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		<title><![CDATA[Latest posts for the thread "Fix this damn game."]]></title>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ Count me among the veteran (since the beginning) players who are dismayed at the blossoming of shenanigans and abuses due to Battle Brothers and current <span class="glossaryitem" onmouseover='gp(67);'>IC</span> rules. Yes, the weed-like spread of superheavies and gargantuans is an issue, but limits like those in the ITC seem to have those in hand.<br /> <br /> Simple fixes:<br /> <br /> 1. Battle Brothers can be affected by friendly psychic blessings, but cannot join each others' squads nor ride in each others' transports. Or, to be simpler...  squads can never have models from more than one faction/<span class="glossaryitem" onmouseover='gp(119);'>SM</span> chapter/source.<br /> <br /> 2. Models which jump in front of a character model in a successful Look Out, Sir sacrifice their lives in the attempt and are removed as casualties with no save/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2015 02:20:47]]> GMT</pubDate>
				<author><![CDATA[ Coldsteel]]></author>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ 1.  Simply getting rid of Battle Brothers and lowering all such alliance levels to Allies of Convenience cleans up allies simply and nicely. <br /> <br /> 2.  Hmm. Maybe.  It would be nice to not have my quality shooting aimed at a tanky character get shrugged off onto a mook and then also ignored by some sort of invul/buff.  On the other hand, I'm not sure how often I've been in a situation where I was significantly better off going after a character rather than other units in his squad.  Such characters tend to have multiple wounds and whatnot, after all.  I guess it would make it a bit more penalizing for a megarmored lucky stick warboss to <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> against lascannons and such aimed at him?  But then, those ork boyz probably wouldn't have survived anyway unless they have some sort of cover or invuln save. Could you clarify your intention for this rule? ]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2015 02:31:43]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ I like the idea of keeping the psychic buffs for Battle Brothers. The intention for #2 is to have some penalty for the tanking <span class="glossaryitem" onmouseover='gp(67);'>IC</span> out front who <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> to other nearly unkillable models after a wound or 2 has snuck through.<br /> <br /> I also like the concept of limiting squads to 1 <span class="glossaryitem" onmouseover='gp(67);'>IC</span>.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2015 03:12:15]]> GMT</pubDate>
				<author><![CDATA[ Coldsteel]]></author>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ Hmm. Why keep psychic buffs for battle bro's but not other advantages?  It sounds like you might have something fairly specific in mind.  I worry that allowing psychic battle bro advantages will makes allies even more advantagous for some factions than others.  Not that most non-psychic factions have a ton of battle bro's, mind you. <br /> <br /> I'm not sure I'm a fan of limiting squads to a single <span class="glossaryitem" onmouseover='gp(67);'>IC</span> personally.  While I'm all for limiting death stars, such a change seems like it might unnecessarily limit certain armies.  A warboss would never be backed up by a painboy, for instance, and sanguinary priests, librarians, etc. would no longer be able to hang out with captains and chapter masters (or each other).  It probably wouldn't make a huge difference overall, but it seems like a roundabout way of preventing death stars and such. ]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2015 03:34:12]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ Getting rid of the look out sir rules, especially for assault armies, would be another devastating blow. I have never had the look out sir rule get anywhere near becoming overpowered or a significant factor in any of my games, even with a warboss in mega armor with a luky stikk. I do know that if i did not have it there would be a lot more games were I wouldn't even have a chance to win. <br /> Also why get rid of the save. If a person with a shield or armor jumps in front of a shot, or pushed in the way in my case for orks, They wouldn't suddenly take of their armor or throw away their shiled and such to insure that they died. I see it as this, Warboss sees a big gun aimed right at him, he grabs the nearest thing to him, which happens to be a mega nob and uses him as a shield. After all the shots bounce off of hiss mega armor he throws him to the side and continues to charge forward.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2015 03:41:21]]> GMT</pubDate>
				<author><![CDATA[ Mojo1jojo]]></author>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/666882/8186571.page"><b>Coldsteel wrote:</b></a><br/>Count me among the veteran (since the beginning) players who are dismayed at the blossoming of shenanigans and abuses due to Battle Brothers and current <span class="glossaryitem" onmouseover='gp(67);'>IC</span> rules. Yes, the weed-like spread of superheavies and gargantuans is an issue, but limits like those in the ITC seem to have those in hand.<br /> <br /> Simple fixes:<br /> <br /> 1. Battle Brothers can be affected by friendly psychic blessings, but cannot join each others' squads nor ride in each others' transports. Or, to be simpler...  squads can never have models from more than one faction/<span class="glossaryitem" onmouseover='gp(119);'>SM</span> chapter/source.<br /> <br /> 2. Models which jump in front of a character model in a successful Look Out, Sir sacrifice their lives in the attempt and are removed as casualties with no save/<span class="glossaryitem" onmouseover='gp(265);'>FNP</span>.<br /> <br /> Thoughts?</div></blockquote><br /> <br /> The first one I'm mostly OK with, except that it does basically kill Howling Banshees (who aren't getting anywhere near their target without a Raider) and most Adepta Sororitas assault units (which need a Land Raider or Stormraven/Stormwolf to get in range without being chewed up). The first isn't a colossal problem - Eldar aren't hurting for good units - and the second could be fixed by giving Sisters some kind of assault transport. Most of the other Imperial factions either have their own assault transports (everyone but AdMech, <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, Sisters), or don't care (<span class="glossaryitem" onmouseover='gp(69);'>IG</span>) or have some way to not need them (AdMech). <br /> <br /> The second I think is an overnerf. While I agree it can be annoying to have a vital shot get shunted off onto a mook, only to have the mook survive it anyway, it doesn't really make much sense, and I think that just encourages cheap, throwaway bubble wrap even more than Look Out, Sir already does. As was pointed out before, the mook doesn't take off their armor, lower their shields or become less tough, after all.]]></description>
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				<pubDate><![CDATA[Tue, 13 Oct 2015 12:38:45]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ 1. How does "Battle Brothers count each other as friendly" as the only BB bonus sound? Not as big a nerf on psykers as suggested, but preempts mixed units or transport sharing. Simple, specific, and fluffy.<br /> <br /> 2. How about nerfing <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to a 3+/5+ in place of a 2+/4+? Makes Precision mean a lot more. Would make Salvo even better though, and in its counterintuitive model sniping way (Yes, I have sniped <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> out of blobs with Orbitals. That shouldn't be a thing!).]]></description>
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				<pubDate><![CDATA[Wed, 14 Oct 2015 16:32:11]]> GMT</pubDate>
				<author><![CDATA[ Bharring]]></author>
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				<title>Re:Fix this damn game.</title>
				<description><![CDATA[ I'm largely ok with the BB change with the exception of <span class="glossaryitem" onmouseover='gp(67);'>ICs</span> being able to join with and ride in other factions vehicles.  I run a solo inquisitor who has conscripted my chapter to help him in his investigation and it would be weird that he couldn't get into a rhino with a squad of tactical marines.  ]]></description>
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				<pubDate><![CDATA[Thu, 15 Oct 2015 17:37:22]]> GMT</pubDate>
				<author><![CDATA[ HoundsofDemos]]></author>
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				<title>Re:Fix this damn game.</title>
				<description><![CDATA[ The problem is this game has *so many* problems that just making small changes unearths other issues.<br /> <br /> I'm all for removing Battle Brothers. But then you hurt close combat units relying on other factions' assault vehicles (eg Banshees). So while we're at it let's say you can assault after disembarking from any vehicle, but if it's not an assault vehicle you roll 1D6 for your charge distance, and it always counts as disorganized.<br /> <br /> Now look at streamlining or nerfing Look Out Sir, and I think what you discover is the entire 6th/7th closest first wound allocation system is horribly clunky, nonsensical, and prone to abuse or confusion. If you replace that instead*, Look Out Sir is no longer necessary as a mechanic (and good riddance).<br /> <br /> It's like a rickety old house. Every time you pull up a board, you expose more rot.<br /> <br /> *Say with distributing wounds round-robin then rolling saves by armor save group, letting the player pick which models die but forcing them on multi-wound models first if they're already wounded, to keep from spreading them around - basically 5th edition without the wargear loophole]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2015 16:37:12]]> GMT</pubDate>
				<author><![CDATA[ CalgarsPimpHand]]></author>
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				<title>Re:Fix this damn game.</title>
				<description><![CDATA[ Solo 2016! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> I think we're done here.]]></description>
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				<pubDate><![CDATA[Fri, 16 Oct 2015 16:56:26]]> GMT</pubDate>
				<author><![CDATA[ krodarklorr]]></author>
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				<title>Re:Fix this damn game.</title>
				<description><![CDATA[ Why screw around with <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> when the much better solution is obvious: roll saves, remove models of the owning player's choice until no more wounds remain. So what if the melta gunner is always the last to die, that's a trivial price to pay for having a wound allocation system that can be explained in one sentence.]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2015 08:01:29]]> GMT</pubDate>
				<author><![CDATA[ Peregrine]]></author>
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				<title>Re:Fix this damn game.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/6e2a7a65b40f1b794057fa352dcb053f.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/666882/8195651.page"><b>Peregrine wrote:</b></a><br/>Why screw around with <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> when the much better solution is obvious: roll saves, remove models of the owning player's choice until no more wounds remain. So what if the melta gunner is always the last to die, that's a trivial price to pay for having a wound allocation system that can be explained in one sentence.</div></blockquote><br /> <br /> I'd pretty okay with that!  The only major problem with the 5th edition wound allocation method was that you could sprinkle the wounds around on a multi-wound unit.  Just say that the player getting wounded can take the unsaved wounds where they want, but you have to roll on a single model until all the wounds are resolved or until he dies (at which point you start putting wounds on the next poor fellow).  Having the meltagun always die last is actually fine by me! Isn't it more fun to see you and your opponent's special guns get some use than to squint and stress over the precise positioning to avoid losing a plasma gun before all your bolter marines are dead? <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 17 Oct 2015 15:22:10]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>Fix this damn game.</title>
				<description><![CDATA[ I suggested awhile back to redo sniper rules so that weapons were not based on mass Precision Strike (example: Units of mass Kroot or Conscripts with the Take Aim! Order).<br /> <br /> A model with sniper rolls two dice to-hit.<br /> If both dice hit, the attacker chooses the model that takes the hit.<br /> If either die hits, the attack is allocated as normal. <br /> <br /> Switch to modified 5th-ed wound allocation while making wounds on a per-model basis (rather than on a per model-type allocation) and call it good.]]></description>
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				<pubDate><![CDATA[Sun, 18 Oct 2015 16:40:45]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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