I really do not like the
WS system in 8th. You only have a fixed value which really bugs me because a Space Marine should not hit a normal guardsman and a Bloodthirster on the same value. It is really boring in my opinion and does not reflect the lore in any way shape or form.
So to fix this my idea is to firstly expand the old
WS comparison chart so you have a value range from 2+ to 6+ to hit and not 3+ to 5+ as in previous editions and secondly to be more liberal with the
WS of certain units. What I mean by that is, in prevous editions the
WS of most units was in the 2-5 range, with heroes mostly in the 5-7 range and very few units and named characters had 8-10, which was more of a gimmik. So I propose to make more use of the 5-7 range for more elite units and heroes.
My expanded comparison chart:
So this is in principle similar to the strength/toughness comparison in 8th, but not quite. Same values hit each other on 4+, which I think is sensible. However I did not want to have 4+ only on identical values, so I expanded the range to when your opponent has one more
WS than your unit. My lore reasoning for this is as follows: if your opponents
WS value is just a little bit higher, you still have a bit of a bigger chance to land a lucky hit. After that it's relatively straightforward: if your opponents
WS is 2 or 3 points higher you hit on 5+ and if its 4 or more points higher you hit on 6+.
Now if your opponents
WS is 7 or more points higher you can't hit him according to my chart HOWEVER in such cases I would include a rule that 6+ always hits, BUT if it would be impossible for you to hit your opponent on your base
WS value (WS3 against WS10) you can not benefit from +1 to hit auras or similar stuff. This is a small, but important distinction in my opinion.....it would however only come to play in fringe cases probably.
Now we need to adjust the
WS values of the units. I can't do this for every unit in the game because it would take forever to write down and I would not adjust every unit, but I will give some examples for each
WS and why I put said unit there (note that I am at least trying to go for lore coherency here while trying not to make units too
op or too weak):
WS 1:
- Tyranid Spore Mines: they can't really fight
- vehicles like a Rhino Tank: Tanks should be able to hit in melee, but it makes sense that they should be easily avoidable. You could add a rule that they can infilct mortal wounds on 6s if they successfully charge something to make it more interesting.
WS 2:
- Ripper Swarms: they basically just exist to feed, so I think it makes sense to put them here.
- Grots: the wimpy tech geeks of the ork horde. I think its fair to put them here, but I would give them +1 to hit if they come in a big enough unit to push them to imperial guardsmen level, which is sensible I think.
WS 3:
- Standard Imperial Guardsman: trained soldiers, but not as good as Space Marines, which I think is sensible and in concordance with the lore.
- Hormagaunts: small standard tyranid "footsoldiers" that mostly rely on mass, similar to imperial guardsmen.
- Tau Fire Warriors: the Tau are technologically advanced, but are more focused on their ranged weapon skills than on melee combat. I considered putting them at WS2 considering their complete focus on ranged warfare and their rather bad close combat ability in the fluff, but I thought it would be too much of a nerf.
- Genestealer Cults Acolyte: I'd make them stronger than normal guardsmen, but not more proficient in combat.
WS 4:
- Standard Space Marine: I would keep the Space Marine as the standard benchmark for WS4 as it was in all previous editions.
- Chaos Space Marine: same as Space Marines with more spikes and tentacles.
- Ork Boyz: created for war, stonger than a normal human and utterly fearless, I think it makes sense to give them the same value as a Space Marine.
- Standard Necron Warrior: I think they fit best in this category. WS3 is too low and WS5 is too high for them.
- Eldar Guardians: a step below the melee centered Aspect Warriors
- Dire Avengers/Fire Drakes Aspect warriors: not melee focused aspect warriors, but still similar to a space marine based on the general swiftness of the eldar race.
- Dark Eldar Kabalite Warriors: the standard Dark Eldar doesn't really seek melee, cause they really only want to inflict as much pain as possible without while making sure to keep their body intact, so
WS 4 seems fair here and in concordance with the fluff
- Carnifex: prime example for a complete wrecking machine, that does not have that much combat finesse, due to it basically being a living battering ram. Though I could also see this in the WS5 category for balance reasons, not sure if WS4 would be too low.
- standard Sisters of Battle: having a value range from 1-10 is tough, because I would put the Sisters between a standard Space Marine and a Guardsman, but missing that additional category I would definitely put them at WS4, because WS3 would be too low for them, both on the tabletop and in the fluff.
- Genestealer Cults Abberants: since their main thing is being a super strong hulking brute, WS4 seems fair, but I would give them toughness 5 just as a sidenote.
- Genestealer Cults Neophyte Hybrids: a step closer to the purestrain Genestealers.
WS 5
- 1. Company Space Marine Terminators: since the Terminator armor is only given to the best of the chapter it makes sense to put them here.
- Chaos Space Marine Terminators: same reason as Space Marine Terminators
- special chapter units: though many special chapter units are Terminators and would therefore fall in the aforementioned general Space Marine Terminator category, there are some non-Terminator chapter specific units I would also put in the
WS 5 category. One that comes to mind would be the Blood Angels Sanguinary Guard for example.
- all Grey Knights: they have always been depicted as more elite Space Marines so WS5 for all Grey Knights (not only for Terminators) seems fair.
- Striking Scorpions Aspect warriors: melee focused Aspect warriors, but tougher and less mobile than Howling Banshees and therefore one step below.
- Mandrakes: I honestly don't have a particular lore reason to put Mandrakes in this category, but I think they fit here quite well
- Ork Nobz: more elite and bigger Orks than the Boyz. I thought about putting Meganobz at WS6, but I am really not sure...
- Necron Lychguard/Preatorians: elite Necron Warriors, though I considered putting them into the WS6 category according to their fluff, but I think it would be too much.
- Genestealer Cults Hybrid Metamorphs: another step closer to the purestrain Genestealers, but not quite.
WS 6 (now it's starting to become interesting):
- Genestealers: legendary for their close combat prowess since the earliest editions. One could argue that they are too cheap to have such a high
WS but I think their lack of shooting and lower toughness balances this out.
- most Harlequins: super elite Eldar, who are known for their insane acrobatic fighting.
- Dark Eldar Incubii: since their whole thing is being super elite melee focused bodyguards, I think it would be fair to put them here.
- Eldar Howling Banshees: same as Incubii without the bodyguard aspect. Given their melee focus I think it is fair to put them a step above the other Aspect Warriors.
- Custodes: considering they are so few and represent the best humanity can field in terms of
raw personal combat prowess.
- Space Marine Captains: I think
WS 6 is a sizeable and sensible jump from the standard Space Marine for a Leader
- Ork Waaghboss: I think lore wise I could put a Waaghboss also in the
WS 7 category, but I am not sure.
- Khorne Bloodletters: fitting in this category considering they are a fragment of the god of war.
- Khorne Berzerkers: their whole thing is crazed melee fighting and nothing else so
WS 6 seems fair
- (Grey Knight Paladins: I think a case could be made for them to be included here, but I am not sure)
WS 7:
- Eldar Autarch/Dark Eldar Archon/Harlequin commanders: I think it makes sense to give Eldar/Dark Eldar commanders 1 point more than Orks/Space Marine commanders (though as I said I considered putting the Waaghboss in this category), considering that Space Marines and Orks are almost always tougher. Also I thought
WS 8 would be too much of a jump even for a Harlequin commander, so I put him in this category too.
- Custodes Shield Captain: since the non-hero ones were WS6 it made sense to put the leader in this category.
- Tyranid Broodlord: A step above the standard Genestealer and therefore fitting in this category in my opinion.
- Vindicare and Culexus Assassins: not focused on melee, but still given they are assassins I think they fit well in here too.
- Chaos Lord: they are generally more powerful than standard Space Marine leaders and always were melee monsters on the table top so one point
WS more than a standard space marine hero seems fair.
WS 8:
- Tyranid Hive Tyrant: huge monster whose creation was perfected by the hive mind and whose sole purpose is to chop your guys up.
- Eversor/Callidus Assassins: The more melee focused Assassins fit well here I think.
- Lord of Change: greater Demon focused on psycic powers
- Great Unclean One: given their toughness and their lack of dexterity compared to the other greater demons due to their mass, I think it's fair to put them here
- Tzeentch/Nurgle Demon Princes: they have always been melee monsters both on the tabletop and in the fluff, so
WS 8 seems fair
- Harlequin Solitair: given it's lore and rules WS8 seems fitting.
- multiple named Characters: named characters are always difficult but I would put Ghazghkull and Drazhar here for example. I would also put Magnus and Mortarion in this category. Yes, they are both primarchs, but none of them is a melee specialist and their "low"
WS compared to Guilliman is justified by Magnus' spellcasting an Mortarions toughness I think.
WS 9:
- Khorne/Slaanesh Demon Prince: since Tzeench demons are most notable for their psychic powers and Nurgle for their toughness, I think putting Khorne/Slaanesh princes a step above them seems fair.
- Keeper of Secrets: not WS10 material in my opinion, but close
- Lelith Hesperax: cause she's awsome and beeing sublime in melee is kinda her whole thing.
- Abaddon...?: I don't know, could also go into WS8 category
- Guilliman: I think Rowboat Girlyman fits well in here considering he's a primarch. Abaddon having the same
WS as him could just be because he's been empowered by chaos that much, but like I said I could see Abaddon in the WS8 category aswell.
WS 10:
- Bloodthirster: the benchmark for WS10 and fitting for the embodiment of War
- Avatar of Khaine: I think it fits in here too given it is also the embodiment of a war god.
- Angron: if he ever comes out in
40k as a demon primarch, but also the 30k variant. Angron is a good example in my opinion for a "mortal" character who should be in this category, because, like his berzerkers, crazed melee fighting is his whole thing...just turned up to eleven.
Now I think to really make this interesting one would also have to implement more special rules for many units. For example Khorne Berzerkers get +1 to hit when they successfully charge or something. Or some unit that is good at guarding stuff according to the fluff then has a special rule where they are -1 to hit in melee when they defend a objecitve. Custodes were able to block incoming attacks in 7th......stuff like that.
I think this way the game would become more interesting again and more in concordance with the fluff.
Also before you tell me that this sucks and is the worst idea ever, it's just an idea I wanted to share. I don't claim this is the best solution ever.
Let me know what you think
Edits: had to edit some stuff so this becomes readable
Added some more units to my list.
Added vehicles like Rhinos into the
WS 1 category as suggested by Bharring