Post by PyReShArD on Jul 6, 2013 18:42:21 GMT
Hi guys, I was wondering if any of you had experience in using alternative game systems to "play 40K" with your armies at the same scale as you would while using standard rules from 6th edition.
I know some still use rules from past editions, while very few here and there use house rules. I'm not at all in the competetive scene, and would really like to tweak standard 6th edition rules to meet my expactations of what the game "should be". It's a very subjective thing, but it would be nice to propose an alternative to my gaming group, test a few games and stuff.
If any one's interested in giving away some ideas, that would make my day. Cheers !
Examples:
Force Organization Chart:
- Maybe change the FOC to a more balanced and maybe more complex thing ?
I see it as a way to balance unit type choices, restrict spamability, or even
wargear options by inserting percentages ?
Example I:
- 1 to 3 HQ choices. For each HQ choice in your army, you MUST take 2 troop
choices, and up to 1 "Special" slot ("Special comprising Elites, FA, and HS sections).
- HQ's are limited from 25% to 50% of the total of you armies points value.
- Troops are limited from 50% to 75% of the total of your amies points value.
- "Special" (Elites, FA, and HS slots all comprised) are limited from 0% to 25% of the total of your armies points value.
- Wargear Options total point cost are limited to 1/3 (one third) of the total of your armies point value. (Basically from 0% to 33.4%)
*Note: Dedictaed Tranports count as a wargear upgrade to the unit purchasing them, so are not restricted by the FOC. Also the points spent to buy them do not
stack with other common wargear upgrades in regard to percentages.
[/i]I know some still use rules from past editions, while very few here and there use house rules. I'm not at all in the competetive scene, and would really like to tweak standard 6th edition rules to meet my expactations of what the game "should be". It's a very subjective thing, but it would be nice to propose an alternative to my gaming group, test a few games and stuff.
If any one's interested in giving away some ideas, that would make my day. Cheers !
Examples:
Force Organization Chart:
- Maybe change the FOC to a more balanced and maybe more complex thing ?
I see it as a way to balance unit type choices, restrict spamability, or even
wargear options by inserting percentages ?
Example I:
- 1 to 3 HQ choices. For each HQ choice in your army, you MUST take 2 troop
choices, and up to 1 "Special" slot ("Special comprising Elites, FA, and HS sections).
- HQ's are limited from 25% to 50% of the total of you armies points value.
- Troops are limited from 50% to 75% of the total of your amies points value.
- "Special" (Elites, FA, and HS slots all comprised) are limited from 0% to 25% of the total of your armies points value.
- Wargear Options total point cost are limited to 1/3 (one third) of the total of your armies point value. (Basically from 0% to 33.4%)
*Note: Dedictaed Tranports count as a wargear upgrade to the unit purchasing them, so are not restricted by the FOC. Also the points spent to buy them do not
stack with other common wargear upgrades in regard to percentages.
A more "Free" approach:
HQ's: 1 - 3
- May not have more HQ choices than half your troops choices, rounded up. Also the total cost of all HQ choices reunited must stay under the cost of all your troops.
Troops: 2 - 6
Special: 0 - 6
- May not have more Special choices than your troops choices, rounded up. Also the total cost of all Special choices reunited must stay under the cost of all your troops.
*Note: A same unit, if not a troops choice, may NOT be taken more than twice.
Gaining Initiative and Deployement:
Gaining Initiative:
- How about both players rolling a D6 + their Warlords Initiative and best result gains Initiative at the start of the game ? It certainly makes sense to me.
Deployment:
- What if players alternate the placement of each unit ? It would certainly make up for more subtle interesting strategic deployment and the like, in my opinion.
Stealing the Initiative:
- Maybe stealing the Initiative on an Initiative test made by your Warlord .. ?
Changing the "Turn Sequence":
- Basically, one turn equals: Player one moves, player two moves, player one shoots, player two shoots, player one assaults, player two assaults, end turn.
Movement:
- Assign each unit TYPE (and not individual unit) a movement value and a special non-random "Run" movement.
The "Run" movement would basically be equal to half the units basic movement value. The unit could make a run move
in the shooting phase and still make "Snap Shots" in the same phase. Same unit could also elect to run in the Assault phase
instead of assaulting.
Shooting:
- Models comparing BS and Initiative To Hit: (A marine would hit a Necron Warrior on a 2+, while he would hit a Dark Eldar Kabalite on a 5+)
- "Priority Targets" system (see below)
- Changes to Snap Shots (see below)
- Modifiers to HIT depending on size, position and previous speed of the target (see below)
Priority Targets:
- Explanation: A humble squad of five guardsmen conscripts face a swarm of six Tyranid Raveners at point blanck, but HQ command
orders the guys via their com's link that they have to shoot that lonely ripper swarm a hundred meters away; For "strategy".
Are those guardsmen gonna follow orders no matter what like a goddamn ubber squad of brainwashed SPEHSS MARHEENS !?
Or are they rather gonna piss their pants and shoot like hell at this impeding and voracious doom of Raveners in a last attempt
to save their ass, not giving a crap about HQ's "strategy" .. ? THAT is why their should be things like "Priority Targets";
- Basically, when one of your units wishes to shoot, it may do so normally and without restrictions if it targets the closest enemy unit
visible to them. If you however choose to use this unit to shoot at an enemy placed further afar, you must make a "Target Priority Test":
- If the enemy unit closest to your friendly shooting unit counts more wounds than you, you must pass a LD test, substrating a modifier equal
to the difference between the two ammounts of wounds.
- If the test is failed, you MUST target the unit closest to you. If the test succeeds, you may choose your target freely.
Snap Shots:
- Does it seem weird when your hawk eye badass HQ with high BS hits on 6's while shooting, just like any other random dude ? Yes.
I would simply change Snap Shots as so: (BS 1 becomes well, 1, 5 becomes 2.. etc)
BS 1: 1
BS 2: 1
BS 3: 1
BS 4: 1
BS 5: 2
BS 6: 2
BS 7: 2
BS 9: 3
BS 10: 3
Modifiers TO HIT:
- Certain circumstances inflict restrictions or bonuses to a model's ability to pinpoint its targets.
Targetting Flyers (-1)
Range: (Divide the Weapon's range by 3; A bolter's close range would be from 0" to 8", medium from 9" to 16", and long from 17" to 24")
- Close Range (+1)
- Medium Range (-)
- Long Range (-1)
Nightfight:
- Close Range becomes (-)
- Medium Range (-1)
- Long Range (-2)
Size 1: -1 (small)
Size 2: - (medium)
Size 3: +1 (large)
Size 4: +2 (monstrous)
Size 5: +3 (gigantic)
Speed:
- Target stayed immobile during its last turn: +1
- Target moved from 1" to 6": No effect
- Target moved from 7” to 12”: -1
- Target moved from 13” to 24”: -2
- Target moved from 25” or more: -3
[/left]
MISSIONS AND POINTS:
Victory Points:
Following certain actions throughout a game, a player gains a certain ammount of Victory Points.
Deployment Map:
You or your opponent may roll a D3 to determine the deployment map.
1 - Dawn of War
2 - Hammer and Anvil
3 - Vanguard Strike
Objective Markers:
Place D3 objective markers +1 for every pair of troops you and your opponent have in total. (Basically add all the number of troop choices from both armies, divide by two, round up, and for every pair, add +1 Objective to the D3).
Those markers are placed one by one in no man's land, alternating placement between each player. Each marker then automatically deviates 2D6 minus a number equal to the ammount of markers on the table in a random direction. Each marker must be at least 12" away from a unit and at least 6" away from any table edge.
Missions:
When Missions are succesfully completed, a player's Victory Points won through Primary and Secondary Objectives are all doubled. Each player throws a D3 to determine his Primary Objective:
1. Annihilation
- If your army has destroyed more units that your opponent at the end of the game, your mission is complete.
2 - Sector Control
- If you have at least one of your friendly units in each deployment zone and in no man's land, your mission is complete.
3 - Hold and Secure
- If at the end of the game you have secured more objectives than your opponent, your mission is complete.
Primary Objectives:
Each player throws a D3 to determine his Primary Objective.
1. Slay the Warlord:
- If the player kills the enemy Warlord before his own is killed, he gains 9 VP instead of 3.
2. Seize and Protect:
- If the player has at least one unit contesting an Objective Marker by the end of the game, he gains +2 VP. If he has at least one unit that has securized an Objective Marker by the end of the
game, he gains +3 VP.
3 - Stand to the End:
- For each scoring unit the player has on the table at the end of the game, he gains +2 VP.
Secondary Objectives:
- Secondary Objectives apply to both players regardless to the Mission being played by each player.
- For each destroyed enemy unit: +1 VP
- For each destroyed enemy independant character: +2 VP
- For destroying the enemy's Warlord: +3 VP
- For destroying an ennemy building: +2 VP
- For each contested objective marker at the end of the game: +1 VP
- For each securized objective marker at the end of the game: +2 VP [/i]
Kill Points:
- Whenever an ennemy unit is destroyed, it grants you as much "Kill Points" as that units worth of points. For every 100 Kill Points, you gain 1 victory points. Any remainder Kill Points at the end of the Victory Point tally also result in one Victory Point. Kill Points are never doubled by accomplished Missions.
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