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So i like 40k's rules for the most part, but what really turns me off from playing games is the ammount of time and effort it can take to play a game. I thought maybe it could be benificial to make some house rules to speed up the game. I got some ideas, but i have been having trouble figuring how to make dem work.
One idea i had was how there are always so many dice rolls, some of which are maybe unecessary. I think its kind of annoying how first you have to roll to hit, then to wound, then for armor saves. maybe to hit and wound could be combined into one roll, like just rolling to wound and then adding some modifier either possitive or negative depending on whether the unit has a good or bad balistic skill. i don't know, i just cant seem to think of what the aproapraite way of modifing stuff would be though.
also, movement can be a pain, having to move every single model, so maybe some rules for using movement trays similar to how they do in war of the rings or warhammer fantasy. Of course in a real war, soldiers wouldn't be lining up a civil war style in a row, but for game purposes this would be done for practicality, not to repressent what the soldiers are doing. but having a movement tray could have some interesting other stuff, because then it could show what direction the models are facing and maybe could then allow some rules for flanking or like catching a unit off guard by attacking it from behind.
any suggestions on how i could make some house rules like these work.
That is not dead which may eternal lie,
for in strange aeons even death may die.
Ever read through the Epic rules?
It doesn't take long to play once you get into a rhythm and know what you're doing. A friend of mine and I can get a 1500pt game played in around 90 minutes because we go into the game with a strategy The really slow part of 40k is people deciding what to do, shooting etc is relatively quick. Say you've got 20 boltgun shots at some guard in cover...
Roll twenty dice, remove any 1s or 2s
Roll the rest, again remove any 1s or 2s
Give the rest to your opponent, any he rolls that are 1-3 result in a guardsman being dead.
That's no more than 30 seconds to do, repeat for your next 4-5 squads and that's a shooting phase done in under 5 minutes.
Your right about that, as much as I try to memorise my necron army stats my games take ages because i'm checking my book all the time, using some simple gaming aid's like photocopies of the reference pages will help speed things up but just being able to count how many dice have hit, scoopping em up and then rolling to wound really fast helps speed things up a lot as well.
Come see my Necrons, Space Marines, Dwarfs, Orks, Goblins and anything else I feel like painting at my blog: http://modelminiaturepainting.blogspot.com/
You should remove failures rather than picking up successes for two reasons:Originally Posted by lowelife101
1) it's slightly quicker
2) there can be no complaints about cheating from your opponent if he can see all the successful dice at once before you pick them up. It saves a LOT of arguments if you have slightly dodgy players on either side of the table!
You could speed up the game by performing all the movement in the movment phase...
Eg in the movment phase a unit can.
Remain stationary and fire odnance -heavy weapons .(As now)
Move up to 6" and other weapon types (as now.)
Move 6" +D6 " and not perform any other action.(Apart from units with fleet can assault in the assauolt phase.)
Slow games are situational, and generally the fault of both players (no offence intended...), just my experience. Consider the game like chess in some ways and then things speed up a lot, i.e planning ahead as your opponent moves etc its what i have learnt and it works well for me. The odd time when things slow down is the shooting phase, especially guard, but with mech being pretty commom games tend to go quick anyway as everyone closes in then the fun starts.
To be frank i have noticed this more after a recent tourney, me and my regular friends tend to know what we have to do in a game so we have a 'rough' idea of how to play it, things slow down a tad when things get interesting- usually very interesting and sometimes downright saucy (in game terms that its- there is nothing like the best laid turn plans going balls up when the dice refuse to do anything...). So at a tourney our turns are quite quick then we have plenty of time to ponder what to do next turn as our opponent fumbles around and sometimes doing the things that you partially predicted...
though we do bend things a little like asking if we can do the run move in the movement phase, it saves a little time and you remember to do it.
Aye, I often play alone and used to play 3k plus battles (full company of Space Marines vs Chaos + Orks), used to get a battle like that done in just 3 hours, with victories going roughly equal to both sides.
Yeah, the thing that takes so long is not actually the implementation of the rules but people having to check their codices and the BRB, think about what they're doing, choose which models to shoot where and so on. I don't really think house rules can do much to speed that up, you just need to find someone who knows their list and their strategy very well (I try to be very familiar with all my army lists and know exactly how I want to win before I go into a game, just so that we don't spend hours not doing anything).
Hear you on that, I like AB for that, as it does print most of the main info you need, and anything else is usually at least a page no. so you can find it more quickly. But yes it does help to know your army well. I find the guys that know their armies the best are the ones who run just 1 army. Followed by the ones who use 1 or 2 armies all the time.