So some people have been feeling like 8th ed rule set is like the introduction to wargaming compared to the base rules from previous editions. So they have been going back to older editions. So this is basically just an idea's thread to get more strategy into the game. Yes this will slow it down some, but hey some people like fast games of chess, other like to take their time
Deploying.
Whoever has the highest unit squad count deploys first, 1 squad at a time, transports are a separate squad.
Who goes first, is determined at the start of each round by both players rolling a D6+/-bonus. Since co-ordinating larger armies takes more effort. The winner (lowest) decides if they go first or not.
Bonus yet to be defined so spit balling ideas.
1) both sides add the total number of units to their dice rolls - if a squad has been wiped out, it no longer counts.
2) fixed bonus, however possible racial bonuses?
3) units still in transports to not add to the unit tally after Round 1
Each squad is activated once per round, with players alternating activations.
NOTE: due to the activation process, HQ’s might need to go back to being independent characters, again, so they can join squads. I might become too easy to pick them off.
Example of a game round:
Player 1 has two Squads, 1 unit of DA's and 1 of Scorpions.
Player 2 has 1 unit of tac marines.
Player 1 gets to go first this round.
P1 activates DA, move shoots, etc
Player 2 then gets to activate Tac Marines, moves, shoots etc.
Player 1 then activates scorpions, moves, charge, etc.
End of round 1
Each Squad will go through all their phases in one activation (again this seems to make more sense with IC’s joining squads again)
EG: Player 1 unit of DA’s moves, shoot, charge assault.
NOTE: this makes things like drop pods become risky in that the unit drops gets out and then could be shot. It could also be used in an attempt to delay something else being shot.
Cover: Makes you harder to hit, instead of a + to armour save, it is a minus to hit at the same value, IE: +2 cover is a -2 to hit modifier.
NOTE: Need to make adjustments for some wargear/tactics/special rules floating around. Might need to max it out at -2 or something.
Units that have moved more than 10" in the current game turn are -1 to hit. NOTE: CURRENT game turn, selecting when you activate your unit matters!
This would also make hitting units that are running, using jump packs etc, harder to hit.
Flyers would just get a standard -1 to hit all the time same as now, since they always move.
Tanks:
Firing arcs back in.
Toughness(?) vales for different positions, front, side rear.
Re-visit damage system - just ideas for the moment.
Units shooting at vehicles can targets specific things, wheels, weapons, etc, but are -1 to hit.
Damage system to include destroying weapons? Maybe give the option to negate 1-2 wounds to have a weapon die, but only if it is visible from the enemy. For example a predator with side mounted lascannons could only have 1 be destroyed as the unit of fire dragons, was shooting it on the side armour.
Damage system to include ability to immobilise and slow the tank - such as causing coolant lines to leak, damage to the wheels/tracks breaking the engine, etc.
- immobilise would be harder to make happen on skimmers, but when it does it crashes.
Assaults:
Bring back Initiative, however:
Charging unit strikes first if the unit they are charging fires overwatch. If the unit being charged does not fire overwatch then it is worked out at Initiative.
Units can still leave combat at will, however, assault specialist units (assault squads, scorpions, etc) get 1 free attack per model against the fleeing unit. This attack could not be made with unwieldy weapons like power fists.
Assault and game round.
Either player may select their unit currently engaged in close combat, due to the alternating turns, you may wish to pull them out of CC before the high initiative unit gets to swing at them again, if you control the high init squad, you may want to hold off destroying the currently engaged unit, until your opponent shoots at something else or you may want to crush them straight away and be left standing triumphantly over a pile of enemies... until their friends decide to shoot them lol.
Tanks and assaults.
Tanks can not make melee attacks, however they can fire defensive weapons (S4 weapons or less, no auto hit weapons), but hit on rolls of 6.
Open topped tanks - each model on board may make one attack with any weapon at normal initiative level even if the tank changed, they were bracing for impact. During normal combat they are trying to stay in the tank.
Charging tank into infantry - Tank makes a roll for every model in the charged unit, if it charges a 5 man squad, then 5D6 to hit rolls.
- Strength is based on the total distance travelled in that turn (complete Inches only) up to a max of the tanks toughness. +1 per complete inch, eg: travelled 6.95" so S6 hits.
- AP is based on distance travelled as well -1 for every 4 complete inches eg: travelled 8.5" so -2 AP.
Charging Tank into Tank - 1 auto hit - Damage is based on distance travelled, D3 for every 3 complete inches travelled - 7.5 inches would be 2D3 damage
- AP is the same as charging a unit.
- If the target being rammed is equal to or greater than the charging tanks toughness, then the charging tank also takes the hit.
- No guts, not glory charge - when declared, the charging tank may hit at the full strength for the distance travelled, eg: 12.5 move would be a S12 hit at -3 AP doing 4D3 damage.
When tank is surrounded by infantry - May attempt to leave buy going full throttle. Can only move straight ahead or in reverse, no turning. Tank moves at half its normal distance + D6 inches. EG: if the tank would normal move 10" then it may move upto 5+D6
- For each model with a more than half its base infront of the front/rear hull, they take 1 autohit at 0 AP. The strength of the hit, is the difference between the Toughness (based on the T of the hull making contact) of the two models + 1. For example T7 front armour of the tank (moving forward) vs T4 infantry would be a S4 hit. T6 rear armour (reversing) vs T4 infantry is S3 hits.
- Infantry can opt to either give chase or strike lash out.
Chase: Infantry normal move distance + D6, if it is equal to or greater than the tanks move, then the tank is still surrounded. For the purposes of resolving combat, it will be as if the two did not move, so it does not count as charging etc.
Strike: Each model gets to take a single attack with any melee weapon - this happens before the tank leaves, so it autohits can only happen if it makes it out alive.
Shoot: may fire half the number of normal shots (min 1 shot, rounded down for weapons with dice rolls) at the front/rear armour, which ever ends up facing them (if it reverses, then they shoot front armour, if it goes forward shots are rear). However the squad doing the shooting also counts as having moved, so heavy weapons are -1 to hit.
Skimmers:
Follow most of the Same rules as above, except they generate AP at -1 for every 3 inches moved, but damage is D3 for every 4 inches
When skimmers leave combat they count as if they were infantry leaving combat.
Monstrous Creatures, titans etc
When they leave combat, the assault squad gets 1 free attack with any weapon, this is to represent how slowly something that large moves.