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				<title>Competitive Players edition: Let's hash it out!</title>
				<description><![CDATA[ Competitive Player's Edition:<br /> Goals: <br /> Balanced<br /> Streamlined<br /> Quicker<br /> Easier<br /> More fun<br /> <br /> <br /> Ideas:<br /> <br /> 0-1 on ANYTHING that is not a troop choice. Therefore you could have 3 Fast Attack Choices, just not 3 Heldrakes(insert abusive unit here)<br /> This solves both Eldar and Necron transport abuse, as well as the triple-(abusive whatever) problem.  One is a rough customer but 3+ is ridiculous.<br /> <br /> Force Org changes: Minimum 1 Troop choice for every 500 points, and each minimum choice must have at least 10 models.  <br /> Imperial guard platoons count each infantry squad as 1 troop choice for these purposes.<br /> <br /> <br /> <br /> Warlord traits/Psychic powers: Some are awesome, some stink and random is frustrating and time consuming. <br />  Most of our group plays roll then choose a chart. It helps some, but We'd have to spend quite some time doing a point scale to replace the random element. <br /> Roll and then chose a chart works for psychic powers too,in the meantime as well.<br /> <br /> <br /> <br /> Movement:<br /> Running in the movement phase(still precludes shooting without <span class="glossaryitem" onmouseover='gp(136);'>USR</span> or appropriate psychic power)<br /> <br /> <br /> Shooting:<br /> Shoot values rather than Ballistic skill. I.E. instead of converting <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to what you need to roll just tell the player what they need to roll.<br /> 1. Roll to hit<br /> 2. Opponent rolls saves<br /> 3. Number of Failed saves are rolls to wound.<br /> 4. successful wounds = casualties = removed from table<br /> 5. Shoot for the skies! Rule: once per game each players ground units may hit flyer on 5+ instead 6. <br /> <br /> Assault: all in! Everybody in the unit fights! no multiple pile in moves and removal from base to base(followed by another <br /> pile in move!(no unnecessary 2 inch measuring and counting models)<br /> <br /> Challenge mechanic is for independent characters only...who wants to watch sarges fight it out? <br /> The Big Boys are the ones who should be fighting challenges!<br /> <br /> <br /> Allies: for fun only! Not at a competative event!<br /> <br /> Top abusive unit nerfs:<br /> 1. D-weapons: <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 ap1 Ignores Cover, (Invulnerable saves are allowed)<br /> 2. Grimore of True Names: banned<br /> 3. Marker lights - reduces cover by -1(doesn't stack) still boosts Shoot value(Ballistic Skill) per expended markerlight.<br /> 4. Revenant save reduced to 5+, and movement reduced to 12 inches per turn. Yes, it take three nerfs to rein this badboy in!<br /> 5. DLCs are banned!  Forgeworld test units, banned!  Crisis suits as troops would be outrageous in CPE(Competitve Players Edition)<br /> Some <span class="glossaryitem" onmouseover='gp(39);'>FW</span> stuff could be allowed after a screening process.<br /> <br /> Buffs!:<br /> 1. Landraiders convert first Penetrating hit into a glance. Landraiders should not be first blood!<br /> 2. Imperial guard  have supporting fire Ala' Tau. Infantry only though.<br /> 3. Tyranid Warriors/Shrikes/Raveners are toughness 5 and 6 wound models are toughness 8.<br /> 4. Space Wolves get Space Marine Flyers...but must pay extra 2 <span class="glossaryitem" onmouseover='gp(675);'>ppm</span> for extra close combat weapons on the Grey Hunters. Blood claws are 1+(required)<br /> 5. Kabalite armor(Dark Eldar) is a 4+ Save and Flickerfield is a 4++ invulnerable save.<br /> 6. Sniper Rifles are +1 to <span class="glossaryitem" onmouseover='gp(14);'>BS</span>, Pinning and Rending on a 4+.<br /> 7. Leman Russes have 4 Hullpoints.<br /> <br /> List that can't happen with these changes:<br /> 1. Revanent just eats your lunch and the rest of the army stays home list<br /> 2. Serpent Spam<br /> 3. Nightscythe Spam<br /> 4. Riptide Spam<br /> 5. death by markerlights<br /> 6. Droppod spam(well, to a lesser degree)<br /> <br /> Lists that are promoted  these changes:<br /> 1. Infantry based armies<br /> 2. armies with lots of troops and fewer elite forces<br /> 3. fewer cut and paste units(only troops could be identical, which is more realistic anyway!  Faceless dog soldiers should be in  troop units!<br /> 4. Guard vehicle squadrons<br /> <br /> <br /> Before anybody acts like I've kicked their favorite puppy, have you tried playing balanced fun lists?  I have 6 different armies and have had several more. I'm not wish listing for advantage here, because it would do me no good.  Tournament style match-ups are just so rock/paper/scissors today and I am so tired of it. Winning and losing based solely on which armies you and your <br /> opponent chose is just boring.  The most fun I've had playing Warhammer in the last 15 years was teaching new players how <br /> to play with 1 tactical squad each.  The goal is to make the whole game as fun and balanced as those teaching games.  It's a <br /> humongous task and one I don't want to do alone. Please contribute ideas; constructive criticism is welcome.  Abuse is not.<br /> <br /> Games workshop clearly has no interest in making a balanced game. Their goal is to sell as many models as possible, which is fine, <br /> but they have such a short-sighted take on it they forgot what motivates people to buy their product: FUN! If the game is not balanced <br /> with an even chance of winning, who wants to play?  Even the players with the superior armies aren't having much fun when they blow through the enemy like nothing.  <br /> If there is no challenge, there is no point.  That is why their stock prices have plummeted(on top of a poor economy and outrageous prices); If the game isn't fun, why do I need more models?<br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 16:53:50]]> GMT</pubDate>
				<author><![CDATA[ Madness!]]></author>
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				<title>Competitive Players edition: Let's hash it out!</title>
				<description><![CDATA[ Blanket solutions to specific problems never work.<br /> <br /> I can't play Sisters in this list because of the restrictions. Not because there's units I spam, but because there is only 2 options in Fast Attack, Elite and 3 in Heavy. It guarantees that my lists cannot function. <br /> <br /> Likewise, do "DLCs" also cover digital codices? If so, I'm outright banned from playing, again.<br /> <br /> As for some specific feedback:<br /> <br /> Movement - This seems like a change just for the sake of change. If it works exactly the same way, how is this version more competitive, exactly? I don't understand.<br /> <br /> Shooting - Again, how is rearranging the dice rolling contributing to a more competitive game? Explain that to me as I seriously do not get it.<br /> <br /> Likewise, I think the 'shoot for the skies' thing is silly. As it makes no sense from any kind of logic perspective. What is it they are doing that makes them shoot up better? And why can it only work once per game?<br /> <br /> Assault - I do not like the 'all in' mechanic, as it encourages unrealistic daisy chaining of models. After all, in a ruleset like this, I could have my melee lord 10 inches back, nestled in cover while his squad simply tentacle-s out and assaults when all of the sudden my lord simply teleports into combat? <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 17:14:49]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Competitive Players edition: Let's hash it out!</title>
				<description><![CDATA[ Doesn't really help much at all, nerfs some armies and not others.<br /> <br /> Seer Council can still exist<br /> No reason to ban grimoir if you can only have one herald of Tzeentch.<br /> Tau gunline rules in this format.<br /> <br /> Your shooting rules change has makes no mathematical difference in the game, and will slow the game down.  (Hit-save- wound is mathematicially equivalent to Hit- wound - save)<br /> <br /> Your assault change takes movement tactics out of the game.  If my whole squad always strikes there is little to no reason not to spread out as much as possible.<br /> <br /> Running in the movement phase makes running much worse and nerfs Battle focus (I can no longer run after shooting like I can now).  Being able to decide to run after some shooting has happened is a big deal.<br /> <br /> Essentially trying to tweak the current rules is bound to fail.  Better off trying to re-write things than comp on the massive scale you have here.]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 17:16:43]]> GMT</pubDate>
				<author><![CDATA[ Breng77]]></author>
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				<title>Re:Competitive Players edition: Let's hash it out!</title>
				<description><![CDATA[ This is what aour group has come up with and it has been working.<br /> <br /> <b>Warlord Traits: </b>You can choose one of two, but must choose before you roll.<br /> • You choose what Trait Type you are rolling on and can Re-Roll if you get something that is useless to your army. Like Acute Senses and you are Playing Space Wolves.<br /> • Roll one Die and then choose what Table you are going to use.<br /> <b>Wound Allocation: </b>We will use the non-<span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> Version. This is just to speed up the game.<br /> 1. Roll for Wounds.<br /> 2. Make Saves vs. The Wounds.<br /> 3. Start Removing Models<br /> 4. If needed Roll “Look out Sir.”<br /> <b><span class="glossaryitem" onmouseover='gp(187);'>FOC</span> Modification: </b>This is an optional Rule, we really don’t enforce self it, but we encourage its use.<br /> <b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: </b>1-2<br /> <b>Troop: </b>2-6<br /> <b>Elite: </b>1-3<br /> <b>Fast </b>Attack: 1-3<br /> <b>Heavy Support:</b> 1-3<br /> <b>Fortifications: </b>0-1<br /> <b>Lord of War:</b> 0-1 [Let others know you are using this one in advance.]<br /> <b>Double <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>: </b>We just ask that you let the other player you will be using it in advance.<br /> <b>Allies: </b>We just ask that you let the other player you will be using them in advance.<br /> <b>Flyers:</b> We just ask that you let the other player you will be using any in advance.<br /> <br /> <br /> <i><b>Army Specific Rules</b></i><br /> <b>Codex Chaos Space Marines:</b><br /> <i>• Thousand Suns: </i>As long as their Sorcerer is alive they can be directed to fire Overwatch. This does mean the Sorcerer can not fire Overwatch.<br /> <b>Codex Grey Knights: </b> <br /> <i>• Castilian Crowe:</i> Is an Independent Character.<br /> <b>Codex Imperial Guard: </b> <br /> <i>• Marbo: </i>Save Becomes an Invulnerable Save.<br /> <i>• Ogryn:</i> Gain Rending<br /> <i>• Rough Riders:</i> May replace their Hunting Lances for a Second Las Pistol.<br /> <b>Codex Orks: </b><br /> <i>• Burner Boys: </i>Can choose to make their Flamers either Power Weapons or Flamers during the Assault Phase. This must be declared in the Overwatch Phase.<br /> <b>Codex Space Marines</b><br /> <i>• Salamanders: </i>Tactical Squads and Scout Squads may take A Heavy Flamer in place of a Heavy Bolter. Attack Bike can replace their Multi-Melta with a Heavy Flamer.<br /> <b>Codex Space Wolves:</b><br /> <i>• Rune Priest: </i>The Rune Priest may make his Runic Weapons an Axe/Lance/Maul/Sword.<br /> <i>• Thunderwolf Cavalry:</i> May Replace Bolt Pistol with a Combat Shield.<br /> <i>• Wolf Priest:</i> The Wolf Priest may make his Crozius an Axe/Lance/Maul/Sword<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 24 Jan 2014 17:51:10]]> GMT</pubDate>
				<author><![CDATA[ Anpu42]]></author>
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