Showing posts with label Alternative rules. Show all posts
Showing posts with label Alternative rules. Show all posts

Tuesday, 29 April 2014

Rule Changes and game Mechanics

Hiya all

I haven't got anything to show this week as I am in the process of moving and I have been working away, so I thought I would share more of a 'theoretical' post with you today, based around my meandering thoughts. I spend so much of my hobby time painting that its often only once a month I manage to fit a game in, a fact which absolutely depresses me. Still, when I get round to playing, they are usually an enjoyable affair. Of course there is moaning to the cruel dice-gods and often under-whelming game mechanics, but as a whole I enjoy gaming. 


I have read a lot of articles recently around gaming and rules, as well as seeing rumours on other sites about a possible Warhammer 40,000 7th Edition release coming soon, so I thought I would discuss my opinions of the game with you all. There are so many games out there with interesting mechanics and its often suggested that, although Warhammer is the biggest, maybe it requires a shake-up. What I really want to do is look at what rules you, the community, would change to make things more balanced, more fun and more realistic. Jervis Johnson has always been a massive advocate of homebrew/house rules and I love reading some of his ideas, this weeks White Dwarf has had him looking at more narrative mission objectives. Warhammer is where my gaming heart is, but I do feel improvements to the core rules can be made. How do you feel about homebrew rules that are play tested and improve the game?



First of all I want to discuss rules that I think need to be revised if a new edition is coming.

1) Turn sequences - there are many different ways that this could be improved upon but here is how I feel it should be done:
Phase 1 Morale - for standard leadership tests etc
Phase 2 Psychic - anyone who intends to use a psychic power, this turn, takes the test now and has time to plan how best to use the power in the following turns.
Phase 3 Movement - fairly standard really.
Phase 4 Shooting - again fairly standard.
Phase 5 Assault - standard again.
Fairly standard across the board really, except I feel both players operate in each phase. No more Move, Shoot, Assault then your opponent retaliates. Each phase should alternate between the players, becoming more tactical, allowing for a very fluid act and react game - much like real warfare. It also stops players from using pathetic, power-builds to Alpha Strike and cripple armies before you can move a model. Also, fast attack units like jetbikes and javelins will not be counted as static in the first turn - makes sense really...

2) Blast weapons - Drake has touched on this before. They are just too inaccurate. It doesn't make sense. See here for his version:
http://battlebunnies.blogspot.co.uk/search/label/Alternative%20rules

3) Units that overwatch should have to pass an initiative test to shoot at full BS. If they fail it should be 6s to hit. However, if you attempt to shoot overwatch then you become initiative 1 for the first round of combat and your opponent gains +1 to their to hit score in combat. It makes sense because the defending model would technically be fumbling around with their gun and pulling out combat knives etc against a foe who has planned a charge, picked targets and has momentum behind them. 

4) Units in cover should have a cover save AND armour save or their should be a penalty to the attackers BS roll. It may slow the game slightly, but it makes more sense.

5) Challenges are just so...boring. Lets have a full revamp please? How about both challengers have combat dice to the equal of their WS. Each player must select how many dice they use for attack and how many they use for defence. For example:
- A Space Marine Praetor (WS6) is fighting a Squad Sergeant (WS4). The Praetor chooses to use his superior ability to have a balanced round of 3 attack dice (chances to hit) and 3 defence (chances to save). The Sergeant chooses to go defensive and chooses 3 attack and 1 defence. The Praetor hits and wounds with 2, the sergeant can only attempt to save once so dies before he can strike back. If he had gone defensive he could have maybe saved both and had one attack. It would be a really tactical minigame, that can really conjure up some cool combats. I thought about this in 5 minutes last night. Special rules may need tweaking but I think it would be more fun.

6) I would like to see Corax's WS increase too, or Sigismund's go down. These are the only rules I dont really agree with from the Heresy books. Sigismund should not have the combat skill of one of the Primarch's. 

These are just a few that, in my opinion, would make the game more interesting. What rules would you like to see improve or change? Comment below :)

Until next time

Khall


Sunday, 17 November 2013

Blast Weapons and the rubbishness of them all in 40k

Blast weapons and their inaccuracy. 



Yesterday I fought a battle. It was a battle which totally depended on dice rolls. A Contemptor saved 3 Penetrating hits in close combat in one turn with 3 x 6s for its invulnerable save, a Sergeant vs sergeant challenge lasted for 3 game turns, I got 2 precision orbital bombardment hits on a 10 man assault squad with a Master of signal and consistently killed all but 1 of an enemy squad before I was charged by said remnant. 

The thing which infuriated me the most was the rolls I got for my new Destroyer squad. I found my squad within 6" of a 5 man Rampagers squad. I lined up the first Phosphex bomb I was ever going to throw and it would have totally covered the whole squad and possibly killed them all. The Sergeant (a veteran space marine) managed to launch the canister onto the top of a near by roof after it scatters 6". This left me upset as you can imagine. . . "Ho hum it's the rules and I guess this pro must have had it ricochet off a gutter or something". Then my Legionary with a Suspensor Heavy weapon rad missile launcher shoots at the same target. The shot scatters 5" directly on top of my Sergeant (an 1" from the firer), "ah. . . I guess he has just shot the sergeant as he accidentally stepped in front of the rocket. . . Hmm". Luckily I managed to make 2 saves on my Sgts Artificier armour saving the unit. Funnily enough though the 3 other Bolt pistol gunslingers managed to kill 1 of the Rampagers. 
Then later in the game the exact same thing happened again. The Destroyer sergeant managed to throw the canister 6" onto another roof "ha. . . have you been drinking with Mortarion feth-wit". 
Then on the last turn I line up my last canister on a 7 man tactical squad (all lovely and tightly bunched up) and the guy pulls the pin and lobs it another 6" over the squad. "Are you fething kidding me, go jump in some Phosphex u little fether!!!!".

So this is it. Blast weapons and scatter is literally broken. It does not work and it makes no sense. So I have decided to propose alternative rules to fix the sodding things. 

Ok then. This is by no means tested etc so just roll with it. 

Blast Weapons. 
When firing a blast weapon, choose a target in range, line of sight and not having the shot hit friendly models or into a assault currently taking place. 
Place the blast marker on top of the chosen target and roll the scatter dice near to target so as to not have the need to argue about the scatter direction. If a Hit is rolled then the shot is on target and no other dice need to be rolled. If an arrow is rolled, you need to roll an amount of D6 x the firers BS (I.e. A Space Marine rolls 4 D6 as he has BS 4) and the shot scatters the lowest result rolled. So if a 6,4,4,2 are rolled the shot scatters 2" in the direction indicated of the arrow. 
If the Blast weapon is over 50% of its range then the amount of BS D6s are reduced by 50% rounding up. So a 48" blast weapon is shooting at a target 26" away, and the firer has a BS of 3, would mean he rolls 2 D6 for the scatter distance and chooses lowest. 

Twin Linked Blast Weapons
Twin linked Blast Weapons allow you to re-roll the scatter arrow. 

Barrage blast Weapons
If there is a line of sight treat as normal, if there is no line of sight the Firer must remove the lowest dice in the hand he rolls. I.e. A Space Marine Whirlwind fires at a target 36" away (more than 50% so rolls just 2 BS D6) and gets an arrow a 2 and a 4, he has to remove the 2 as it is the lowest and keep the 4. 
Multiple Barrage stays as normal. 

These are alternative Blast Weapon rules. Please feel free to try them out and share your verdict below. They can't be as bad as the current ones for Throne' sake. 

Drake Seta