<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "Some ideas for 8th edition"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Some ideas for 8th edition"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ Hello all, i stalk these boards mostly but do post time to time. I had a couple thoughts i wanted to share and see if others shared these ideas or if others had even better ones yet. A little background on me, i love the fluff of this universe and the crunch of the game, i tend to like to play both narrative and campaigns, as well as more salty competitive games. I mostly play Eldar, Dark Eldar, and some Thousand Sons, although not as much as the first two as i'm still tinkering with them and figuring out what i like.<br /> <br /> With that in mind these are some ideas that i would like to see in the 8th edition from <span class="glossaryitem" onmouseover='gp(50);'>GW</span> both in the main rules and in the individual army rules.<br /> <br /> 1. Walkers that we know have crew from the fluff should not get the monstrous or gargantuan creature special rules. These walkers have pilots, and these pilots can be stunned, their weapons destroyed, and even immobilized in the same way as imperial knights. The Eldar WraithKnight, insert all tau battle walkers, and any others i might be forgetting should have vehicle stats and rules in the same spirit as the Imperial knight to better reflect their reality in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> universe. <br /> <br /> To explain how i see this working i'll take the wraith knight as an example. I would say the Wraith knight would be <span class="glossaryitem" onmouseover='gp(35);'>FA</span> 12 <span class="glossaryitem" onmouseover='gp(434);'>SA</span> 12 RA 11, it has many of its previous rules including its jump movement.  Has the 4+ invuln save it you take the shield and can say on a 3 or 4 up ignore crew stunned or shaken results due to the fact the pilot is assisted by its dead twin.<br /> <br /> To me that seems better than a gargantuan creature, and more honest to the fluff.<br /> <br /> 2. rework the to assault to hit table. I would like to see as a general rule models getting attacks based of the difference in weapon skill. And it being hard to hit a <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 7 plus character, while those characters being able to land hits on a 2+ against the peasant troop choices of this game. Watching insanely powerful in the melee fighters in the fluff fail to hit a third of their attacks or more because they needed a 4+ or at best a 3+ can be frustrating. If i take a high <span class="glossaryitem" onmouseover='gp(149);'>WS</span> character who is worth many points i would like to know in melee i'm hitting on 2+ unless my opponent is in my characters <span class="glossaryitem" onmouseover='gp(149);'>WS</span> neighborhood.<br /> <br /> 3. I really like the dark Eldar but i would like to see a small buff, namely the following.<br />      A. Bring back Vect, Silicus, and Malys please.<br />      B. Bring the Lhamean a litte closer to her fluff. I got the impression in the codex that archons sought their services to add more powerful poisons and toxins to their armies. It would be cool if they made            <br />           it so that if you take a Lahmean she can help improve your poison rolls to a 3+ if taken in the court of the Archon. But no better. <br />      C. Make it so that it is possible to take 2-3 Incubi, not in a squad and with out a Klaivex, in the court of the Archon instead of Sslyth. This way we have some flexibility on choices.<br />      D. Improve Wyches, Incubi, Bloodbrides, Reavers, Hellions, Grotesques and any other <span class="glossaryitem" onmouseover='gp(27);'>DE</span> melee i'm forgettings <span class="glossaryitem" onmouseover='gp(149);'>WS</span> to 6 or 5. The <span class="glossaryitem" onmouseover='gp(27);'>DE</span> in the fluff are fast and precise melee fighters, but this doesn't   <br />           make it onto the table top where they are average if your playing against a lower tier codex. They are almost never seen in competitive games which is a shame.<br /> <br /> 4. I love my Eldar and i think the codex is fine, but there are a couple things i would like to see redone or a new model for.<br />      A. new Phoenix lord models. They are still pretty epic, but i would like to see them redone by the modelers who are hitting it out of the park right now with <span class="glossaryitem" onmouseover='gp(50);'>GW</span>.<br />      B. I'd like to see Howling Banshee's get the Furious Charge special Rule, If that means they have to give up acrobatic then that's fine by me. This makes a little better and a little closer to equal to          <br />          the striking Scorpions, and usable against more factions as opposed to the few they are now, I just field them against Tau because it's funny. Also new models that are plastic please.<br />      C. Give the Wraithlord 5 Wounds, and make him and wraith guard immune to poison attacks. The monstrous creature rules suit them well, but they are still robots in the fluff so poison killing them is <br />           rather silly.<br />       D. Bump the Aveneger Shuriken Catapults range out to 24 inches, and the Guardians out to 18-20 inches. I don't think it will happen, but i really with it would. <br /> <br /> 5. Bring Death Korps off forgeworld and to the web store for more reasonable prices.<br /> <br /> 6. Monsterous creatures rules form sigmar would be nice, i have read about it on other threads here and it makes sense. <br /> <br /> 7. Reduce the Prices on the Thousand Sons. Terminators and Rubrics cost way to much to be fielded in any competitive lists, i'd like to see that changed.  <br />     <br />  That's all i'd like to see changed, i'm sure i forgot some things, but that is the general gist of what i am hoping for going into 2017. Anyone else hoping for similar things? Or want it to just stay the same? ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9146800.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9146800.page</link>
				<pubDate><![CDATA[Thu, 19 Jan 2017 06:47:37]]> GMT</pubDate>
				<author><![CDATA[ husker98]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ Nice little post. I fully agree with you on the Assault part. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147170.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147170.page</link>
				<pubDate><![CDATA[Thu, 19 Jan 2017 13:20:42]]> GMT</pubDate>
				<author><![CDATA[ Davor]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ Why would you want to buff Eldar when they are already infamously strong?<br /> Their basic guns already have a chance to ignore armor, they don't need the range boost.<br /> <br /> I would like them to reign in list building. Only have 1 <span class="glossaryitem" onmouseover='gp(787);'>LoW</span> per 2.5k points, which cannot be more than 25% of the army's point limit, One Formation OR allies per <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>, Decurions either nerfed or removed, because having formations within formations that give ungodly buffs (such as free transports and unkillable necrons) is pretty dumb.<br /> <br /> Area terrain a la 4th ed would be nice too. Should help make alpha strikes a little painful and make tactical maneuvers a little more appealing.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147249.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147249.page</link>
				<pubDate><![CDATA[Thu, 19 Jan 2017 14:12:44]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ Having played since the start of 7th edition I dont know what close combat used to be like, but I absolutely hate how bad it is right now. <br /> <br /> It makes zero sense that a Tau Fire Warrior can hit a Bloodthirster in melee. It's also complete insanity that most armies can't get better than a 3+ (shut up, Kharn) to hit, or worse than a 5+ (not factoring in Invisibility).<br /> <br /> Conversely, my biggest complaint are shooting armies Alpha Strikes. I table a friend turn 2 a few weeks ago playing Tau VS White Scars. I took out over half his army turn 1, and cleaned up the rest turn 2. Where's the fun? That's not fun for either me or him. I like to win, but I'd rather win by the skin of my teeth than an overwhelming victory when ti comes to games.<br /> <br /> The more I play <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and the more "bigger and better" units and formations drop the more I find myself playing Age of Sigmar.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147319.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147319.page</link>
				<pubDate><![CDATA[Thu, 19 Jan 2017 14:44:06]]> GMT</pubDate>
				<author><![CDATA[ Dark_Apostle_Spartachris]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ Yeah, I never understood the hit table. It seems to follow a very odd formula, and it doesn't really make sense that there is no 2+ to hit. You can hit automatically, but not 5/6 of the time, and that doesn't seem right.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147416.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9147416.page</link>
				<pubDate><![CDATA[Thu, 19 Jan 2017 15:29:08]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ <blockquote><div><cite>CthuluIsSpy wrote:</cite>Why would you want to buff Eldar when they are already infamously strong?<br /> Their basic guns already have a chance to ignore armor, they don't need the range boost.<br /> <br /> I would like them to reign in list building. Only have 1 <span class="glossaryitem" onmouseover='gp(787);'>LoW</span> per 2.5k points, which cannot be more than 25% of the army's point limit, One Formation OR allies per <span class="glossaryitem" onmouseover='gp(187);'>FoC</span>, Decurions either nerfed or removed, because having formations within formations that give ungodly buffs (such as free transports and unkillable necrons) is pretty dumb.<br /> <br /> Area terrain a la 4th ed would be nice too. Should help make alpha strikes a little painful and make tactical maneuvers a little more appealing.</div></blockquote><br /> <br /> The catapult range and the Banshee and Wraith Lord buffs are aimed at making them more appealing and more useful in competitive games.<br /> <br /> My general theory on armies int his game is that i'd like to see every unit be strong enough in some facet that it could be taken in a competitive list. Many books aren't that way right now and need to be updated ASAP.<br /> <br /> I'm just offering my opinions as someone who has these models, plays them, likes them, but finds them lackluster on the tabletop, and not really representative of their universe fluff awesomeness. <br /> <br /> <blockquote><div><cite>Dark_Apostle_Spartachris wrote:</cite>Having played since the start of 7th edition I dont know what close combat used to be like, but I absolutely hate how bad it is right now. <br /> <br /> It makes zero sense that a Tau Fire Warrior can hit a Bloodthirster in melee. It's also complete insanity that most armies can't get better than a 3+ (shut up, Kharn) to hit, or worse than a 5+ (not factoring in Invisibility).<br /> <br /> Conversely, my biggest complaint are shooting armies Alpha Strikes. I table a friend turn 2 a few weeks ago playing Tau VS White Scars. I took out over half his army turn 1, and cleaned up the rest turn 2. Where's the fun? That's not fun for either me or him. I like to win, but I'd rather win by the skin of my teeth than an overwhelming victory when ti comes to games.<br /> <br /> The more I play <span class="glossaryitem" onmouseover='gp(3);'>40k</span>, and the more "bigger and better" units and formations drop the more I find myself playing Age of Sigmar.</div></blockquote><br /> <br /> <blockquote><div><cite>CthuluIsSpy wrote:</cite>Yeah, I never understood the hit table. It seems to follow a very odd formula, and it doesn't really make sense that there is no 2+ to hit. You can hit automatically, but not 5/6 of the time, and that doesn't seem right.</div></blockquote><br /> <br /> You put my frustrations into words better than i could. If the Assault to hit table were fixed it would help level the playing field between shooting and melee armies, Some other changes i imagine would need to happen as well, but i feel this would help a lot!<br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9148853.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9148853.page</link>
				<pubDate><![CDATA[Fri, 20 Jan 2017 04:17:45]]> GMT</pubDate>
				<author><![CDATA[ husker98]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ I love the Assault idea it makes sense that a bloodthirster should be hitting a gretchin on more than 66% of his attacks. Making it more like shooting would be good WS1 hits on 6 WS2 5s WS3 4s WS4 3s WS5 2s etc then the reroll i know it might be skewed as more characters have high <span class="glossaryitem" onmouseover='gp(149);'>ws</span> not many have BS9. <br /> maybe even saying you only hit on 3s but if you're more than double he hits on 6s and you get a reroll.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9148977.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9148977.page</link>
				<pubDate><![CDATA[Fri, 20 Jan 2017 07:06:24]]> GMT</pubDate>
				<author><![CDATA[ Ubl1k]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/90b8c86bce249b677f3e93c13576c92d.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/714892/9146800.page"><b>husker98 wrote:</b></a><br/> These walkers have pilots, and these pilots can be stunned, their weapons destroyed, and even immobilized in the same way as imperial knights. </div></blockquote><br /> <br /> I agree with a lot of what you say about assault. But this rankled with me a little, seeing as Imperial Knights are as immune to every single thing you listed there as a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> is... That being said, if 8th were to implement degrading stats for <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, then it might reach the point where these units being <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> rather than walkers becomes something of a hindrance for them. <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9149238.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9149238.page</link>
				<pubDate><![CDATA[Fri, 20 Jan 2017 12:05:46]]> GMT</pubDate>
				<author><![CDATA[ Asura Varuna]]></author>
			</item>
			<item>
				<title>Some ideas for 8th edition</title>
				<description><![CDATA[ Another thing about to hit rules -<br /> <br /> Does the BS6+ rule seem redundant to anyone else? Its, what, 2+ to hit followed by a 4+ to hit?<br /> That 4+ would only come into play if you fail the 2+, and you're probably going to hit either way.<br /> <br /> I would prefer it if they brought back modifiers. That would make BS6+ more meaningful.<br /> If not that, then have it hit instantly, and let the roll be for choosing who gets the hit, the idea being that the shooter is accurate enough to pick out his target.<br /> <br /> Likewise, drop <span class="glossaryitem" onmouseover='gp(85);'>LoS</span>. Its another 2+ / 4+ roll that just adds more steps to the game, and it makes precision shots a bit worthless. What's the point of introducing a mechanic, if said mechanic can never be used effectively?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9149244.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/714892/9149244.page</link>
				<pubDate><![CDATA[Fri, 20 Jan 2017 12:12:23]]> GMT</pubDate>
				<author><![CDATA[ CthuluIsSpy]]></author>
			</item>
	</channel>
</rss>