1. Cover, having +1 to Sv is not really usefull for some and to others it is too good.
Instead use -1 to hit.
This is a horrible idea. For many armies, it is not difficult to get -1 to hit modifiers against shooting. So that plus cover is an inherent -2 to hit. One thing to look at for that is if a unit fires against that target with a weapon that
Gets Hot, they will overheat on a roll of 1-3.
This rule does not need to be changed.
1b. Intervening cover, if shots are fired at BS 3+ but only hits on 4+ because of cover from an intervening unit, all 3's to hit will hit the intervening unit friend or foe.
Needless complication. Also removes a tactical element from the game where I might want to charge a closer, almost dead unit to claim an objective; but now won't risk shooting the imminent ranged threat behind them because of fear of randomly hitting the guys in between.
This rule does not need to be added.
2. Re-roll '1's will be changed to +1, full re-roll will change into +2. These allows for automatic to hit & to wound.
Space Marine characters auto hit, and Chapter Masters make surrounding units auto hit. Absolutely terrible idea.
This rule does not need to be changed.
3. Advance moves are M/2 instead of D6, charge range equals M and overwatch is +2 to hit (to compensate). Re-rollers get +1 to advance and +2 instead respectively.
So bikes can advance 28", and Iron Hand Aggressors can hit on 2+ when overwatching.
Also, what you describe was WHFB up to 7th edition, where the game was people dancing back and forth just beyond charge range waiting for someone to make a mistake first.
This rule does not need to be changed.
4. Command points will not be used for stratagems instead the number of command points dictates how many objective cards you can achieve during the game.
So my Custodians with a single Battalion can only achieve 8 objectives, but an Imperial Guard player can achieve 16 because they can easily fill a Brigade and then some?
Also, stratagems are just free now? Yeah... that's a terrible idea.
5. Replace D6 with 4 for number of shots and/or damage and replace D3 with 2, this also applies to victory points, so 3+D3 VP is always 5VP for example.
Furthermore 2d6 becomes 7, meltas and similar that roll 2D6 and pick highest becomes flat 6.
This is the only suggestion you have made that has been somewhat picked up by the community. There were some tournaments that ran this idea, but it was only for the VP total for objectives. Frankly, I would much rather have the variable chances as opposed to just taking the average.
Reading through these suggestions, I honestly wonder when was the last time you played a game? Because the majority of these are not needed in the slightest.
Yes, it makes sense, but other to hit modifiers would need to be examined. Eldar being -2 to hit being in cover would cause al sorts of people to cry lol.
Alaitoc Rangers in cover... innate -3 to hit. Vindicare Assassin... -3 to hit.
If the armies are rebalanced to take stratagems out of the picture then yes. Some armies really need their strats to do work.
Thus making it more than just a minor change and, in fact, causing a complete redesign of the game.
Bring back scatter on Deep strikes style entries and give _some_ assault units the ability to charge from DS. Having the chance to scatter into terrain and loose models/entire unit. Uber move, uber risk.
If there was anything in previous editions that caused excessive arguments and debates in a game of Warhammer... it was the scatter die. It is the only time I have seen people roll a die right beside a target, and then still be off in how they interpret the arrow by several degrees... usually in their favour.
The best thing GW ever did was get rid of that die!
Drop stratagems and balance the armies to make up for it.
I disagree big time on this. Stratagems give a cool, fluffy buff to an army that allows the units to fight in a way that is appropriate to their fluff.
Have counters to special rules, such as Feel No Pain vs power weapons.
Make re-rolls rare.
There's nothing wrong with the amount of rerolls in the game now. I would prefer if they got rid of the whole "re-roll before modifier" thing, but that's beside the point.
Armour modifiers make it too easy to kill stuff, which makes marine feel, meh. Return to the old AP system.
As someone who plays heavily armoured, elite armies... I think this is a bad idea. Custodians and Terminators being virtually impervious to Battle Cannons has never made sense to me. Yeah, it's easier to kill things, but tough units can still be hard to kill. This was one of the best changes GW made.
Remove allies (for games under 2,500 points), your entire army must be from the same subfaction, as in all from a single craftworld, all from a single space marine chapter, etc. The whole thing of 3 or 4 craftworlds combining for a piddle skirmish is nuts.
Ynnari, would be able to mix and match, cross race transports allowed except for obvious OP cross over like Dark Reapers in a raider.
This is actually the direction the recent releases are going. You can still take combined lists, but you lose out on HUGE bonuses if you do so!
Saying people can't play with what they want unless they get to large game sizes is ridiculous. This would also essentially mean that certain units can not be taken. Assassins and Sisters of Silence, for example, can only ever be taken as allies in armies. By implementing this rule, you would be saying that they can not be taken unless you are playing at 2500pts, which is 500pts beyond what most major tournaments are at.