Hello Dakka!
This topic is to discuss an idea I'm thinking about for some time (hope it's the right forum section...there isn't one for proposed Apocalypse rules right?).
I'm tinkering a little with the Apocalypse rules to make it more akin to my taste. Specifically, I love the game, but the Non-
CCG approach to Assets really annoys me. However, I feel that the core of the game is definitively solid and there is a middle ground in-between the "wombo combo" Assets approach in the rulebook, and the sterile version you can play eliminating entirely the Asset (or using only the most generic one).
So.... basically I tried to find out if there is a more sensible ways to provide a similar game experience without imparing or randomizing the strategy too much. I've started creating a DB that includes and classify all the Apocalypse assets (you can find it
here, and you can comment on it too). Doing so ('nuff said, there are 370 Assets in total in Apocalypse), I noticed that the vast majority of the Assets are extremely similar... there are cases where they are EXACTLY the same, but mostly we're talking about very small variations (that I think may have an impact on storytelling, but a negligible one on strategy).
After this overview, I think I come to an alternative version of the Asset part in Apocalypse that may work... more or less structure as follows.
0) All the different Armies will have access to a specific combination of Asset plus 1-2 special rules. Assets will be identical between factions, but not all factions will have access to the same Assets (ie: both Black Templar and Khorne will have access to the same melee-centric Assets, while Imperial Fist won't. Both Black Templar and Imperial Fist will share the same "Marines" asset). After some consolidation, I think the entirety of the deck for ANY race can be enclosed within: 10-12 general Asset (available to any army), 6-8 Faction Assets, 3-4 Subfaction Asset.
1) Asset will no longer be card, but a single page (A4 I suppose) reference sheet that collect the available Asset. The sheet will include the specific Asset available for the combination of Faction/subfaction. Any Asset will be described in a coherent fashion to avoid (as currently is) that Assets have negligible differences in approach in the game.
2) Any units/detachment will be limited to 1 Asset per turn. If you already used an Asset on a Unit, you can't use another Asset on a Detachment it belongs to.
3) Any Asset can be used once per game (in the Asset page there will be a space where mark when as Asset is depleted).
4) All the Asset-related cards will be transformed in regeneration for the depleted Asset. This also ensure that, in many cases, you can still pull off multiple similar tactics when they belong to your Faction (ie: almost any faction have a plethora or "change the order to Y + this bonus", that stacks with the general Asset in Apocalypse to change your order).
All in all, the idea is to remove the card from the game an the bespoken rules they imply, without removing the flavor entirely.
Now, that's the idea.
My question specifically is... there is some consequences on the rule I've forgotten? Or any other specific situation I need to consider?
Right now I'm up the point where I almost consolidate all the 370 Assets into a 40-ish. Next step will be to sort them army by army, to ensure that all the unique Assets without a general application (ie: "Secret Agenda" of Dark Angels) are either be converted into special rules or sub-faction specific Strategems. This is also the reason why I need special rules: if for example the Asset "Bodyguard" will collect all the bodyguard-related Assets, I need another layer of rules to ensure that specific restriction stays in place (for example) in case of Orks are the Gretchin that works as bodyguard, whilst for Tau the same role is covered by the drone.