Hmm interesting stuff. Let's roll.
-If the unit has blast markers less than 10% of unit’s current size no action roll minusGood luck with Assault Marines.
The "one blast marker turns the table" effect is part of the Epic chess, why drop it?
-When the action roll is fumbled, remaining options must be chosen from original orders option ea. no regrouping if no marshal was declaredEngage? Overwatch? And after that; many times a hold action overthrows your plan so the player must optimize to do something different than the original order. [lets say I want move and shoot, but fails... hmm then let's stay in cover and hit regroup for better opportunity next turn. With this house rule you drop out tactical options. If that was the aim, then its okay.]
-When unit embarks/disembarks -5cm to transports sub movement, ea. march with movement 30cm, embark move 25cm + 30cm + disembark movement 25cm = 80cm (not 90cm)Exactly this!!!!!!!!!!! Mega high five!!!!!!!
-Transported units gets the same hit with normal armour save if transport is destroyedTransported units get the same hit with normal armour save if transport is destroyed. It's in the original rules.
-Skimmer max skimming altitude is 20cmYup, skimmers may be annoying, especially pointy ear-gear ones... but why 20 cm? Why not 25 cm? 15 cm?
-From those units that are on range to fire, first remove number of blast, then number of damage on war engines, then divide remaining between available weapon types at same ratio
Shooting weapons = 1- (blast + damage / units original hit points) from those that are on range
e.g. Of 6 units, with 2 blast, 3 on range => 2 can shootApologize for my English is rusty nowadays. I don't understand what you want with this, and why the original rule not satisfying.
-War engines shoot weapons, assault and firefight relative to current damage capacity not original damage capacityHow many DC Baneblade has? How many weapons Baneblade has? [and insert each and every other WEs troubling with this house rule.]
And what is the problem with a War Engine being / acting like a War Engine?????? It's their fluff to be awesome and have big firepower even when damaged, cornered.
-Templates must cover canter dot to hit a unitThis. It's good for removing the problem of different bases and models, bringing glorius equality to them.
-Supporting unit in firefight gets 1 blastIf it meant for losing assault, then it is already in the original rules. If meant as is then... you know.
-Broken units get armour saves normally when taking damageBroken units do get armour saves normally when taking damage. It's in the original rules. You probably misunderstood dmg through blast markers. It's key part of the game, otherwise EVERY broken formation would act like fearless units as there would be no
combat drawback for them!!!
-Unit retreats/is destroyed when 33% or less are left, does not count for ork units if 5 or more remain (still gets the Waagh bonus for size, experimental)Good luck with elite armies, especially Space Marines. Current "formation breaking and withdrawal" is fine to represent retreats and stuff.
-Flyers out circling back every second turn of boardIf I understand this, flyers can make 60 cm line attacks, then make a vertical turn and don't need to take horizontal circles in the map?
-Flyers fire at each other in order of ranges in CAP, same ranges fire simultaneouslyCool.
-Army breaks (loses) when 33% or less remain that are not dead or brokenAnti heroic rule.