Section 1 is my serious contribution to this thread, read that, section 2 is my less serious take on what needs to be changed.
I've said this before 6th came out. They need to change the weapon skill chart to make it more beneficial when units have incredibly high weapon skill. At this moment in time, something with WS 1 at min has a 33% chance to hit a something else in close combat even if it is out matched by a close combat monster. Said monsters have the max chance of 66% chance of hitting in close combat even when they overwhelmingly out match their opponent in close combat.
Let me give you an example. The Swarmlord, one of the Universe's most lethal close combat warrior, against a Gretchin, one of the Universe's most pathetic close combat warriors, gains no real benefit from the fact he has a massive advantage in WS. He only has 1/3rd more of a chance of hitting the sniveling little wretches in close combat. No matter how many wars and battles this creature has been through. How many great champions it has dueled with and won, dueled with a died. All the experience it has earned through out the ages in the art of dealing death in close quarters, it can still get whacked much easier than you think by a gretchin with a rent-a-wrench.
Higher weapon skills should be beneficial. Several things can be done,
1, Give them the fabled 2+ that ballistic skill has. Something that good in combat just shouldn't miss 1/3 of the time. Its just absurd. Hell go one further and make it swing both ways, something with WS 3 against something with WS 8 should hit on a 6+.
2, Or, give them re-rolls. These warriors spend hours perfecting their art of dealing death up close and personal. They practice so hard that the idea of them missing against an inferior combatant should be an alien concept to them.
3, Or, give them invulnerable saves against other close combat attacks based on how much better their weapon skill is. Give them a parry/dodge/weave save. A basic terminator with thunderhammer is going to be much more clumsy than a great duelist like Lucius of the Emperor's children. Lucius would easily be able to weave away from a hurtling hammer. A Bloodthirster would easily be able to bat away a power weapon from a less skilled opponent.
The weapon skill chart is easily the weakest part of the rules system fundamentally as it doesnt scale properly with attributes.
Finally, a whine list:
1, Write the new book from the perspective of the Tyranids.
2,Stop writing rule-books that revolve around Space Marines. Xenos in general really get shafted with new rules.
Secondly, dont write a rule-book for Space Marines, then let them trump the rules they dont like. Reserves on turn 1 are absolute rubbish.
3,(Selfish just for Nids change) remove Hammer and Anvil or change the deployment set up. I currently have to spend 2 turns running across no man's land with 6" move and having to decide whether to fire back with my crappy ranged units and whittle down the fire power coming at me or run a random distance while trying to survive another round of firing.
4, Make Psychic shooting easier, I have a lengthy response to this that I will post later, but to sum it up
4.1, Everything shouldn't be able to use the ability. A flat 6+ which can only get better is a major pain in the ass.
4.2, Projectile withfire powers should not be denied because it doesn't make sense that balls of destruction vanish into thin air just because some guy believes "if it isn't real it cant hurt me!"
4.3, Some tweaks to the rule can be made. Only other psychers can deny. Maybe introduce denial bubbles like shadow in the warp.
Even though you walk through the valley of the shadow of death, I'm there waiting... and your not coming out alive!
Last edited by Igni Ferroque; 02-02-14 at 01:50 AM.