Hi folks, this is my first post, and I hope you all enjoy. The purpose of this post is two-fold, first, I just felt like sharing the few things that I've brewed up that I think are improvements on the game. These House Rules might be used when y'all play in friendly games, and might even increase the fun you have. Second, I really think the evolution of Warhammer 40K through the years since its origin in Rogue Trader (back when I joined the hobby in 87-88) has been tremendous. The rules and game mechanics are so much improved; I am really impressed with this newest version. However, the rules still have room for improvement, and I'd like to offer some suggestions.
As a note before I begin, I'm using an Issue, Discussion, Recommendation format that I am familiar with, and believe is useful for these types of postings. Also, I am foremost a Space Marine player (Space Wolves, Blood Angels, and Grey Knights), but also have a sizeable Ork contingent. My recommendations are in no way intended to advantage either of these, or any other, Army. Inadvertant game imbalances my result from implementation, but those should be rectified in various codex adjustments, as necessary (if GW were to actually take my advice, which is unlikely).
Let's begin with the House Rules:
1. Issue: the ‘Gets Hot’ rule (BBB, pg. 30).
Discussion: Plasma weapons have the potential to overheat and wound the firer; additionally, the likelihood increases when multiple shots are fired (e.g. rapid firing). This adds a negative feature to a few weapons that is completely unnecessary. Most weapons with the ‘Gets Hot’ rule are already appropriately priced, and their selection is appropriately limited in the army lists (Ork blastas, and Space Marine plasma weapons).
Recommendation: No more ‘Gets Hot’ rule.
2. Issue: Rapid Fire Weapons and Assault (BBB, pg. 29/36).
Discussion: The current version of the rules does not allow any model that fires a Rapid Fire weapon to assault that turn. This severely limits the flexibility of most armies’ tactical troops, for no apparent game balance benefit.
Recommendation: Models with Rapid Fire weapons that shoot may still assault that turn, but get no charge bonus to attacks (just like ‘True Grit’).
3. Issue: Rapid Fire Weapons Range (BBB, pg. 29)
Discussion: When a unit moves, the range of its rapid-fire weapons is reduced to 12 inches, the same as a pistols range. This degradation of range severely limits the tactical mobility of most armies’ tactical troops, and provides an excessive advantage to models with Assault weapons.
Recommendation: Models with Rapid Fire weapons may fire twice up to 12 inches, or once up to their maximum range, regardless of their movement that turn.
4. Issue: Firing Weapons (BBB, pg. 18/63)
Discussion: A unit (Independent Character, large creature, squad, vehicle, etc.) may target a single enemy unit in the Shooting phase. This rule was implemented to speed up the game (which used to go model-by-model when shooting). Under the current rules, shots are wasted by the either the special/heavy weapon trooper or the remainder of the unit. However, this restriction runs completely counter to the tactical purposes for integrating special and heavy weapons into squads. Troops with small arms and machine guns will continue to destroy or suppress enemy infantry or light vehicles while troops with anti-tank weapon systems focus on destroying enemy armored vehicles, bunkers, or likewise hardened targets. Similarly, tank and infantry fighting vehicle machine gunners will search for ‘soft’ targets (enemy infantry, rocket-propelled grenade and anti-tank guided missile teams), while the gunner of the primary weapon system searches for enemy armored vehicles.
Recommendation: Allow any unit (including vehicles) to split its fires between the nearest troop unit and the nearest Large Target (vehicles, artillery, or monstrous creatures); a Leadership test is still required to target anything other than the closest Large Target.
5. Issue: Firing Vehicle Weapons (BGB, pg. 63).
Discussion: The vehicle rules includes an unnecessary matrix to determine which weapons vehicles may fire, which depends on both vehicle type, and distance traveled in the movement phase. This table is unnecessary, and slows down game play by adding an additional process to the Shooting phase. Moving a tactical vehicle at combat speeds should not drastically reduce platform lethality.
Recommendation: Allow all vehicles to fire all of their weapon systems regardless of movement, up to 12 inches (walkers, of course, are still limited to 6 inches of movement).
6. Issue: Vehicle Damage Tables (BGB, pg. 67)
Discussion: The vehicle damage process is cumbersome; three separate damage tables are unnecessary. Simplification would help speed up the game.
Recommendation: The Ordnance table is not used. When rolling for armour penetration, the total must exceed the vehicle’s Armour Value to score a penetrating hit. A total that is equal to the vehicle’s Armour Value will no longer cause a glancing hit. The Glancing Hit table will only be used when a Penetrating Hit is scored on an Obscured target, on a skimmer moving over 6 inches in its previous movement phase, or when the weapon used to score the hit is classified as an AP–
weapon, which can only ever score glancing hits.
That's it for now. Your comments are welcome.
Regards,
Valerian
As a note before I begin, I'm using an Issue, Discussion, Recommendation format that I am familiar with, and believe is useful for these types of postings. Also, I am foremost a Space Marine player (Space Wolves, Blood Angels, and Grey Knights), but also have a sizeable Ork contingent. My recommendations are in no way intended to advantage either of these, or any other, Army. Inadvertant game imbalances my result from implementation, but those should be rectified in various codex adjustments, as necessary (if GW were to actually take my advice, which is unlikely).
Let's begin with the House Rules:
1. Issue: the ‘Gets Hot’ rule (BBB, pg. 30).
Discussion: Plasma weapons have the potential to overheat and wound the firer; additionally, the likelihood increases when multiple shots are fired (e.g. rapid firing). This adds a negative feature to a few weapons that is completely unnecessary. Most weapons with the ‘Gets Hot’ rule are already appropriately priced, and their selection is appropriately limited in the army lists (Ork blastas, and Space Marine plasma weapons).
Recommendation: No more ‘Gets Hot’ rule.
2. Issue: Rapid Fire Weapons and Assault (BBB, pg. 29/36).
Discussion: The current version of the rules does not allow any model that fires a Rapid Fire weapon to assault that turn. This severely limits the flexibility of most armies’ tactical troops, for no apparent game balance benefit.
Recommendation: Models with Rapid Fire weapons that shoot may still assault that turn, but get no charge bonus to attacks (just like ‘True Grit’).
3. Issue: Rapid Fire Weapons Range (BBB, pg. 29)
Discussion: When a unit moves, the range of its rapid-fire weapons is reduced to 12 inches, the same as a pistols range. This degradation of range severely limits the tactical mobility of most armies’ tactical troops, and provides an excessive advantage to models with Assault weapons.
Recommendation: Models with Rapid Fire weapons may fire twice up to 12 inches, or once up to their maximum range, regardless of their movement that turn.
4. Issue: Firing Weapons (BBB, pg. 18/63)
Discussion: A unit (Independent Character, large creature, squad, vehicle, etc.) may target a single enemy unit in the Shooting phase. This rule was implemented to speed up the game (which used to go model-by-model when shooting). Under the current rules, shots are wasted by the either the special/heavy weapon trooper or the remainder of the unit. However, this restriction runs completely counter to the tactical purposes for integrating special and heavy weapons into squads. Troops with small arms and machine guns will continue to destroy or suppress enemy infantry or light vehicles while troops with anti-tank weapon systems focus on destroying enemy armored vehicles, bunkers, or likewise hardened targets. Similarly, tank and infantry fighting vehicle machine gunners will search for ‘soft’ targets (enemy infantry, rocket-propelled grenade and anti-tank guided missile teams), while the gunner of the primary weapon system searches for enemy armored vehicles.
Recommendation: Allow any unit (including vehicles) to split its fires between the nearest troop unit and the nearest Large Target (vehicles, artillery, or monstrous creatures); a Leadership test is still required to target anything other than the closest Large Target.
5. Issue: Firing Vehicle Weapons (BGB, pg. 63).
Discussion: The vehicle rules includes an unnecessary matrix to determine which weapons vehicles may fire, which depends on both vehicle type, and distance traveled in the movement phase. This table is unnecessary, and slows down game play by adding an additional process to the Shooting phase. Moving a tactical vehicle at combat speeds should not drastically reduce platform lethality.
Recommendation: Allow all vehicles to fire all of their weapon systems regardless of movement, up to 12 inches (walkers, of course, are still limited to 6 inches of movement).
6. Issue: Vehicle Damage Tables (BGB, pg. 67)
Discussion: The vehicle damage process is cumbersome; three separate damage tables are unnecessary. Simplification would help speed up the game.
Recommendation: The Ordnance table is not used. When rolling for armour penetration, the total must exceed the vehicle’s Armour Value to score a penetrating hit. A total that is equal to the vehicle’s Armour Value will no longer cause a glancing hit. The Glancing Hit table will only be used when a Penetrating Hit is scored on an Obscured target, on a skimmer moving over 6 inches in its previous movement phase, or when the weapon used to score the hit is classified as an AP–
weapon, which can only ever score glancing hits.
That's it for now. Your comments are welcome.
Regards,
Valerian