Well, here we are 2 years into 5th Edition. Long enough to know what we do and don't like about the main rules.
It's also about the time that GW will begin deciding on the details of 6th Edition. So in the spirit of getting some ideas out there, I've compiled a list of the changes that I would like to see.
1) Close Combat Changes
I would like to allow a Fleet unit that wins a combat to, instead of running down a fleeing foe, consolidate into a new combat. This would give the controlling player an interesting choice and emphasize the value of supporting a fast uber-unit with other units to help run down fleeing enemies.
2) Wound Allocation Needs To Change
I've never liked the 5th Edition wound allocation rules. Not only is wound allocation quite tedious, but the rules don't accomplish what they're supposed to. Which is to allow important models (Sergeants, special weapon troopers) to have a risk of dying. Instead we get all sorts off illogical (but yes, perfectly legal) shenanigans with differently equipped multi-wound models being uber-suvivable, while identically equipped models die in droves. That makes no sense to me.
So instead, let's just let the owning player roll a big batch of saves and remove whatever models they like. But we should also let the attacking player nominate one model that MUST be wounded unless the squad makes a successful leadership check. Sort of like the "Look Out Sir!" rule from Fantasy.
3A) Vehicles need to be slightly more vulnerable.
3B) The vehicle damage chart needs to be less random.
Have the vehicle damage chart result no longer be a seperate roll. Have it instead be how much you beat the armor value by. Results would stack exactly as they do now.
AP- weapons would get a -1 to this chart (as now).
AP2 weapons would get a +1 to this chart.
AP1 weapons would get a +2 to this chart.
If the target is open-topped, then the shooter gets another +1 to this chart.
Extra Armor would always reduce the roll by one.
0: (Glance) Shaken
2: Weapon Destroyed
4: Wrecked (no passenger wounds)
5: Wrecked (each passenger wounded on 4+)
6: Wrecked (All passengers wounded)
7: Wrecked (All passengers dead)
8+: Explosion (All passengers dead, S4 hit to all models within D6"), leaves a crater.
This would remove much of the weird randomness from vehicle damage, while emphasizing a real difference between various types of weapons and vehicle armor. No longer would a lascannon's damage potential be the same as a penetrating hit from a multi-laser. Instead, strength will matter much more. A single multi-laser hit could only ever hope to Wreck an Ork trukk on a 6. While a Lascannon would always at least blow off a weapon, and have a 66% chance to wreck it.
A Land Raider, on the other hand, need never fear anything worse than a weapon destroyed result from a Lascannon. While if it took extra armor, it could only ever be stunned by one. But a S8 melta weapon would, on average, immobilize it. With a diminishing chance of Wrecking it with various levels of passenger wounds.
4A) Allow wrecks to be shot at, so that an enemy can try and explode them. Give a +2 to all damage rolls.
4B) Allow vehicles to ram wrecks. The strength/distance/armor calculation can be the number of inches moved.
There needs to be a way to clear the burning parking lot in a game. It also introduces another interesting tactical choice.
5) When a tank fails a difficult terrain check, it should only be immobilized for that turn. Only wheeled vehicles should be immobilized for the rest of the game.
It's REALLY annoying that a tracked vehicle is just as liable to be permanently immobilized by a tree stump or fence as a truck. Tracks were invented for a reason!
6) HQs need to matter.
HQ units, and leadership in general, need to be much more important in 40K than they now are.
First, allow any model within 12" of any HQ unit to use that HQ's leadership for all tests.
Second, if an army losses all of it's HQ units, each remaining unit in the army must make a leadership check at the start of every turn or fall back. This would help Guard armies in the early game but hurt them in the late game. While Marines would really shine in the late game, as they could choose to pass or fail the check. Making them more heroic and emphasizing their superior staying power. Plus, HQ-killing/survivability would become another tactical consideration.
7) Frag Grenades should HURT things.
I don't really care if frags are changed to a small blast-template attack during the shooting phase, or if they simply cause d6 S3 wounds on the charge (or the reception of a charge). But they need to hurt models, not simply affect who fights first in combat.
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