Hi, I like some of your mods, especially the suppress, artillery and the +1 on the front of impact vehicles. I'm still looking for an alternative to melee morale (I'm not a big fan of the principle of calculating who wins the fight).
Last Edit: Nov 30, 2020 23:26:33 GMT by lemandarin
I dont know if you really thought about the consequences, that all your changes have. Some of your "small" decisions really mess up a LOT. For example: if you are spamming the "stealth" special rule all units that already had this rule are absolutly nerved. Also this means that a lot of psychic spells are now brutally nerved. In fact: the additional rule, that "stealth" is commulativ is a even bigger problem in my eyes ... Funwhise it is a HUGE difference between: I dont hit and you are getting your defence done. If you are rolling lucky this is cool, but if all my rolls feel bad, than the game feels bad.
All this changes (even if they seam small to you) have a HUGE impact to the game and change many things to drastical for my taste. If you are happy with this version this is perfect, but I really hope, that the official rules dont change in this direction. I love the shortness and balance of the official rulebook - even if there are some unclear points (that you have 1:1 in your version).
Please dont take this as an offence for you as a person. I only belive that it is important to let the official ruleteam know, that not all the fans are searching for drastic changes like yours.
Hi Daymkay, What are you talking about, should I be offended? You opinion is EXACTLY what I need. I have to say that we played it a lot, and the day 27 we will have our usual little tornament - all safety protocols in place, do not worry. Masks, air changing ecc, really Our conclusion is this: cumulating stealth in by no means a problem, it was a problem in the original version with -3 to be hit!! And we balanced it in other ways, for example covers are harder to have - have a look at that. We also tried many things for stationary units; more range, more quality... turns out the best thing - and even realistic - is more stealth. But I assure you that as long as we find wrong stuff we change it QUICKLY. For sure we don't want to waste time with bad rules, no one has time to waste, wwe want good rules.
We felt necessary those changes because too many things of basic ruleset were a little... broken. For example my orks were constantly capable of taking objectives and to pin down (-3 to enemy shots) and my tau opponent was completely incapable of take them down. Or my killa kans in a wood, with -3 to be hit were a real wall of steel, no one could come close. Now this is a MUCH LESS a problem, units have max -1 to be hit, -2 on ly in cover, -3 they must have stealth that you pay a lot.
And on top of that, if you hit only on quality 6+ or 7+ no problem, use the action SUPPRESS, look at that. It means that imperial guard, orks ecc that before were unable of hitting anything now may lay down a -also very realistic- field of fire hitting on 6+ and creating further problems. Look at that mate.
Or the covering fire... it was REALLY broken, both the action and the additional suppression chapter, impossible to use. Try it now. Try the grenades. Have you actualy played it? I'll let you kwnow how the tournament goes and if and what we decide to change. I look forward for your answer, but after a good play! Let me know, thanxs mate.
Edit: I'm talking about the GF full rulebook that you buy for 5$, not the basic version.