point idea. This or paying points for Warlord Traits and Psychic Powers would be a massive improvemnt over the random rolls we currently have.
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![[Post New]](/s/i/i.gif) 2016/03/02 14:39:56
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Courageous Space Marine Captain
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Automatically Appended Next Post:
raverrn wrote:Yes, this game needs more garunteed access to Invisibility. Nothing can go wrong!
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Well, if everyone can get guarenteed access to it, it effectivelly evens the playing field. Imagine having to hit everyone on 6s all the time. MEQ BS and WS because irrelevant, and Orks who barely notice a difference get a boost. Melee becomes viable because you won't get shot to pieces getting there. Armies that have to pay more for psykers will suffer more than those who don't or don't have access to Telepathy. A Space Marine player might waste 300+ pts just to get that Chapter Master for the 4SP he gets so he can drop his SS TDA Libby down and guarentee himself invisibility, whereas the enemy Tau Buffmander is now able to use his 3 SP freely to influence first turn, reserves and other such things. So the SM player has his invisible units, but the Tau player drops +3 to his Seize the Initiative and the Libby eats a few Heavy Rail Rifles turn 1 and poof! Plus the Tau would have more to spend because he doesn't need 300+ pts of HQs just for 1 psychic power.
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This message was edited 2 times. Last update was at 2016/03/02 14:43:36
I'm celebrating 8 years on Dakka Dakka!
I started an Instagram! Follow me at Deadshot Miniatures!
DR:90+S++G+++M+B+IPw40k08#-D+++A+++/cwd363R+++T(Ot)DM+
Check out my Deathwatch story, Aftermath in the fiction section!
Credit to Castiel for banner. Thanks Cas!
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![[Post New]](/s/i/i.gif) 2016/03/02 15:50:47
Subject: Strategy Points; a method to pick your warlord traits, psychic powers and other such things
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Dakka Veteran
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Deadshot wrote:
Automatically Appended Next Post:
raverrn wrote:Yes, this game needs more garunteed access to Invisibility. Nothing can go wrong!
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Well, if everyone can get guarenteed access to it, it effectivelly evens the playing field. Imagine having to hit everyone on 6s all the time. MEQ BS and WS because irrelevant, and Orks who barely notice a difference get a boost. Melee becomes viable because you won't get shot to pieces getting there. Armies that have to pay more for psykers will suffer more than those who don't or don't have access to Telepathy. A Space Marine player might waste 300+ pts just to get that Chapter Master for the 4SP he gets so he can drop his SS TDA Libby down and guarentee himself invisibility, whereas the enemy Tau Buffmander is now able to use his 3 SP freely to influence first turn, reserves and other such things. So the SM player has his invisible units, but the Tau player drops +3 to his Seize the Initiative and the Libby eats a few Heavy Rail Rifles turn 1 and poof! Plus the Tau would have more to spend because he doesn't need 300+ pts of HQs just for 1 psychic power.
I'm more into nerfing Invisibility rather than giving it to everybody. The 6th ed version where you could still get hit by flamer templates, blasts etc. was fine. Although i wouldn't be opposed to just writing it off for the purpose of OP's proposal because Invisibility and the various infiltrate WLTs are the stuff that kills the whole thing.
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I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. |
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