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2017-10-09, 11:44 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
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Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2017-10-09, 01:20 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
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2017-10-09, 01:53 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Question: Do y'all feel it's too easy to retreat from Close Combat, and, separately, that too many units ignore penalties for falling back?
I have a LOT of Homebrew!
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2017-10-09, 02:00 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Probably yes to the first, and definitely yes to the last. Saying "shooty units getting charged is bad", and then immediately taking away all penalties from every unit that matters is ridiculous.
The real issue though is that the charger gets to do exactly nothing when fallen-back from. It used to be you at least got to consolidate (or opposed initiative to sweeping-advance), but these days the unit just stands around with its pants around its ankles waiting to be shot.
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2017-10-09, 02:02 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
So what would your solution be?
Currently on Dakka Dakka, which brought this up here, a proposed solution is d3 mortal wounds per 5 models in the fleeing unit. I added the addendum "Up to the max attacks of the units in combat with the fleeing unit" to cap it off, but still allow brutal CC units (such as Wulfen, with 3 attacks apiece) to properly carve up people.I have a LOT of Homebrew!
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2017-10-09, 02:05 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
And another question in the same vein i have been thinking about. Does anyone think that the differences between the different weapon types are getting eroded? It seems like more and more thinks are getting the ability to ignore those penalties.
thnx to Starwoof for the fine avatar
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2017-10-09, 02:10 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Perhaps something similar to how Sweeping advance used to work - roll a D6 and add your Movement value, and you can't leave unless you win.
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2017-10-09, 02:14 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
I have a LOT of Homebrew!
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2017-10-09, 02:49 PM (ISO 8601)
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2017-10-09, 02:54 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
I have a LOT of Homebrew!
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2017-10-09, 02:58 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Are first-turn charges not good enough for you? You want to go back to meele units eliminating any unit they touch?
I find that the new way of doing things makes shooty vs close combat armies much more interactive--instead of a binary did I kill them before they got to me, there is flow where they charge in and attack, then I get to retreat and attack back, and so forth.
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2017-10-09, 03:03 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Okay, so let's say I play a melee heavy army. Say... Nurgle Daemons. I have shooting on my Plague Drones and I have a couple of Smites.
I get close with the Drones, fire off a few Death's Heads, do a few wounds, probably have them mostly saved, and charge in. I don't take any damage to Overwatch, since Plague Drones are tough, but you decide to retreat on your turn.
If it's a 5-9 man squad, you take d3 wounds. No saves.
If it's a 10-14 man squad, you take 2d3, max 4 (the number of attacks possessed by the Drones). No saves.
If you're a 15+ man squad, you're almost certainly taking 4 (3d3, max 4) and if you're a 20+ man squad, you WILL take 4 mortal wounds.
Against Tactical Marines? I get anywhere from 13-52 points from a 132 point (minimum) unit.
Against Infantry squads of Guardsmen? I get 8-16 points back.
Conscripts? In a 30 man blob? I get 12 points.
Now, Terminators and their ilk are worth more points. They are, however, good in close combat too.
It's definitely harsher than GW's current plan, but GW's current plan feths over melee armies pretty royally.Last edited by JNAProductions; 2017-10-09 at 03:04 PM.
I have a LOT of Homebrew!
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2017-10-09, 03:04 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
That reminds me: Can you fall back as an Act of Faith? And if you do, can you shoot? (I'm guessing you can fall back, then move on your turn again, but can't shoot.)
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2017-10-09, 03:06 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2017-10-09, 03:07 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
I have a LOT of Homebrew!
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2017-10-09, 03:36 PM (ISO 8601)
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2017-10-09, 03:40 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
I'd also be okay with this, though I feel it deserves to be a LITTLE stronger. After all, melee can only reliably be achieved turn 2 (turn 1 is POSSIBLE, but for most units, not likely) and that's only with some of your army. A more shooty list can be at 100% effectiveness from turn 1.
I have a LOT of Homebrew!
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2017-10-09, 03:57 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Spoiler: I'm a writer!Spoiler: Check out my fanfiction[URL="https://www.fanfiction.net/u/7493788/Forum-Explorer"here[/URL]
]Fate Stay Nano: Fate Stay Night x Magical Girl Lyrical Nanoha
I Fell in Love with a Storm: MLP
Procrastination: MLP
Spoiler: Original FictionThe Lost Dragon: A story about a priest who finds a baby dragon in his church and decides to protect them.
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2017-10-09, 04:13 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
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2017-10-09, 04:16 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
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2017-10-09, 04:32 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Last edited by LansXero; 2017-10-09 at 04:33 PM.
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2017-10-09, 04:44 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
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2017-10-09, 04:46 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
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2017-10-09, 06:02 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
There is no quick-fix that doesn't involve rewriting most of the Assault-phase rules. 8th ed is busted. But hey, since this is all wish-listing that will never see play anyway, lets just give that a try.
First things first, we need somewhere to begin:
Spoiler: Design Principles40k Design Principles: (ie, what GW doesn't have)
0. - 40k is foremost a cinematic game. The things that these rules enable/encourage should be fun and exciting. If they aren't, change them.
0.1 - To encourage cinematic things, the cinematic stuff must be better than the non-cinematic stuff.
0.2 - Risk is exciting. But risk is also how to lose. Therefore if you want a player to take a risk, it must have a better reward than the non-risky options.
0.3 - There is a difference between Risk and Chance. No game/strategy should rest on a single die roll. No reward should give the game away.
0.4 - Some variance is fun and exciting. Too much variance may occasionally be exciting, but is never fun. Rolling a single die has lots of variance, rolling a pool has some, choosing has none.
0.5 - Making an interesting decision is also fun. A decision is only interesting if the more than one of the choices are worthwhile.
1. - Restrictions breed creativity. Nothing should be the single solution to every situation/unit.
1.2 - There must be ways to solve certain situations that are better/worse than others.
1.1 - The better something is at certain situations, the worse it must be at all other situations. No removal of interesting weaknesses.
1.2 - If a unit is generically OK at everything, it can't also be great at a single thing.
1.3 - If a unit is meant to be good at a thing, make sure other units aren't just always better than it
1.4 - "Just kill everything" should not be a route to victory. At the end of the game both players should have models on the table.
2. - The models/terrain are fixed at their current size. Everyone already owns them and wants to use them.
2.1 - 6'x4' is the maximum size of board. You can't go bigger without making it impossible to move the units in the middle.
2.2 - Any meddling in this direction just ends up as re-inventing Epic anyway.
Assault Phase Design Principles:
0. - A game between a shooty and a stabby army should not be decided purely on if the shooty one managed to kill enough stabby-dudes before they make contact.
0.1 - There must be interesting decisions for an assault army to make before charging.
0.2 - There must be interesting decisions for a shooty army to make after it gets charged.
0.3 - Or, there must be no full-shooty or full-stabby lists that work. With least a little balance in an army being best. (See Kroot for Tau, or Biovores for 'nids.)
1. - A unit's base Threat value is defined by (Ease of use) x (Power). Ranged Threat is: (Move+Weapon Range) x (Shooting Power). Assault Threat is: (Move+Charge Range) x (Assault Power).
1.1 - If guns have a higher range than most move+charge values, then dedicated assault units must have either high power, low cost, or useful effects beyond damage. Generally a mix of all three.
Right, now we have some guidelines we can start assembling a ruleset. These principles will be very important later on when we test the rules, as when something goes wrong we can look at whether a rule is not fulfilling a principle, or if a principle is in itself flawed and we need to rethink our starting presumptions. Anyone have stuff to add to this before I try and turn it into a brand new Assault phase?Last edited by Voidhawk; 2017-10-09 at 06:02 PM.
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2017-10-09, 06:05 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Um... You're better off designing your own game than trying to fix the mess that is 40k?
But looks good!I have a LOT of Homebrew!
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2017-10-09, 06:37 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
If you're playing against some of the best players in the country like I think you do...Probably not.
I don't think we're going to get a real game out of 40K until December. There aren't enough Codecies in the game, yet, and until we see how the whole picture turns out (and after Space Marines gets a rewrite to 'fix the problem' of them not winning), and then there's Chapter Approved which will - hopefully - fudge with some points costs and alter things from the Codecies.
My best advice is probably 'Wait 'til December' if you're thinking about coming back to 40K but not really sure. A competitive player like us who's already on the ropes, will totally see the fundamental brokenness of the game.
I can count the number of 'ignore penalties' units on one hand. Falling Back from Melee is the only defense some armies have from it, and it gets worse when the unit that is currently beating your head in, also carries Pistols. You have to be able to Fall Back without consequences. Or, if you play a shooty army vs. World Eaters, you lose. If you're concerned about units Falling Back from you, it means that your unit isn't good enough in Melee, and you need to step up your game, or not Melee at all.
One of the older tactics used to be 'tarpit'. It was lazy, and unFun for your opponent. Here's 20+ models representing <150 Points to tie up your model/unit for the rest of the game. Tarpits are dead. They're not a thing unless you have an ability that prevents your opponent from Falling Back.
The issue currently surrounding the game is not that 'too many' units ignore the penalties for Falling Back, it's that some units don't need to Fall Back at all. Because this is an Objective-based game (except when it isn't), board position is really important. Whether you're trying to turtle up, or out maneuver your opponent, or in Cover, etc., there are certain positions on the board where you want to be (not least because it also screws up your opponent's SUA), and the ability to shoot Rapid Fire and Assault weapons while in Melee, lets you keep your board position, and have full effectiveness.
Ability to Fall Back whenever you want, is not a problem (it's almost one of the only things making Tau and certain Eldar playable). The problem is not Falling Back with no penalties.
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2017-10-09, 07:58 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Speaking of not falling back, here is a little list I came up with:
I'm not stuck in with you, you're stuck in with me!
Battalion (Catachan):
Company Commander x2
Infantry Squad w/ power sword x4
Scout Sentinal w/ Heavy Flamer x3
Heavy Weapons Squad w/ mortars x3
Commissar
Super-Heavy Support Detachment (Valhallan or Catachan)
Banesword w/ 2 Bolter Sponsons x3
Should come in to about 2000 points. The infantry are S4 in close combat and the baneswords can shoot just fine along with running people over in close combat.
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2017-10-09, 09:28 PM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Tallarn Warlord Trait; Fall Back, Order the unit to Fall Back and shoot, Charge again.
Valhallan Order; Unit can fire into Melee.
Vostroyan Order; Unit can fire while in Melee.
The +1 Strength on Catachans, is asking Guardsmen to do, what Guardsmen can't do. If you want to Melee, you can't go past Fix Bayonets!, which is way better than Catachan's +1 Strength.
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2017-10-10, 08:37 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
So right now, is there any way to make fliers at least useful? Right now after the regiment doctrine release, and fliers' inability to actually take regiment doctrine which in turn makes Leman Russ Punishers do a better job of being punisher platforms than the Vulture, there's just no point in taking anything other than tanks and artillery as heavy support.
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2017-10-10, 08:52 AM (ISO 8601)
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Re: Warhammer 40K Tabletop XXXII: I Got 99 Guardsmen and Morale Killed One.
Lots of Fliers are useful. Hard to Hit and Supersonic are generally very good.
Sounds like you only mean Valkyries. In which case...Not if you're taking more than one. Their job is to rush SWTs or MTs or Command Squads up the board without SUA (because your opponent hates you and has board control). Since you can have two 5-mans (or 6-mans, but you lose Character 'slots') in one Valkyrie, why do you even need more than one? Valkyries are Flying Transports, and not even very good ones.