The problem I have with 8th is that things are getting too big and not much is being held sacred. For example:
A. Strength
S3 - average strength of a man w/ basic weapon
S4 - mightiest heroes, slow giant men/beasts, powerful weapons
S5 - Unholy or magical strength. Giant men/beasts with razor sharp claws or weapons. Slow giants, charging Calvary. great monstrosities of all kinds.
S6 - The strength of gods amongst men. Great monstrosities with magic weapons. The greatest, strongest monsters.
S7 - magical weapons that cut through steel like butter.
S8 - giant magical weapons that kill 5 men in a single blow
S9 - you die just by looking at it
S10 - cannonball
They need to hold strength sacred. Why is a chaos standard bearer as strong as a Treeman? If you look at them side by side, its hard to fathom. Why does the swing of an elf with a great sword equal the jaw strength of a mighty dragon?
Fixes
1. Cannons: S8 on the initial hit, and S5 on the bounce.
2. Great Weapons: +2 WS +1 Strength (more details below). Flails provide this in first round only. Lances remain the same (charges are crucial)
- A lot more
B. Weapon Skill
In order to keep the game interesting, if your WS is more than double, you get +1 strength.
A master of the sword can swat away your weapon and chop of your head with ease. WS is now more dynamic like strength. Having more than double WS is already rare, but a bit more common with weapon changes. Fear/Terror becomes huge (but still uncommon to proc). Hatred is now a big deal, giving more value to units like Dryads and Forsaken. Spells with To Hit bonuses become more valuable.
B. ASF / ASL
This has gotten out of hand. It time to remove this completely and replace with Agile/Sluggish. Unit has +2I or -2I. A unit only has re-rolls if their I is more than double their opponents.
Its cool if elves strike at the same time as generals, but not before them & with re-rolls. If a unit is slow enough, attackers will not miss.
C. War Machines
The proposed cannon idea is great, but I would say the reduction in strength is the most important, and keeps its simple. Both might be an ideal fix.
1. Line of Sight: War Machines need line of sight, in a forward arc. They pivot to face the target in the shooting phase, but they cannot pivot toward something that did not start in the forward arc of their base (therefore taking a turn to pivot). If they don't have a base, 50MM is assumed.
2. First Turn: If you go first, you may only fire a war machine on a 4+ (roll for each machine seperatly). If you win first turn, you may force your opponent to go first.
Most table top games you cannot fire war machines on the first turn, representing them "setting up".
3. Cannons:
A. Cannons fire (mostly) in a straight line. Any hill, obstacle, or forest between the second half of the "line" between the marker and the landing spot will block the shot (representing the decline before it hits the ground). For example if a monster is in front a of a forest, the cannonball will most likely hit a branch and explode on it's way down. If a unit is blocking the way and is hit, the first model in the way suffers a single S4 hit, no multiple wounds.
B. The explosion of the cannonball is represented in its D6 wounds.
C. No buckshot. Instead, a cannon may fire an explosive shot within 24". Resolve like a normal shot, except the first target it hits, it explodes with a S5 small template, centered on the unit hit.
D. For all cannon shots, randomize the wounds (after D6 is rolled) on multi-target models. On a 5+, the rider/handlers are hit.
4. Ballista: limit 2 per game
5. Stone Thrower:
A. Randomize the wounds (after D6 is rolled) on multi-target models. On a 5+, the rider/handlers are hit.
B. The "under the center" rule only applies on a direct hit, and is never more than S8. Id the shot scatters at all, the entire template is the lower strength.
C. If a shot is attempted at a unit which the stone thrower cannot trace any line of site, or in which the crew "would have" 6+ or worse to hit with a shooting attack, the strength is reduced to 3 if hit (no center or multiple wounds). Like cannons, a shot may not be attempted at any unit that starts outside the forward arc.
D. Magic
1. Wizards level 1-2 may never use more than 4 dice to cast a spell, and level 3 may use 5 dice.
2. Only a level 4 may ever cast a "boosted" version of a spell
3. Death Magic gets a new dice on a 6+ for each model slain. Characters may always take a ward save (if they have one) versus every spell.
4. No more dispel scroll
Anything mandatory in every list takes away from balance. Building lists around a scroll is not fun. (Tweaks to MR below)
E. Ward Saves
1. Ward saves are capped at 4+, no matter what (chaos can still get 1 re-rolls)
2. Regeneration is a ward save, eliminated by fire. If a model has both ward and regeneration, and is hit by fire, no ward saves may be taken.
F. Magic Resistance
1. Magic resistance still confers a ward to a unit against spells (capped at 4+).
2. A Wizard gets +2 to dispel for each MR level on the unit being targeted.
3. A unit get +1 WS for each MR level while being attacked with magical weapons.
G. Flammable
Units with this special rule may not take any wards against flaming attacks (no more 2 wounds)
DBG/Dragonhelm: The model has a 3+ ward save versus flaming attacks, that may even be taken by models with the flammable special rule. For every failed save versus a flaming attack, the wound is multiplied by D2.
H. Chariots
Chariots can be assaulted like a war machine from behind. If the crew dies, the unit is removed as a casualty.
Conclusion
Obviously there are a lot of tweaks to be made, but I think these changes would make for much more balanced and competitive games. I'll probably do some more tweaks as I think of things. Let me know if anything sounds crazy.