TCP Podcast Episode 1 "Part 1/6 of the 6th Ed. Rules Series. Movement, The Force Organization Chart and Vehicles"
Thursday, December 15, 2011 at 09:22PM
This is Part 1 of 6 in the series of Podcast Jeff and Jim are doing to discuss the development of the 6th Edition rules. In this series we will be accompanied when ever possible by co-host. In this show Carl Tuttle from The Independent Characters and Neil Gillstrap from The 11th Company join us to discuss episode ones topics of the movement phase, The force organization chart and vehicles.
In the series we will put to use our 60+ years of combined rules development experience and 50+ years of playing 40K Rogue Trader to analyze what needs to be worked on in the rules, what the rumours are concerning changes and how we would change the rules to improve the game.
Please join us in the unique and mind opening exploration of 40K from the view of professional game developers and long time fans of the 40K universe.
TCP Podcast Episode 1 "The Movement Phase, Force Org Chart and Vehicles "











Reader Comments (6)
My biggest problem with the current system is not being able to shoot units that are already in assault. Make it a morale check if you want to portray the emotion behind potentially shooting your guys if you must, but the idea that I have to watch a powerful melee team plow through a unit before I can touch them is ridiculous.
Other than that, there isn't much I would want to change besides the stuff you guys mentioned already, specifically the exploitation of poorly written rules. GW themselves spent too much time trying to make the game read in an exciting tone that the colorful choice of words leave a lot for interpretation.
The only thing I disagree with is when you talked about AP being a factor for hurting tanks. To me, the AV alone dictates the general armor it has when soldiers are blindly firing at the vehicle. The rear armor represents the vulnerable spots. Having weapons with high AP doesn't matter when you hit weak areas, like the treads of a tank or the rotor blade of a helicopter.
Vehicles are too much of a gamble at present. They can either be taken out by one lucky hit, or survive multiple pens every turn with just glances. At the low end of the price range, this makes things like Rhinos bargains, while at the high end like Land Raiders it makes them a big risk.
I would like to see a little more differentiation among different levels of vehicles beyond a 4-point armor spread. Maybe something like structure points, I dunno - if models can have multiple wounds, why not vehicles? Just introduce the equivalent mechanic of Instant Death to vehicles for very powerful attacks. I'd like to see a more expanded chart with more of a bell curve or a slope depending, with modifiers based on how much the AV was exceeded - at present there's no difference between a pen roll of a 15 or one of 23 vs. a Land Raider, but IMO there should be. By itself, this could help to make the tougher tanks tougher and weaker tanks weaker.
Alright, just throwing this in as I listen. I love the video demonstrations idea. Would make a lot of things so much clearer.
Good job guys! Is there an RSS link for the podcast yet so people can subscribe to it? If so, I'll give it a plug on my blog! :D
Rob the RSS feed links have been added to the top right hand column on the side of the page. Hope that helps, we appreciate you spreading the word!
Jim
I'm having issues playing in Window Media Player for Episode One. The intro was no problem. Regardless, I'll be back, this is going to be a great podcast!
~ Pax Urbis Pax Imperi