- Hayden wrote:
- ... but we change some rules we will be rewriting losts of rules but anyway we will be sending you some suggestions also we decided that assaulting models gets 1+A like in 40k because we created some custom squads which are specialised on close combat and can be owned by squad like orkz
I'm glad you had no problem learning the game. If you play Mordheim or Necromunda you have 85% down... its the little things that will get you!
While you are free to change any rules you see fit (and we will be very happy to get any suggestions), be careful when you tweak things around. We already consider and tested many things, some simply do not fit while others just change the type of game. For example, adding a +1 Attack to anyone who initiates Assault (Close Combat) was suggested and tested. The end result was that the game was changed to an 'assault' game, resulting in those with speed (who can make it to Close Combat first) gaining the upper hand.
Instead of a massive ubber amount of attacks (like 4 per model
), the Critical Hit resolves a mathematical simile; a Gretchin can take down a fully equipped IG Captain! In 40k there is no concept of a Critical Hit. As a matter of fact, the combat is simplistic (at best)... you hit, you wound, you fail a Save, the model is dead. For us, there are MANY opportunities of survival as well as massive damage. When you fail a Save you are not 'dead'... you may be Knocked Down and stand up next round to keep on fighting. If you have other allies on that fight, you can not be targeted. Messing with this delicate balance does change the game.
Take an Ork Mob with a Nob, 2 'Ard Boyz, 1 Sneaky Boss (2 Attacks each) and 10 Boyz (1 Attack each). Now call upon the power of the Waaagh! and they are all within range, so they will Charge 10". Officers will have 3 Attacks, while Recruits will have 2 Attacks each; add to that that they have First Strike, because they are Assaulting. So in this DEADLY example, the Officers (with great HtH stats) have 15 attacks and the Boyz have 20. If you add your House Rule, that would be 20 attacks for Officers and 30 for Recruits. Games will degenerate to get Close, call upon Waaagh! and finish the game. I grant you is fun... but only for the Ork player. With so many attacks (4 per Officer) your chances for Critical hit increase substantially, and experience players will maximize results. No other Squad in the game can match that sheer number of attacks... especially since all the Orks have T4! Not convinced? We tried with the Eldar. Their Charge range is usually 10"... usually they tend to shot and run, to shoot some more. Because they could gain a +1 A, in our tests, the players changed their tactics to shot, wait and assault. Since the power was on numbers of fighters assaulting, even the Guardians jumped into the melee. Not very Eldar like, but effective in combat. If we have left the +1 Attack when Assaulting (just because 40k has it) it would be evident to many that is completely
.
Everything that we have done are balanced among each other as well as WiP Squads. Some of the incoming Squads are BRUTAL when they Charge... and their temporary boost is not an additional attack. An additional attack really messes with the Critical Hit Tables... which is designed so weaker fighter can take down powerful opponents.
I understand you and your group trying to 'adapt' some 40k rules... but you must remember that this is not '40k-with-fewer-models'. Instead it is a whole new beast. There are subtle changes that flip playability without the players noticing. By its nature, 40k is about sheer number of dice to 'equalize units'. Tyranid Gaunts can take down a Space Marine Chapter Master... 72 twin-linked shots (re-rolls failed to-hit) with living ammo (re-rolls failed to-wound) will make sure of that... regardless is a S3 weapon. If you add Critical Hits, they could take down tanks. :twist: Only I could dream!
Another example of a subtle change is the Declaration of Charge at the beginning of the Turn, but not moving the model. It really simulates Overwatch without the "I won't move until you move" collateral damage (that makes for long and boring games.) Same thing goes for weapons and Special Rules... little things that add up to a very different game.
So... change stuff away you guys want and have fun... just be careful! On your comment about specialized Close Combat units... cool!
Again, be careful. That Ork Toughness is a pain to balance... and intelligent players will move out of sight. Once you get close, a WS4, S4 & T4 with an Armor Save of 5+ is just plain abusive. My recommendation is to make the unit a Hired Gun, so you can test it out.