My Local FAQs - Wargaming Forum and Wargamer Forums
Reply
 
LinkBack Thread Tools Display Modes
post #1 of 64 (permalink) Old 10-26-13, 11:38 PM Thread Starter
Rattlehead
 
MidnightSun's Avatar
 
Join Date: Feb 2009
Location: New Sheoth
Posts: 6,741
Reputation: 83
Default My Local FAQs

RULEBOOK:
'Open Topped Vehicles':
Add the following sentence: 'Due to their lighter construction and highly accessible crew compartments, hits from Explosions caused by open-topped vehicles take a -1 Strength penalty.

'Chaos Psychic Focus':
Add the following sentence: 'A model that uses Chaos Psychic Focus does not benefit from Psychic Focus'.

'Generating Psychic Powers':
Add the following sentence: 'A Psyker may not generate any power with a Warp Charge cost higher than his Mastery Level'.

DARK ANGELS:
Army Special Rules:
Add the following:
'Technological Relics: The ancient halls of the Rock contain many unknown manufacturing facilities jealously guarded from the eyes of the Adeptus Mechanicus by the sons of the First Legion. These technologies may account for the Dark Angel's unusual number of well-crafted Plasma weapons and precious suits of Tactical Dreadnought Armour. To represent this, all Plasma Pistols, Plasma Guns and Plasma Cannons, including the Plasma Gun element of a Combi-Weapon, in a Dark Angels army have the Master Crafted rule.'

'Armoury - Space Marine Bike':
Add the following rule: 'A Company Master mounted on a bike gains the Hit and Run, Scout and Skilled Rider special rules, as extensive training in the Second Company makes the Ravenwing Masters of the Dark Angels some of the most famed bikers in the galaxy'.

'Armoury - Terminator Weapons':
Replace with the following:
'A model in Terminator Armour may replace his Storm Bolter and/or melee weapon for any of the following:
Power Weapon for free
Lightning Claw for 5pts
Power Fist for 10pts
Thunder Hammer for 15pts'

'Vast Stasis Anomaly'
Ignore the last sentence of the FAQ entry.

Company Master:
Add 'Rites of Battle' to Special Rules. Reduce cost of Artificer Armour to 15pts.

Deathwing Terminators:
Reduce points cost to 41pts per model.

Deathwing Terminators: Options
Change the second bullet point to 'Any model may replace his Storm Bolter and Power Fist (or in the case of the Deathwing Sergeant, his Power Sword) with one of the following: Thunder Hammer and Storm Shield for 5pts; pair of Lightning Claws for free. This does not replace a Cyclone Missile Launcher.'

Tactical Squad: Options and Devastator Squad: Options
Add the following: 'Sergeants may choose wargear from the Special Issue Wargear section of the armoury, with the exception of a Bike, Jump Pack or Power Field Generator'.

Assault Squad: Options
Add the following: 'Sergeants may choose wargear from the Special Issue Wargear section of the armoury, with the exception of a Bike or Power Field Generator'.

Blade of Caliban:
Remove 'Unwieldy' from Type

Combat Shield:
Replace all with 'A Combat Shield adds +1 to the bearer's Armour Save (to a maximum of 2+)'. In addition, any weapon the model carries loses the Specialist Weapon rule if it had it. Increase points cost to 15pts

Shroud of Heroes:
Remove 'if the Bearer is on his own'. Reduce points cost to 40pts.

Monster Slayer of Caliban
Replace statline with the following:
Range: Melee
S: User
AP:2
Special: Instant Death, Master-Crafted

Power Field Generator:
Add the following: 'If the bearer is embarked upon a Transport Vehicle, only the vehicle in which he is being transported gains the benefit of the Invulnerable Save'.

Blacksword Missiles:
Change Strength to 7

Unrelenting Hunter:
Add the following sentence: 'The pilots of the Nephilim Jetfighters are supremely skilled at downing enemy aircraft. Any model that has been wounded by or suffered an Immobilised result from a Nephilim Jetfighter must re-roll successful Grounding Tests for the remainder of that phase.

Rift Cannon:
Change AP to 4

Perfidious Relic of the Unforgiven:
Replace Fear with Eternal Warrior

Flakk Missiles:
Reduce cost to 5pts in all instances.

SPACE MARINES:
Chapter Tactics (Raven Guard):
Add the following:
'These bonuses apply to models with Jump Packs, despite having the Bulky special rule'.

Terminator Squad and Terminator Assault Squad:
Reduce points cost to 38pts per model.

BLOOD ANGELS:
Terminator Squad and Terminator Assault Squad:
Reduce points cost to 38pts per model.

CHAOS SPACE MARINES:
Dark Apostle:
Reduce cost to 75pts

Daemon Prince:
Remove the sentence 'A Daemon Prince must be upgraded to one of the following'. Replace Daemon of Khorne, Daemon of Nurgle, Daemon of Slaanesh and Daemon of Tzeentch with Mark of Khorne, Mark of Nurgle, Mark of Slaanesh and Mark of Tzeentch respectively. Add 'Eternal Warrior' to Special Rules.

Boon Table:
Add the following to 'Dark Apotheosis': 'The character keeps any Chaos Rewards or Chaos Artifacts he originally had. Any other wargear is lost.'

Ahriman:
Reduce cost to 180pts

Lore of Tzeentch:
Replace Firestorm of Tzeentch with the following:
Range: 24"
Str: 5
AP: 5
Type: Blast, Pinning

Replace Gift of Chaos with the following: 'This is a Focussed Witchfire with a range of 18". The target must pass a Leadership test using three dice or be replaced with a Chaos Spawn model under your control. If the character was in a unit, the unit is immediately locked in combat with the Spawn. This power has no effect on Monstrous Creatures or Vehicles.' Change Warp Charge cost to 2.

Warpflame Strike:
Add the following: 'Units with this special rule may assault on the turn in which they Deep Strike, but must roll 3D6" for their charge distance and pick the two lowest results'.

Defiler:
Increase Weapon Skill and Initiative to 4. Reduce cost to 170pts.

Shatter Defences:
Add the following: 'This may be used on Fortifications. In the case of buildings, this rule will reduce the cover save bestowed by battlements to 5+.'

Lores of Chaos:
Replace with 'A model with no Mark of Chaos may roll on the Telepathy, Telekinesis and Pyromancy psychic tables. A model with Mark of Tzeentch may roll on the Divination and Lore of Tzeentch tables, a model with Mark of Nurgle may roll on the Biomancy and Lore of Nurgle tables, and a model with Mark of Slaanesh may roll on the Telepathy and Lore of Slaanesh tables.'

Flakk Missiles:
Reduce cost to 5pts per model in all instances.

Meteoric Descent:
Add the following: 'If the Heldrake is Shaken or Stunned, it may not Vector Strike'

DARK ELDAR
Dodge:
Replace 'wounds caused by close combat attacks' with 'wounds caused in the assault phase'.

Quicksilver Dodge:
Replace 'wounds caused by close combat attacks' with 'wounds caused in the assault phase'.

Gnarlskin:
Add the following: 'In addition, the horrific array of burns, stitches and injections taken by the Coven's servants grant +1 to the model's Feel No Pain save if applicable.

Army Special Rules:
Add the following: 'Battle Frenzy - the Dark Kin, while a debased and corrupted mockery of the graceful Eldar of the Craftworlds, retain reflexes like lightning. When married to their powerful combat drugs and unquenchable thirst for pain, this blurring dexterity make the Dark Eldar fight as murderous blurs of shadow. Dark Eldar units with this rule may always charge, even if they had fired Rapid Fire or Heavy Weapons or Run that turn. This rule applies to all units in the Codex except Urien Rakarth, Haemonculi, Haemonculi Ancients, Grotesques, Wracks, Talos Pain Engines and Cronos Parasite Engines.'

NECRONS:
Lychguard:
Reduce cost of Hyperphase Swords and Dispersion Shields to 0pts.

Catacomb Command Barge:
Add this option to the following Army List entries: Anrakyr the Traveller, Imhotekh the Stormlord, Nemesor Zandrekh, and Trazyn the Infinite.

Gauntlet of Fire:
Reduce cost to 0pts in all instances

Flayed Ones:
Reduce cost to 8pts per model

ELDAR:
Wave Serpent, Energy Shield:
Add the following: 'Shots fired using the Energy Shield do not benefit from the re-rolls to hit granted by the Laser Lock special rule'.

ORKS:
Kaptin Badrukk:
Increase Strength and Toughness to 5 and increase Wounds to 3. Add the 'Waaagh!' special rule. Increase points cost to 150pts.
Replace with the following:
Range: 24"
Str: 7
AP: 2
Type: Assault 2, Blast, Gets Hot!

Boss Zagstruk, 'Da Vulcha's Klaws':
Replace with the following: 'On any turn in which Boss Zagstruk charges into combat, he gains the Smash special rule.

Ork Boyz, Eavy Armour:
Reduce cost to 3pts per model.

Trukk, Ramshackle:
Replace with the following: 'Trukks are often covered in piles of junk and scrap metal, glyphs and totems proudly bolted on by the Trukk's owners. An incoming shot is almost equally likely to blow off a piece of useless metal as to destroy a vital component of the vehicle. A Trukk has a 5+ Invulnerable Save against any weapon with a Strength value of 7 or lower."

Killa Kanz:
Reduce points cost to 40pts per model. Increase Grotzooka to 10pts per model, reduce Skorcha to Free.

Gorkanaut:
Add 'Assault Vehicle'. Replace 'Two Rokkit Launchas' with 'Two Twin-Linked Rokkit Launchas'.

Morkanaut:
Add 'Assault Vehicle'. Replace 'Two Rokkit Launchas' with 'Two Twin-Linked Rokkit Launchas'.

Warlord Trait 'Might is Right':
Add: 'In addition, the Warlord only suffers a -2 Initiative penalty from a weapon with the Unwieldy special rule, rather than being reduced to I1'.

Killcannon:
Increase range to 36".

Cybork Body:
Replace with the following: 'A model with a Cybork Body gains +1 to any Feel No Pain rolls it makes. If the model does not have Feel No Pain, it gains the Feel No Pain (6+) special rule'.

Deff Rolla:
Replace the first and second sentences with the following: 'If a vehicle with a Deff Rolla makes a Tank Shock or Ram, the target unit must take an Initiative test or suffer D3 Str10 AP- hits with the Ignores Cover special rule. Vehicles are hit automatically.'

Finkin Cap:
Increase cost to 15pts

Da Lucky Stikk:
Add the following - 'A model in Mega Armour may not use the Lucky Stikk to re-roll failed Armour Saves, but he may use it to re-roll Hits and Wounds as normal'.

Da Krunch:
Replace with the following:
Warp Charge 2
Range: 24"
Str: 8
AP: 5
Type: Assault 1, Large Blast, Barrage

Mob Rule:
Change 'failed Morale or Pinning check' with 'failed Morale, Pinning or Fear check'.

Mek Gunz:
Increase points cost to 20pts per model. Increase cost of Kustom Mega-Kannon to 15pts.

Creator of Utilitarian Ultramarines Memes - join the XIII on Facebook (no XVII allowed).

Last edited by MidnightSun; 08-24-14 at 02:01 PM.
MidnightSun is offline  
Sponsored Links
Advertisement
 
post #2 of 64 (permalink) Old 10-27-13, 12:18 PM
Senior Member
 
neferhet's Avatar
neferhet's Flag is: Italy
 
Join Date: Oct 2012
Location: Over the rainbow
Posts: 3,694
Reputation: 57
Default

Quote:
Originally Posted by MidnightSun View Post
'Challenges':
Add the following sentence: 'Such is the awe and fear inspired by two champions locked in mortal combat, any wounds caused in excess of a model's wound count still count for the purposes of combat resolution, as the unfortunately outclassed loser's comrades have their spirit well and truly crushed'.

Totally agree with this.

'Open Topped Vehicles':
Add the following sentence: 'Due to their lighter construction and highly accessible crew compartments, hits from Explosions caused by open-topped vehicles take a -1 Strength penalty.

And this is awesome, man. Logical and useful.

'Flying Monstrous Creatures':
Reduce AP of hits caused by Grounding to -. Flying Monstrous Creatures may assault models with the Hard to Hit rule, but if they do so the target counts as WS10.

wouldnt this make even more stronger the monstrous flying creatures? not bad, btw.

'Seize the Initiative':
Remove this rule.

'Reserves':
Replace 'up to half of their units (rounding up)' with 'any number of units'.

this two i cannot understand why. Seize the initiative is a good way to have some randomness in the game. it can change the outcome of a game, that filthy "6"!! And reserves, why? it is not very funny to have the enemy beginning without a single model on the field... ii'd like to know your thoughts on this two

The Legion of Perfects Project

Quote:
Originally Posted by Lux View Post
The calls of Slaneesh stir so deeply within me, as if I was birthed from the very essence of it. For my ambition to infinitely ascend above all is never ending, like fire within it burns me to ever cindering ash. Lord of light and ascension is who I am, realities burn to ash at my very passing. My luminescence is unparalleled for I am luminosity itself, all light is but a shadow of my silhouette
neferhet is offline  
post #3 of 64 (permalink) Old 10-27-13, 01:53 PM Thread Starter
Rattlehead
 
MidnightSun's Avatar
 
Join Date: Feb 2009
Location: New Sheoth
Posts: 6,741
Reputation: 83
Default

Quote:
Originally Posted by neferhet View Post
this two i cannot understand why. Seize the initiative is a good way to have some randomness in the game. it can change the outcome of a game, that filthy "6"!! And reserves, why? it is not very funny to have the enemy beginning without a single model on the field... ii'd like to know your thoughts on this two
Seize the Initiative is just a random 'Here, your plan doesn't work anymore', and gives a huge disadvantage that you cannot really plan for.

Reserves is changed because Deathwing Assault armies, old-style Daemons and Sky Serpents DE are cool fluffy armies that can't be done anymore, and being able to put your entire army in reserves is hardly overpowered. Being able to suddenly zoom your entire army onto the board is pretty awesome, and mitigates the fact that getting First Turn is always good, because your opponent will always have *something* you can shoot.

Creator of Utilitarian Ultramarines Memes - join the XIII on Facebook (no XVII allowed).

Last edited by MidnightSun; 04-26-14 at 11:10 AM.
MidnightSun is offline  
 
post #4 of 64 (permalink) Old 10-27-13, 01:58 PM
Senior Member
 
neferhet's Avatar
neferhet's Flag is: Italy
 
Join Date: Oct 2012
Location: Over the rainbow
Posts: 3,694
Reputation: 57
Default

I see the reserves point. I agree, mostly. But a limitation should be used, don't you think? say: " at least a unit every four must be placed on the field"

About the "Seize the.." is it not a good thing? a twist, an improbable odd against you. isn't this the stuff of legends? ;)
For competitive games i do agree, that should go away, but in casual games it can cause some laughs! (and curses...)

The Legion of Perfects Project

Quote:
Originally Posted by Lux View Post
The calls of Slaneesh stir so deeply within me, as if I was birthed from the very essence of it. For my ambition to infinitely ascend above all is never ending, like fire within it burns me to ever cindering ash. Lord of light and ascension is who I am, realities burn to ash at my very passing. My luminescence is unparalleled for I am luminosity itself, all light is but a shadow of my silhouette
neferhet is offline  
post #5 of 64 (permalink) Old 10-27-13, 02:25 PM Thread Starter
Rattlehead
 
MidnightSun's Avatar
 
Join Date: Feb 2009
Location: New Sheoth
Posts: 6,741
Reputation: 83
Default

I have both won and lost games on account of Seize the Initiative. It's like losing because there's a massive unit of Screamers who wreak havoc, and when you finally tie them down with an assault unit and beat up loads of them, they roll double 1s, all come back to life, and Hit and Run their asses away. Losing to random dice rolls really sucks

Seize the Initiative is a bit better if the roll takes place after Defensive Actions (you get a phase before the first turn to Jink/pop smoke/cast Blessings), but I still don't like it.

Creator of Utilitarian Ultramarines Memes - join the XIII on Facebook (no XVII allowed).

Last edited by MidnightSun; 04-26-14 at 11:11 AM.
MidnightSun is offline  
post #6 of 64 (permalink) Old 10-27-13, 02:56 PM
Senior Member
 
falcoso's Avatar
 
Join Date: Apr 2012
Posts: 1,384
Reputation: 23
Default

I Aggree with most things, and there are always mixed opinions about seize the initiative. My only suggestion is that for the defensive phase, the flyer monstrous creature being able to change flight mode be removed, as it makes he rule where a FMC can't start the game in swoop (or glide, I can't remeber which is the proper flying one) redundant, its a bit like being able to start a hovering flyer on the board and then change it to zoom straight away.

Also it might be worth tweaking it so that defensive phase jink is just a 6+ and psykers can only use one blessing, I understand that it is to reduce the person who goes first gets first blood thing, but then it makes going second better. The main reason someone chooses to go first is that they want to kill stuff first or spread out quickly, but to do that they give up the ability to be able to plan where they go depending on where the enemy deploys.

Alternatively the defensive phase replaces seize the initiative but it ocurs on a 4+?

ON a side note, is the rule that if a player has no models on the board the game ends rule still in use with the ability to put everything in reserve? My thoughts would be no/ at least 1 unit has to be on the board/ no but only for the first turn

Me: To be honest im amazed there isn't a chaos god of not revising or at least chaos god of procrastination

MidnightSun: There will be, when enough people do it. Y'know when the Eldar were all engaging in their hedonism and Slaanesh ripped open the Eye of Terror with his creation? Slaanesh will have NOTHING on the God of Procrastination, and his vile minions will carve the galaxy asunder in a thousand year reign of blood.... Tomorrow

Last edited by falcoso; 10-27-13 at 03:00 PM.
falcoso is offline  
post #7 of 64 (permalink) Old 10-27-13, 03:33 PM
Senior Member
 
Fallen's Avatar
Fallen's Flag is: USA
 
Join Date: Oct 2008
Location: Ohio
Posts: 3,689
Reputation: 19
Default

Quote:
Originally Posted by MidnightSun View Post
RULEBOOK:
'Defensive Action':
Before the beginning of the First Turn, there is an additional phase called the 'Defensive Actions Phase'. During this phase, Vehicles may use Smoke Launchers if they have them, models may count as moving for the purposes of the Jink special rule for the first player of the game, Flying Monstrous Creatures may enter Swoop Mode, and Psykers may cast Blessings.

No, It is not needed.

'Flying Monstrous Creatures':
Reduce AP of hits caused by Grounding to -. Flying Monstrous Creatures may assault models with the Hard to Hit rule, but if they do so the target counts as WS10.

Excuse me since it has been forever since I have played/looked through the rules - but is "Hard to Hit" the rule that applies to flyers requiring snap shots? If that is the case then I am sold on this.

'Seize the Initiative':
Remove this rule.

No, it is not worth changing.

'Reserves':
Replace 'up to half of their units (rounding up)' with 'any number of units'.

I assume that the clause of "if you have no models left of the field then you lose" is still in effect? Then I can totally agree with this.
Combat Shield:
Replace all with 'A Combat Shield adds +1 to the bearer's Armour Save (to a maximum of 2+)'. In addition, any weapon the model carries loses the Specialist Weapon rule if it had it. Increase points cost to 15pts

what is this otherwise? a 6++? if it was "in addition to" I think that it would be worth the 15pts, otherwise Maybe 5-10.

CHAOS SPACE MARINES:
Dark Apostle:
Reduce cost to 75pts

Sold.

Daemon Prince:
Remove the sentence 'A Daemon Prince must be upgraded to one of the following'. Replace Daemon of Khorne, Daemon of Nurgle, Daemon of Slaanesh and Daemon of Tzeentch with Mark of Khorne, Mark of Nurgle, Mark of Slaanesh and Mark of Tzeentch respectively. Add 'Eternal Warrior' to Special Rules.

Sold.

Boon Table:
Add the following to 'Dark Apotheosis': 'The character keeps any Chaos Rewards or Chaos Artifacts he originally had. Any other wargear is lost.'

Sold.

Ahriman:
Reduce cost to 180pts

Sold.

Lore of Tzeentch:
Replace Firestorm of Tzeentch with the following:
Range: 24"
Str: 5
AP: 5
Type: Blast, Pinning

Replace Gift of Chaos with the following: 'This power targets a single model, friendly or enemy, within 3" of the caster. The target immediately rolls on the Boon table. If the target model does not have the Champion of Chaos rule, it automatically receives a 'Spawnhood' result.'

I would rather have the old school one, where you could spawn anything pending a toughness test; I also would like to have a generic "chaos" psy table, but the Tzeentch one allows you to reroll on the boon table, if you have the champion of chaos rule.

Warpflame Strike:
Add the following: 'Units with this special rule may assault on the turn in which they Deep Strike, but must roll 3D6" for their charge distance and pick the two lowest results'.

I would say that it should be AP D6.

Defiler:
Increase Weapon Skill and Initiative to 4. Reduce cost to 170pts.

Sold.

Shatter Defences:
Add the following: 'This may be used on Fortifications. In the case of buildings, this rule will reduce the cover save bestowed by battlements to 4+.'

Sold.

Lores of Chaos:
Replace with 'A model with no Mark of Chaos may roll on the Telepathy, Telekinesis and Pyromancy psychic tables. A model with Mark of Tzeentch may roll on the Divination and Lore of Tzeentch tables, a model with Mark of Nurgle may roll on the Biomancy and Lore of Nurgle tables, and a model with Mark of Slaanesh may roll on the Telepathy and Lore of Slaanesh tables.'

Sold.

Flakk Missiles:
Reduce cost to 5pts per model in all instances.

Sold.

Meteoric Descent:
Add the following: 'If the Heldrake is Shaken or Stunned, it may not Vector Strike'

Sold.

Midnight
----

Have you thought about doing a FAQ for all the factions?

Quote:
Originally Posted by neilbatte
if you squint the Sigmar stuff doesn't all look like the love children from a Necron and Blood Angel orgy.
Fallen is offline  
post #8 of 64 (permalink) Old 10-27-13, 05:28 PM
Senior Member
 
Sethis's Avatar
Sethis's Flag is: United Kingdom
 
Join Date: Jun 2009
Location: Alston, Cumbria
Posts: 4,190
Reputation: 58
Default

I like most of them, but having no reserves limit and removing Seizing simply means a return to 5th Ed where null deployments were common. Even more so now that you arrive on a 3+ instead of 4+.

"Oh, you won first turn? Guess I'll reserve everything then" was common in 5th, even without the advantages your FAQ provides. I think the simple addition of the Defensive Phase mitigates Seizing enough all by itself (a mechanic I hate as much as you).

Perhaps a more balanced approach would be "Models with the Deep Strike special rule do not count towards reserve limits" so DoA, DW and Drop Raiders become more viable again - i.e. armies specifically designed around that tactic?

90% of people think they are above average.

Statistically Improbable. Psychologically Inevitable.
Sethis is offline  
post #9 of 64 (permalink) Old 10-27-13, 06:50 PM Thread Starter
Rattlehead
 
MidnightSun's Avatar
 
Join Date: Feb 2009
Location: New Sheoth
Posts: 6,741
Reputation: 83
Default

Quote:
Originally Posted by Fallen View Post
Excuse me since it has been forever since I have played/looked through the rules - but is "Hard to Hit" the rule that applies to flyers requiring snap shots? If that is the case then I am sold on this.
Yes - this allows Flying Monstrous Creatures to assault Flyers, but the Flyer is treated as WS10 instead of WS1. RAW, it also means you have mid-air battles between FMCs, both at WS10, so I think I'll change the wording a bit.

Quote:
Originally Posted by Fallen View Post
No, It is not needed.
Any reason why? If you're a Dark Eldar player and you get the roll to go first, deploy appropriately, and get Seized, you're probably going to lose.

Quote:
Originally Posted by Fallen View Post
I would rather have the old school one, where you could spawn anything pending a toughness test; I also would like to have a generic "chaos" psy table, but the Tzeentch one allows you to reroll on the boon table, if you have the champion of chaos rule.
Well this one either gives you Boons, or is like the old version sans toughness test. It just points at a model and Spawns them. Almost too good, but only 3" range, so you have to be in combat to use it, pretty much.

Quote:
Originally Posted by Fallen View Post
what is this otherwise? a 6++? if it was "in addition to" I think that it would be worth the 15pts, otherwise Maybe 5-10.
Yeah - although I think 5/10pts for Artificer Armour and +1 Attack on Specialist Weapons is probably a little to good for the points. 15pts, maybe.

Quote:
Originally Posted by Fallen View Post
Have you thought about doing a FAQ for all the factions?
I've done CSM, Grey Knights, Dark Angels, and some other race. They're all swimming around the sub-forum somewhere.

Quote:
Originally Posted by falcoso View Post
Also it might be worth tweaking it so that defensive phase jink is just a 6+ and psykers can only use one blessing, I understand that it is to reduce the person who goes first gets first blood thing, but then it makes going second better. The main reason someone chooses to go first is that they want to kill stuff first or spread out quickly, but to do that they give up the ability to be able to plan where they go depending on where the enemy deploys.
6+ Jink is completely worthless. With Defensive Action, the player who gets first turn gets his Flyers in first, gets to shoot more effectively since he has more guns, gets slightly better board control if both armies are equally mobile (because he who moves first can dominate the field first), while the player who gets second turn gets the last turn for objective-capping, Flyers in second (if they're anti-Flyer flyers) and reactive deployment. Pretty much balanced.

Quote:
Originally Posted by Sethis View Post
I like most of them, but having no reserves limit and removing Seizing simply means a return to 5th Ed where null deployments were common. Even more so now that you arrive on a 3+ instead of 4+.

"Oh, you won first turn? Guess I'll reserve everything then" was common in 5th, even without the advantages your FAQ provides. I think the simple addition of the Defensive Phase mitigates Seizing enough all by itself (a mechanic I hate as much as you).
Good point.

Quote:
Originally Posted by Sethis View Post
Perhaps a more balanced approach would be "Models with the Deep Strike special rule do not count towards reserve limits" so DoA, DW and Drop Raiders become more viable again - i.e. armies specifically designed around that tactic?
That's great. Edited.

Creator of Utilitarian Ultramarines Memes - join the XIII on Facebook (no XVII allowed).
MidnightSun is offline  
post #10 of 64 (permalink) Old 10-27-13, 07:47 PM
Senior Member
 
neferhet's Avatar
neferhet's Flag is: Italy
 
Join Date: Oct 2012
Location: Over the rainbow
Posts: 3,694
Reputation: 57
Default

Some good casual brainstorming here, lads.

The Legion of Perfects Project

Quote:
Originally Posted by Lux View Post
The calls of Slaneesh stir so deeply within me, as if I was birthed from the very essence of it. For my ambition to infinitely ascend above all is never ending, like fire within it burns me to ever cindering ash. Lord of light and ascension is who I am, realities burn to ash at my very passing. My luminescence is unparalleled for I am luminosity itself, all light is but a shadow of my silhouette
neferhet is offline  
Reply

  Lower Navigation
Go Back   Wargaming Forum and Wargamer Forums > Warhammer 40K > 40k Rules Discussion > Houserules and Homebrews

Quick Reply
Message:
Options

Register Now



In order to be able to post messages on the Wargaming Forum and Wargamer Forums forums, you must first register.
Please enter your desired user name, your email address and other required details in the form below.

User Name:
Password
Please enter a password for your user account. Note that passwords are case-sensitive.

Password:


Confirm Password:
Email Address
Please enter a valid email address for yourself.

Email Address:
OR

Log-in










Thread Tools
Show Printable Version Show Printable Version
Email this Page Email this Page
Display Modes
Linear Mode Linear Mode



Posting Rules  
You may post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

 
For the best viewing experience please update your browser to Google Chrome