I should probably remark that I (and most of the people I play with) hate the current state of the game: supplements and formations spam has made the game simply unplayable from my point of view. Not only for the sheer cheesy options that one can devise, but also for the number of rules and combos that one is supposed to remember. Anoter thing that I really cannot stand is the fact that - especially as an Imperial player - one can find the same unit, with the same name but (slightly) different rules, from more than one book. And all are legit. E.g. assassins, inquisitors, priests, imperial psykers, etc.
This all stated, I thought of the major problems of the game at the moment. From my point of view, these can be summed up in two different layers of complexity.
The first, 'basic' layer includes several ways to abuse some of the well-known overpowered options in the base rulebook (invisibility, jink, rerolls, etc) in order to field 'death stars'; the excessive power of Monstrous Creatures, which 90% of the times are undercosted; the fact that 'normal' vehicles tend to suck, especially compared to MCs above; the useless and unbalancing existence of some rules (D weapons). I believe these can be fixed with relatively minor efforts, and this topic is dedicated to some ideas on which I would like to receive feedback.
The second, 'deep' layer deals with things that cannot be fixed unless you rewrite the game completely, something that I am not willing to do for several reasons. Still, I am sure that 40k would greatly benefit from fixing these aspects substantially. These include, e.g.: the I-go-you-go system, which should be replaced by alternating activation. The stupid cover (and, almost as stupid, the AP) system, which should be replaced. The very limited flexibility of the d6 system: it would be time to switch to a more modern system, e.g. based on d10: d6 is very 1980s and I still like it, but it has many problems - I reckon, however, that changing the dice would probably feel like denaturalising 40k, and I understand that GW might have concerns about this. Finally, the tendency of GW to encourage the proliferation of supplements and formations that do not replace the previous ones. And well, the lack of playtest but anyway.
So, let us stick to 'basic' rule changes for now. Let me know what you think, and if you would propose anything else. The are meant to address the basic issues listed above. Fundamental approach: keep it simple:
1) Jinking: in addition to the normal rules, a unit that has jinked counts as making a disordered charge in the following turn.
2) Rerolls: NO save of ANY kind can be rerolled as better than 3+. If you have any kind of 2+ save and are allowed to reroll it for any reason (including any 'reroll 1s' ability), you reroll it as 3+.
3) Monstrous Creatures and blast weapons: if a blast weapons (aimed or scattered) ends on a MC and the central hole of the blast is *entirely* over the MC, then the weapons scores 2 hits on that MC. These must wound and be saved separately. [meant to make large blast explosions realistically more dangerous even for MCs].
4) Blast weapons and snap firing: blast weapons can snap fire, but if they do so they always scatter (ignore any 'hit' result) and do not subtract the BS from the scatter distance. Template weapons can snap fire, but if they do so, halve the number of hits they score (rounding up).
5) D weapons table: change result 6 as following: 3+d3 wounds/HP. Each to be saved separately. Reroll any succesful save against these hits.
Edited by Feral_80, 24 February 2017 - 12:05 PM.