Wednesday, February 26, 2014

Simplifying 40k Part 1: Allies Rules

This is the first my posts on how I think we could chop the current rules just a bit without losing the flavor.

The allies rules.

1. Keep the force structure.

2. Completely ditch the who can ally with who matrix.
           GW wants us to buy models (as is obvious with Imperial Knights being usable by anyone). We want to buy GW models. This just makes it harder to figure out what to buy.

It also doesn't match the setting.

Tyranids are known to infiltrate planets and start cults prior to invasions. This could happen to any race not to mention they are a massive psychic hivemind that could just mentally dominate.

Orks have Freebooterz. 'Nuff said.

Chaos Space Marines and Chaos Demons... because both of them aren't know for infiltrating and lying?

All Space Marines are supposed to be gene-enhanced both physically and mentally. You're going to tell me that a hyper-intelligent general wouldn't form a temporary truce with one enemy to fight another?

I can come up with countless other examples.

3. Levels of Alliance rules don't really add anything and frankly aren't that fun. We've been playing doubles matches without them and they aren't missed. Just keep it simple. Two armies are "friendly" but can't share abilities.

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