Just wanted to try and formalize and discuss something I pitched in this thread:
https://www.dakkadakka.com/dakkaforum/posts/list/781759.page
At the moment, stratagems can generally be categorized as...
*
Assets: These include weapons, special ammo (flakk missiles, haywire grenades), relics, and unit upgrades (like "Chapter Master" or "Great Harlequin.")
*
Tactics: Impressive above-and-beyond actions performed by a single squad or model. The various intercessor "shoot better with a certain gun" strats fall into this category. So do Lightning Fast Reactions, fight/shoot twice strats, fall back and shoot/charge strats, and so forth.
*
Strategems: High-level, sweeping approaches to the battle that generally represent pre-game decisions. Strats that let you (re)deploy in unusual ways, orbital strikes, Agents of Vect would all fall into this category.
Now I like stratagems, but between the sheer number of them, the tendency for some strats to be too situtational or weak to ever see play, the issues with
CP generation, etc, I feel that the concept could be improved upon. And oddly, I think the way to improve on stratagems is to make most of them, well, not stratagems. So here's what I'm pitching:
* Assets stop being stratagems and become normal wargear/datasheets. If you want a chapter master, pay X points for whatever benefits being a chapter master gets you. if you want scar boyz, pay X points per model in the unit you're upgrading. If you want flakk missiles, pay the points for a third profile on your missile launcher. If you want haywire grenades, pay x points per model in a squad to give all models in that squad access to a Grenade weapon with a rule similar to that of the haywire blaster.
* Most character auras go away. Instead of offering rerolls to hit and to wound, your captains and lieutenants can command a unit within x" to use a "tactic" during your turn. Some tactics might basically be the old reroll auras.
* Some tactics can be used during your opponent's turn. Using a tactic during your opponent's turn prevents your character from using a tactic on your following turn. You use it up in advance, basically.
* Stratagems work basically the way they do now, but you "buy" them pregame. So you can call down multiple orbital strikes or use Agents of Vect as many times as you want, but you have to put those plans into motion before (during?) deployment.
* Both players start the game with X
CP where X is based on game size. 3CP per 500 points feels about right.
*
CP not spent on stratagems pregame may be spent to to have a character use an additional tactic on a given turn OR to have a character use a tactic even if they used one during your opponent's previous turn.
My hope is that these changes would:
* Reduce the amount of rerolling in a given game
* Add the feeling that characters are actually giving commands and leading your forces rather than just yelling, "KILL BETTER!" at everyone standing near them.
* Ease the disparity between armies that can and cannot generate a bunch of
CP.
* Bring back some amount of army customization by putting certain upgrades back on the army roster.
* Make it so that certain fluffy options aren't competing for
CP with your strongest strats.
And yes, obviously you might have to recost or change certain strats and former strats with these changes.
Thoughts?