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


