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Post by zcharles on Sept 24, 2020 11:35:37 GMT
Hi, this is the pdf that I modded preparing for our little local tournament. I'll start testing this week, let me know what do you think and what is missing. Thanks
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Post by zcharles on Sept 24, 2020 13:31:26 GMT
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Post by isa on Sept 24, 2020 13:40:43 GMT
I think some of your changes are unnecessary. Like units with Impact and Aircraft only being able to shoot striaght ahead. Aside from the exact firing arc not being defined well, (so you have to perfectly aim the weapon at a target model?) some models with impact aren't rigid vehicles. They can be monsters with tusks.
The poison clarification is unnecessary. The hit is multiplied by 3, so it already happens prior to the Defense roll.
As for the extra actions, i think its a good idea to have more tactical options, but have you looked at the full rulebook, it already contains a few actions that work very similarly to some of your options.
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Post by zcharles on Sept 24, 2020 15:25:38 GMT
Isa, Aircraft and Impact units (bikes, vehicles, monnsters) should be facing the target because of its logic and for 2 reasons: with Aircrafts you have to plan you movements, with vehicles, monsters and bikes you have to pick carefully yout target minding the orientation of the model, because now they have a better frontal armour (like old WH verions and basically all other wargames. And yes, add survivability to bikes). The downside is that many times they cannot use all their weapons (e.g. leman russes rarely can use all their hull guns) and they ALWAYS test dangerous terrain, like should be for any vehicle. You're right for the poison, I'll remove it. I have played the full rulebook about 10 times but extra actions are a little odd... I don't get sustained fire only within 12... hunker down -2 to hit is really too much, a vehicle should be able to destroy a buildings with all its occupants and now it can... Heavy charge is a bit medieval, from 3 to 6 is for the run? Where are grenades... covering fire is really strange, 6+ then 4+ then morale, I think my version is much better in terms of play and logic. Anyway I'll try that tomorrow and quicly adjust things. I would like to add TONS of more actions (suppress area, pull back, call arty etc), but then the difference with the basic game would be too much so I've imitated the original actions. Thanks for the post, I'm keeping an eye on you work Isa.
EDIT: the problem probably is that shooting is too powerful now; less cover, more quality. I shoul probably change hold = quality, advance = -1 quality
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Post by isa on Sept 25, 2020 10:48:15 GMT
Ok so I understand now, that a lot of your changes are more of a result of taste, while in my own ruleset i only aimed to tighten up vague rules. So there are two different mindsets at work here.
One thing you need to keep in mind is that GF doesn't use a set miniatures range. If you have rules about weapons being fixed to the front arc or on a turning mount, you need to codify which weapons on which model can turn.
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Post by zcharles on Sept 25, 2020 19:04:52 GMT
Yes we are working on diffeerent things, luckily because you're much better than me in what you're doing. Ok but GF is taken 95% from WH so... I sold all my Citadel miniatures time ago and now have 3 different unofficial guard armies, so I know what you are talking about; but when one builds a personalized battle tank has to keep in mind the Leman Russ, weapons should be similar to the original model or should be treated as similar. If someone plays a custom tank with everything on turret mount the opposing player may object, as it happened to me many times playing old versions of WH. One of the things we cannot bear from new editions is the banalization of vehicles; no armour, no Line of Sight... basically a cube moving around. that's a card game, not a miniature game. So today we played A LOT and made some adjustments: -mission lenght. -we weakened covers because of that 'behind' problem, so now shooting was too strong. Changed Hold, Regroup, Grenades!, and removed every action that increases shooting quality. -Changed again vehicles (units with impact 6 or more) drive.google.com/file/d/11kgGnO-d3PF1eRt5cmrLOIzkP5-QlQtp/view?usp=sharing
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Post by zcharles on Sept 27, 2020 11:54:26 GMT
Much better version coming next week.
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Post by gorkam on Sept 27, 2020 14:07:59 GMT
Thank you. I follow your ideas with interest for the inspiration of the house rules of our group
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Post by zcharles on Sept 27, 2020 14:36:03 GMT
Cool! Well good news, I'm gardener, tomorrow will rain all day long so I'll work on this like a chaos cultist.
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Post by zcharles on Sept 28, 2020 16:34:24 GMT
Here we go! Hope this is somehow the final version, at leats for a while. Changes: -Suppress action -Most of Terrain -Flying special rule -Impact special rule (vehicles) That's it. Let me know what do you think and, should you test it, report bugs and things to improve. That's we we are here. Thank you all. drive.google.com/file/d/1ILdTEWUWo-kART-PJN9LvtuZ_AgGKlKl/view?usp=sharing
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Post by zcharles on Oct 4, 2020 7:54:42 GMT
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Post by zcharles on Oct 4, 2020 18:04:02 GMT
Thankyou Gorkam! We are testing it and looks good. Especially 'Grenades!'. While 'Suppress' was too powerful. The system of cumulative Stealth is perfect, so the covers and the obstacles. Now arty works again. Let me know.
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Post by zcharles on Oct 7, 2020 10:45:12 GMT
New ZM cathacian codex equivalent coming soon...
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Post by zcharles on Oct 11, 2020 15:57:07 GMT
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Post by zcharles on Oct 11, 2020 15:58:20 GMT
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