solkan wrote:Immediate issues:
1. Models in transports aren't considered to be a distance from other models. "It's the start of my round, so my special character unit leader disembarks". :-/
Good catch. Easy enough to resolve by letting fire teams measure from any transport their leader is embarked upon. As I have it written, I suppose you could technically have your leader be in a dropod that hasn't landed yet, but there's not really an incentive to do so.
2. The proposed change to Deny the Witch greatly amplifies the effectiveness of Deny units for no reason.
Does it? How so? I must be overlooking something. As I read my proposal, a psyker that currently denies 1 power per turn (and thus 1 power per game round because you only ever deny on your opponent's turn) would still be denying a single power per game round.
What's a "turn" when you're doing group-based alternating activation? It goes like so:
* Start of turn phase: At the start of the turn, no one has activated.
* Activation Phase: Players now alternate activating whatever-you-want-to-call-it's
* Clean Up Phase
Sure. I suppose litanies and such would go in the start of turn phase and morale would be a subphase of Clean Up.
Disclaimer: Proposing new turn structures is the easy part. Going through and rewriting 20 codexes and all of those models is the hard part. You'll get respect when you demonstrate the hard part, not the easy part.
I'm not sure seeking respect is my main motivator here, but sure. The details are generally where the real work is at. But it makes more sense to hash out the high-concept stuff before spending a thousand hours rewriting faction-specific rules, no?