brazenjaw wrote: 1: Massive alpha strike/ turn 1 dominance
2: Unpenatrable gun lines
3: Power multipliers being applied to units 3-5 times more powerful than intended
4: Turn 1 charges
5: Power creep all over the game as a result of key units being overpowered
6: Weird rules/ gaming the system
7: Cheaters
1: Not a game function, you'd have to go in to every single problem rule and cost in the game and address them individually. Like what has been suggested for Necrons in a thread here, nerfs to some of the big alpha strike stratagems. The Doomscythe Stratagem that wins you the game against Tau if it goes off by doing 20 MWs on a good turn. Nerfing the Destroyer Stratagem that improves their shooting by 40-80% for a turn. The same thing would have to be done for every single problem unit and stratagem/trait/relic, there's also a thread up for wish-listing pts for CA2019 which might fix a lot of these issues.
2: That's just a measure of inbalance between the two armies, there is no unbreakable wall, you just haven't brought the right tool for the job.
3: Again you'd have to go in and limit individual rules and Stratagems like making Tesla not work on 6+ but unmodified 6+ so it doesn't scale with +1/+2 to hit. You'd have to change things like Orks More Dakka Stratagem so it doesn't work when a unit shoots a second time in the same shooting phase. Create rules that replace available aura buffs from your faction instead of adding to them, no +1 to hit Stratagems for
SM, instead re-roll hit rolls of 1 Stratagems. Increase the cost of certain Stratagems based on the
PL or pts cost of the target.
4: Nerf the individual rules, alternatively you can make a rule where on the first battle round you can't pile into or consolidate into a unit you did not charge. Make it impossible to combo with certain other things, like if you Veil of Darkness you cannot use the Fight twice Stratagem in the same turn. Or just make some of these Stratagems unavailable turn 1.
5: It might also be an effort to increase sales in the short term, that has been a reason for it in the past, it might also just be
GW seeing some things never getting used. Like the Necron relic that gives a 5+
FNP is never used, so we'll try and make a Ynnari Relic that halves all damage and gives a 5+
FNP. It might be a misguided effort not to power creep, but simply create rules that are on the power curve and are an option, but fail and become even more
OP than the
OP choices of yesterday. The answer is to nerf the relevant rules on an individual basis, there are threads for individual factions and I mentioned the pts thread, if you want to discuss the rules for a faction then you could just start a new thread for it and make your suggestions or write up your thoughts.
6: I already made a thread for weird/gamey rules and suggestions for making the game less about knowing the mechanics of the game and instead have a focus on just having fun/more general strategy.
7: Take it up with your opponent when you catch them, tell them that it won't fly. Ask people they've played with if it's a habit, go to community leaders and judges and warn them. As others have said it's hard to create rules for this. One part is making simple rules, it's harder to obfuscate and confuse your opponent if there are fewer rules to think about. Another part is having clear rules for how the game should be played, should you pick up your hits and roll them or pick away the misses and then pick up the hits? The latter makes it harder to cheat, but it's not in the rules so you can do whatever you want. Not having rules with tiny margins of error or things that humans are bad at, limit the amount of math required to play the game, get rid of rules like scatter dice which requires you to understand and visualize vectors in a 2d gaming board in a 3d world. These are things that computers and robots like me might be good at, but is harder for players to do.
Rules made for robots rather than humans makes it harder to see when a player is cheating and when they are making a mistake. What's 27*4? That's something a lot of people will get wrong over the course of hundreds of thousands of
40k games. How about counting, talking and counting at the same time? Then there is time, use chess clocks when you don't have infinite time for your games. Learn to use a chess clock and make them mandatory if either player wants to use them. Write easily understandable rules and amazing errata and
FAQs that leave nothing up to interpretation.