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If you could change the rules...

 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 17, 2018 10:17 pm 
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by putting two stat lines like dave does above 2.2.6 is still followed

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 Post subject: Re: If you could change the rules...
PostPosted: Thu Apr 19, 2018 1:13 am 
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jimmyzimms wrote:
by putting two stat lines like dave does above 2.2.6 is still followed
Not that it matters since it is theoretical at this point, but... How so?

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 Post subject: Re: If you could change the rules...
PostPosted: Mon Apr 23, 2018 8:19 pm 
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Good idea to start this thread :)

One thing I’d like to see (in addition to most above) is rewriting/updating the rules to include what is clarified in the FAQ and such.

And more universal special rules like Formation Leader/Inspiring for example.


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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 12:26 pm 
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Kyrt wrote:
jimmyzimms wrote:
by putting two stat lines like dave does above 2.2.6 is still followed
Not that it matters since it is theoretical at this point, but... How so?

Actually you're totally right. Nomenclature would work but the dice pool gets in the way.

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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 1:48 pm 
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Split reinforced armour saves.

E.G. Leman Russ 4+ RA would remain the same and become 4+/4+

But a Wave Serpent could be changed from 5+ RA to 5+/5+ or 4+/6+.

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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 1:50 pm 
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Tiny-Tim wrote:
Split reinforced armour saves.

E.G. Leman Russ 4+ RA would remain the same and become 4+/4+

But a Wave Serpent could be changed from 5+ RA to 5+/5+ or 4+/6+.


Yes, that would be a great thing indeed (I'm looking at you Wraithguards and Thousand Sons).

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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 2:30 pm 
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We did basically that in Exodus Wars to good effect. The nomenclature of just A:4+, RA is shorthand for 4+/4+ as well so it'd be backwards compatible in fact with existing list documents. The only time you'd need to specify then would be when it wasn't the same.

It's interesting this is the most common "tweak" people almost universally get behind in the game.

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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 3:04 pm 
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mordoten wrote:
Tiny-Tim wrote:
Split reinforced armour saves.

E.G. Leman Russ 4+ RA would remain the same and become 4+/4+

But a Wave Serpent could be changed from 5+ RA to 5+/5+ or 4+/6+.


Yes, that would be a great thing indeed (I'm looking at you Wraithguards and Thousand Sons).


Yeah I like that..

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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 3:17 pm 
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I'll be honest Ginger introduced this to me and I agree with him, that and using D10 instead of D6.

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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 5:10 pm 
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A long time ago I suggested a ‘heavy barrage’ special rule that would give a weapon with a BP characteristic +1 to hit on the barrage table.

It would be mainly for bomber aircraft and some super heavy barrage weapons.


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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 6:48 pm 
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semajnollissor wrote:
A long time ago I suggested a ‘heavy barrage’ special rule that would give a weapon with a BP characteristic +1 to hit on the barrage table.

It would be mainly for bomber aircraft and some super heavy barrage weapons.


I’m totally up for that. Making void ravens even better seems fine ;-)

Joking aside, that could be interesting for things like marauders.

I agree with Tim/Ginger on armour rolls

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 Post subject: Re: If you could change the rules...
PostPosted: Tue Apr 24, 2018 9:32 pm 
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lord-bruno wrote:
In order to declare enemy formations intermingled, all of them must have at least one unit in range (15cm) and LoS.


THIS!

And the countercharge change Mord described.

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 Post subject: Re: If you could change the rules...
PostPosted: Wed Apr 25, 2018 1:48 am 
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Even though EA functions finely as a game, over the years of watching others' and my own ponderings, I've come to think that the rules do have some deficiencies (some of which are mechanical problems, others about 'realism'), or at least some areas for tweaking.

* Multi-hit units, and especially big ones like titans. Unlike every other formation, WE don't really lose effectiveness as they come under fire, which makes them really hard to balance (and critical existence failure is always frustrating to fight against!).
* Army lists being constrained by activation points so strongly. I would prefer a system where command units gave activations rather than number of units, to give players a reason to actually interact with the chain of command but also to free list building a bit more. And you could implement things like passes more easily, and streamline how Commanders work into a unified system.
* Barrage hit allocation. A little one, but I think a simple fix so that the templates are used only to determine the number of hits and hit allocation is done as per normal shooting rules would streamline the process and eliminate 'barrage sniping'.
* Intermingled units may be hit by shooting attacks, if they become the next closest units. Although the current rules are a useful abstraction, it's always seemed strange that you'd magically stop firing on half a blob of enemy contacts based on the enemy's organisation strategy.
* Transport formations able to carry other formations, like WE transports can. The poor Land Raider formations get lonely!
* Armour save clarifications/improvements in general. Like the splitting of RA saves, making a 'macro-lite' armour save-ignoring rule that can be applied to a weapon without the other Macro effects, and an explicit rule coving armour save modifiers.
* 2D6 rolls for Initiative checks. It's a one-off roll, after all, why not give some more granularity?
* Formation splitting/combining. I'm not sure how it would work in practice, but it seems realistic to me that a heavily damaged formation would come under the command of an intact one (and maybe could work for formations that dismount to enter a city?).
* Spaceships have always seemed a bit clunky to me. Maybe because I like Battlefleet Gothic and EA strips them back so much?

Anyways, these are some of the thoughts I've had: hopefully they stimulate some thought! The past thread on rules changes was quite an interesting read, and, both here and there, there are lots of interesting ideas. Even if main EA stayed the same and the main set of rules used, it would be really cool if an 'EA 2.0' effort had all the experience and nous of experienced players available.

For the dice used: I actually prefer D6s because of their practicality, and I'm not sure if greater granularity in most parts of the game would actually make a meaningful difference. And Initiative tests can be done with multiple D6s because you only do one at a time anyway. Alas, in my case, the moment I tell my friends that this nifty Epic game needs D10s or another esoteric die, they'll be instantly unenthusiastic.

One final note to my lengthiness: on the topic of the flyer rules, I am yet another uninformed innocent. What's so bad about the current rules, and what would make for better ones? I'm willing to be enlightened! :D


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 Post subject: Re: If you could change the rules...
PostPosted: Sun Sep 02, 2018 6:04 pm 
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Finally been let in.

Mwahahaha... You poor fools...

Ahmmm...

Anyway... I know this is a bit of an old thread, but I do want to add one thing. Well... Two, really, but one is pretty vague so...

If I could change a rule - just a single rule - it would be to do away with the action test. No, no, no... Please hear me out before tearing my head off...

When I play, I play to have fun, to drink beer and eat chips and have a good time with my friends. And if there's one rule that gets in the way of that, it's the action test. It's a single D6, yet it can have huge repercussions, not just for this turn but for all the following turns. In particular, I remember a game where I simply could not control my Orks. Failed a horrible amount of rolls that day. Couldn't assault... Couldn't rally... Could only howl in frustration as my opponent took my army apart, bit by bit, with me being unable to do anything about it whatsoever.

Sure, that sort of stuff happens pretty rarely, but my point is: it shouldn't happen at all.

So I would like to see the rule removed entirely. Or, at the very least, only used when rallying or trying to retain the initiative. Otherwise, simply move a unit at a time, with the player having fewer non-activated units being allowed to pass, should he want to.

On more vague lines, I would like to go over the army lists to... I don't know... Spice them up a bit, I suppose...

Some army lists seems strangly... Uninspired... Underwhelming... Take chaos, for example. We know that they have titan legions at their command, so why is a Banelord the only titan they have?


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 Post subject: Re: If you could change the rules...
PostPosted: Fri Sep 14, 2018 8:00 am 
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I posted a reply here moments ago and then deleted after I realised I should start a new thread instead. But as it does relate to some of the sentiments expressed in this thread, you may be interested to read new thread 'EA Rules Revamp - same rules, but easier to use' at http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=33615. See you there?

Eric

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