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post #91 of 646 (permalink) Old 04-27-17, 09:27 PM
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Don't like the running rule, rolling a dice for random extra inches is poo to be honest, running should be either double the movement distance or movement plus half
It's definitely a hold over that seems to be a part of a lot of wargames. Like its traditional to have that random extra on a charge. Your idea would make sense. Expanding on it a bit, double normally and half again over difficult terrain. That's what I'd like to see. Makes charging a more predictable option.

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post #92 of 646 (permalink) Old 04-28-17, 01:30 AM
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post #93 of 646 (permalink) Old 04-28-17, 02:00 AM
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post #94 of 646 (permalink) Old 04-28-17, 03:56 AM
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I read.... somewhere, that this is dropping early June with a starter set including the Death Guard vs Space Marines.

Not sure how credible the source was considering I can't even recall it.
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post #95 of 646 (permalink) Old 04-28-17, 04:43 AM
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Don't like the running rule, rolling a dice for random extra inches is poo to be honest, running should be either double the movement distance or movement plus half
You are aware that running has been in the game for a little while now right? The biggest difference now is that instead of being something you declare in the shooting phase, its declared in the movement phase. Otherwise its always been a die roll for extra movement at the cost of shooting (unless your Eldar and using battle focus.)
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post #96 of 646 (permalink) Old 04-28-17, 05:05 AM
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I read.... somewhere, that this is dropping early June with a starter set including the Death Guard vs Space Marines.

Not sure how credible the source was considering I can't even recall it.
3th of June (pre-order) to be precise and the content of starter should be indeed DG vs UM (with new rescaled marines)
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post #97 of 646 (permalink) Old 04-28-17, 07:38 AM
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You are aware that running has been in the game for a little while now right? The biggest difference now is that instead of being something you declare in the shooting phase, its declared in the movement phase. Otherwise its always been a die roll for extra movement at the cost of shooting (unless your Eldar and using battle focus.)
Running existed in 2nd edition 40k and earlier editions of fantasy precisely as some movement. Troops running (or marching the fantasy equivalent) would double their move distance at the cost of shooting that turn.

It was a good mechanic. Much better than the "roll a die" method.

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post #98 of 646 (permalink) Old 04-28-17, 08:53 AM
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Originally Posted by darkreever View Post
You are aware that running has been in the game for a little while now right? The biggest difference now is that instead of being something you declare in the shooting phase, its declared in the movement phase. Otherwise its always been a die roll for extra movement at the cost of shooting (unless your Eldar and using battle focus.)

Oh very aware pal, I'm just still annoyed by it, and like a Dwarf I can hold a grudge over something small. I think the random nature of it though is just a poor game mechanic

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post #99 of 646 (permalink) Old 04-28-17, 08:59 AM
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I would hazard a guess that it is to help reduce 1st turn pile ins by quick armies. They can't do much to make the board size bigger at this point. I assume Calvary and other quick options are going to still be around 12 inches. If they​ had a flat move like your talking it would easily lead to 1st turn munching of units before the other side could even get a turn.

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post #100 of 646 (permalink) Old 04-28-17, 09:01 AM
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Running existed in 2nd edition 40k and earlier editions of fantasy precisely as some movement. Troops running (or marching the fantasy equivalent) would double their move distance at the cost of shooting that turn.

It was a good mechanic. Much better than the "roll a die" method.
I remember the days of 7th ed Fantasy, and the group of gamers who played it precisely because they loved how predictable the game was. Fucked if I know why. Things like movement and charging were a given and the whole thing became a game of glorified chess as both players tried to get their regiments into the right spot to take each other out. Magic dice were a fixed amount and people would tailor their lists to know exactly how many dice they'd have and know in advance which lores and spells they'd use over the course of the game. Rolling dice became little more than a formality, and three out of five games could be predicted after deployment.

Adding more random elements to the game took away that predictability, forced players to rethink strategies and have contingency plans, and this is where the bulk of WHF players in my circle quit the hobby.

40k going to random charge distance and random psychic powers resulted in much the same thing. A bunch of people fretting and complaining that their once unbeatable army had been hit with the nerfs and they couldn't play anymore. Of course what they really meant was they couldn't auto win anymore, so naturally that meant the game had turned to utter shite.

I love the extra elements of randomization specifically because it destroys that kind of playing.


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