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Rules evolution

 Post subject: Rules evolution
PostPosted: Sun Aug 12, 2012 12:35 pm 
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So is there anything on schedule/playtest here?

I am thinking:
- CAP CAP orders.
- Commander rule.

mainly, because these have been talked about for years.

But perhaps something else?

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 Post subject: Re: Rules evolution
PostPosted: Sun Aug 12, 2012 12:44 pm 
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There are no plans to change the rules any more, lists yes, rules no.


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 Post subject: Re: Rules evolution
PostPosted: Sun Aug 12, 2012 12:51 pm 
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I really hope not, particularily cap-a-cap as it drastically alters game balance.

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 Post subject: Re: Rules evolution
PostPosted: Sun Aug 12, 2012 4:39 pm 
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Personally i like the rules stable, house rule other things if you want them of course.


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 Post subject: Re: Rules evolution
PostPosted: Sun Aug 12, 2012 5:45 pm 
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Yeah same here. Adding a mini-sup of collected house or optional rules might be fun but the core rule mechanics should be locked, warts and all (I'm looking at you aerospace / cap rules). I bet if you repurpose this thread to that you'll find a better responsible. :)

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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 8:25 am 
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what's up with the commander rule?

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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 8:31 am 
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madd0ct0r wrote:
what's up with the commander rule?

I think it's more that Space Marine Commanders aren't worth as much as Librarians or Chaplains, than that the Commander rule itself is flawed. That colours the perception of the rule.

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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 9:29 am 
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Re commander there was talk of allowing it in a defensive capacity when engaged. So you can call in support if the assaulter decides not to intermingle.


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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 10:08 am 
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Mephiston wrote:
Re commander there was talk of allowing it in a defensive capacity when engaged. So you can call in support if the assaulter decides not to intermingle.


This would really be nice...

I agree on CAP issue though. Let's keep things simple and not increase the playability of air transporters.

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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 11:10 am 
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Mephiston wrote:
Re commander there was talk of allowing it in a defensive capacity when engaged. So you can call in support if the assaulter decides not to intermingle.


I think that was the ruling which was used in Markconz's handbook. I seem to remember playing against it, and it made Space Marines pretty tough to break through. I wasn't convinced it was particularly well balanced, but that's a debate for elsewhere.

Specifically in relation to the question posed at the start of the thread, I would be very happy if the rules were left alone. It seems to me that enough work has been done on them without opening this can of worms again.

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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 11:14 am 
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I'd still like Commander to change to 15cm as right now it's very hard and rare to pull off. Also, I use nids a lot and that's an army that could really use this rule to do some very in-character mass assaults. Alas, both units w/ commander and rare and the 5cm range makes it hard to do.

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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 12:02 pm 
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wouldn't that be better handled inside the army list?

Same for the defensive commander - that would be a very characterful special rule for a list.

Having a stable ruleset that's 99% sensible is a god send. Describing Epic to a friend I explained the Net EA project to him and, with wide open eyes, he said 'But you'd end up with a perfectly balanced game'

- it was as though it was something he'd never thought possible.

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 Post subject: Re: Rules evolution
PostPosted: Mon Aug 13, 2012 5:13 pm 
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I'm also in the "leave the rules alone" camp.

@ Carlos
giving the Commander 15cm range for calling in other formations would negate any risk of trying to set up combined assaults, although it would allow commander to be used more and easier it then has no downsides to it.
I can see that 'Nids with their lower strategy rating are going to have major problems trying to use commander as things stand so maybe it is something that could be tested for them as a special rule.


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 Post subject: Re: Rules evolution
PostPosted: Tue Aug 14, 2012 3:47 pm 
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As others, leave well alone, not least because of the extensive debates they cause.

On commander, I always use in with Eldar; it is one of the main ways of combining enough firepower together to take out titans etc. A prime example is to have a group of Guardians in Wave Serpents and two Jetbike formations. They move together for mutual support and have a 'long-range' assault of 50cm using ~24 dice.


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 Post subject: Re: Rules evolution
PostPosted: Tue Aug 14, 2012 3:52 pm 
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*Waves magic wand*

Space marine commanders now cost 25 points.

Ta da! problem solved.

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