|
Post by pendrake on May 9, 2017 23:33:40 GMT
This is a thread where small changes to the 8th edition rules is the topic. Dedicated to discussing how to perfect 8th.
If EEFL means "Eighth Edition For Life because it was absolutely perfect in every last way" to you this thread might be annoying. But if not, read on:
8th edition was as close to perfecting Warhammer Fantasy as the original publisher got. And it was really good. But it had problems.
EEFL .... Eight Edition Fixed Longterm is the idea.
Warhammer 9th needed to happen, but instead AOS did.
|
|
|
Post by pendrake on May 9, 2017 23:34:34 GMT
Index of Things to Consider Fixing
~ Cannons
~ The Miscast Table
~ Charging benefits
~ Character Snuffing Spells (split by spell name) ~~~ Dreaded 13th ~~~ Final Transmutation ~~~ Dwellers below
~ Game EnderSpells (split by spell name) ~~~ Purple sun ~~~ Pit of shades ~~~ Foot of Gork
~ The Folding Fortress
~ Defended Buildings rules
~ Monsters ...too xpensive for cannon fodder.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 10, 2017 0:20:48 GMT
I've always thought it could be interesting to roll an artillery AND a scatter die when determining where the cannonball initially lands. You could subtract the BS of the crew from the scatter roll to take into effect their skill in placing the shot. Makes cannons a little more inaccurate. Cannons may be overpriced if this mod is implemented though.
As for game ending spells I've always felt that MR should work against them. I'd propose to allow a MR save against game-ending spells. I'd also limit them to either a single wound (no save of any kind, except MR) or maybe D3-D6 (2D3?) wounds (again, no save except MR) instead of just 'die'.
Those are immediate ideas. Also:
Disruption cancels steadfast (don't know why this already wasn't in there)
Beastmen ambush is the same as in the rulebook.
|
|
|
Post by mahbruck on May 10, 2017 1:31:51 GMT
Disruption cancels steadfast (don't know why this already wasn't in there) Too 9th Age for me  . Removing steadfast will diminish the best aspect of Warhammer fantasy, that's the pageantry. As a player who only field elite infantry, my simple solution to beat steadfast is to bring your own rank-and-file infantry units and not rely much on cavalry hammer of the 6th/7th edition. The armies which can abuse and make steadfast rule ridiculous by fielding huge cheap infantry units are fortunately quite beatable in this edition, i.e. Skaven, Orcs & Goblins. Methink, this issue doesn't really need fixing.
|
|
|
Post by pendrake on May 10, 2017 1:45:18 GMT
What are the names of the [alleged] Game Ender spells?
~Dwellers Below ~The Purple something [death ray] ...Orb, ...Bomb ~(and it seems like there was a third candidate)
I never fielded an army that was insta killed by one of them. But I read battle reports of such events and the notion of a game being decided on a single throw of 4 to 5 dice...
I had to file that under: Just Not Good
|
|
|
Post by frozenfood on May 10, 2017 4:52:36 GMT
Purple sun Pit of shades Dwellers below
Actually none of these ever bothered me. It is a way of dealing with 100 skavenslaves and a deathstar unit.
Foot of Gork has bothered us a lot. Twice have I had 7 stomps and killed half his army. One magic phase and bamm, I won. Only counter option is MR and scroll of shielding (or dispel scroll)
|
|
|
Post by Horace on May 10, 2017 9:17:06 GMT
Those spells are only game enders for people foolish enough to put all of their eggs in a one unit basket.
|
|
|
Post by gjnoronh on May 10, 2017 14:12:15 GMT
MindRazor is a game ender when backed by ASF. You can have an opponent outnumbered and outmaneuvered and you can easily have a number of big units go 'poof.' However are the big "6" spells a problem enough to want to change it I don't know.
I'd actually suggest looking at Furion's work on warhammer.org he set out with a similar game plan post 8th minor changes to improve the existing game. He's done a lot of work worth looking at. I think his pinned section is still around there.
Also I'd suggest looking at the ETC FAQ. One of 8ths problems was how to handle weird situations that came up commonly in competitive play (weired charge blocks of random movers by careful positioning, congo lines) etc.
|
|
|
Post by Horace on May 10, 2017 15:58:34 GMT
A game ender? Really? It only gets you 2 combat rounds of boosted strength.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 10, 2017 17:05:20 GMT
When those two rounds of combat is a unit of 40+ spearelves though...
I've had my WoC DESTROYED by effectively S8 high elf spearmen. I've also seen them tear through hordes this way too. When all of a sudden you're causing around 35 wounds (without a save to boot) instead of around 20 with normal saves allowed it definitely makes a difference.
The more I look at peoples gripes with magic though the more I realize people just need to take smaller units if it's bothering them. Magic is there to balance out large unit sizes. A Dwellers below affecting a unit of 100 is MUCH more effective than it being cast at a unit of 30.
I think this is one of the MANY reasons chaff is so important in 8th. That same unit of 50 spears? yeah it's only advancing 1" a turn and is killing 5 models each turn racking up ~30 points for him while I focus my entire army somewhere else.
|
|
|
Post by gjnoronh on May 10, 2017 17:12:56 GMT
With ASF/Horde/+/- additional hand weapons your typical combat dark elf unit is putting out up to 30-40 attacks to the front hitting on 3/4's rerolling misses, wounding on 2's rerolling 1's to wound at a -6 save modifier. Similar for HE units. Puts out at the top end of possibility around 30-35 wounds with no armor save for TWO rounds. Certainly could be less down to around 21 attacks with roughly 15 wounds at the bottom end. Works against just about any type of opponent (Cav, infantry, monsters etc). Casts on an 18+ IIRC
Push the steadfast horde forward. Let your opponent charge in (or charge them) if you can get your opponent to try a combo charge with a handful of MSU/MMU stuff in your flanks even better (as it ups the attacks). Delete almost all of whats in contact with you in the first turn. If nothing is in contact during your opponents turn sit there with a big dangerous block in the middle of their lines daring them to get inside your charge range or even worse try to counter charge.
Contrast that to say purple sun which kills about 2/3rds of the models it will touch (Initiative dependent of course going with I4 here) requires the caster to be in close proximity to opposing models to get best results. You might get 25-30 models under the template if you are in a good position but will only kill 2/3rd or so of them. So maybe 20 wounds against infantry. The higher cost troops generally will have a higher initiative or larger base size reducing the amount you can get into contact with the template. Against say a 500 point daemon prince you might kill it (1/6) but 5/6 chance of doing no damage.
That's not to say purple sun isn't very good. It is to say Mindrazor is underestimated.
Theres a reason in 8th ed shadow with Dark Elves was a very popular tournament choice.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 10, 2017 19:59:50 GMT
Another way to help tone down cannons without actually modifying the rules for them would be to invest in some LoS blocking terrain (or house rule more abstract rules for terrain, woods block LoS etc...) and put it towards the center of the table.
I'm not suggesting you go crazy but if you put some LoS blocking terrain around the edges of the board that can provide a safer avenue for your monsters to approach then cannons aren't that bad. It gives your opponent less shooting phases at your monster, and gives you some time to get rid of the cannon altogether.
You are taking something to hunt warmachines right? If not that's also a good place to start...
My most recent game with my WoC has me sold on Marauder horsemen. I forgot just how fast fast cavalry are and how useful they can be.
|
|
|
Post by pendrake on May 10, 2017 20:59:19 GMT
Purple sun Pit of shades Dwellers below Thanks for the list. I thought the main gripe was that these could too easily insta-kill a general. A big deal for some Armies that depended heavily on a specific figure.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 10, 2017 21:02:11 GMT
It's particularly tough for low I characters as there's more spells out there that can affect them.
I'd be perfectly happy to houserule a LoS! against these spells or a reroll for multiwound models. Ogres are hit particularly hard by purple sun and pit of shades.
|
|
|
Post by wilsonthenarc on May 10, 2017 21:17:35 GMT
Foot of Gork has bothered us a lot. Twice have I had 7 stomps and killed half his army. One magic phase and bamm, I won. Only counter option is MR and scroll of shielding (or dispel scroll) Just my opinion: If you ban FOOT OF GORK, you are doing it wrong. That spell is, to me, the essence of Orcs & Goblins thematically. It has inherent limits and inherent randomness and a potential downside for the O&G player. O&G are that army where if they go on an absurd lucky run and footstomp my Inner Circle Knights, thems the beats. Because they have so much randomness (and therefore, Luck - both good and bad), I think it's fine. FOOT OF GORK is such a part of the Warhammer World to me, I couldn't imagine a game without it.
|
|