I will post rules for the campaign soon. The rules have a lot of updating and discussion after yesterday’s trial games. This is what I remember since sleeping last night.
Major Discussion Points:
1. Dave playing his Dire Avengers pointed out fleet need addressing. The question is how does fleet fit into the current Turn Phase approach?
2. When to resolve close combats? Keep in mind model are considered in close combat when they move within 1” of an enemy model.
3. Pinning – Should this be an area pinning. Suggestion use small blast template on target. Sniper riffle is good example.
4. Unit cohesion. Units are not longer bound by 2” cohesion. Should the rules require fire teams or let the player decide troop arrangement?
5. Run during phase 2 was brought up during the 3rd game. I think this should stay at a full 6” move. Move of the table is difficult terrain and require a difficult terrain roll anyway. Those with move through cover keep their benefit. The advantage to moving in the open most likely a street is being able to move the full 6”.
Some of the updates: I say some because my feeble mind was wasted in my youth on beer.
1. Leadership radius is number of inches of leadership value. For some this might be a short range. Such as Orks and Gaunts. Perhaps this could be 6” plus leadership value.
2. Shooting is now +1% for every inch under weapon range and -2% for every inch over weapon range.
3. Debris in the streets are 5+ including bombing hole.
4. Indirect fire requires forward observer with vox.
5. IG booby traps limited to 6” range and use the large blast which scatters.
6. Thrown weapons limited to specified range and do not get to throw beyond that range as shooting weapons do.
1. I think fleet should be done in phaseI with the initial move action.
ReplyDelete2. I think that CC actions should be resolved as soon as the model comes within 1", if able to perform a CC action. If this is not possible then they must wait till the can perform a CC action.
3. I propose that we do it like this. The target, plus any model with a leadership value, within the weapon's strength in inches are subject to a pinning test. The test would be based off each models leadership unless within the command range of their commanding officer. In that case they can use their superiors leadership for the pinning test. For weapons with a strength of '- or x' the range is 1".
4. I think we should keep squad arrangements in the hands of the commander. This would allow tactical play, good or bad, on the players shoulder. Should I divide my force and try for two points or should I keep them together for greater strength?
5. I think there should be a run move allowed in PhaseII without penalty as long as a few conditions are met. One, the model didn't fire a weapon in phaseI or II. Two, the model didn't launch or plan to laucnh an assault without having the fleet, or similar, rule first. I also think that if you forgo assault and shooting to run that you should get one additional benefit. You should be able to run 9" instead of just 6". I know I know, but you must realize that your giving up your second phase of killing stuff to position yourself.
Ok I a few things to add. I can only remember one off hand, but will continue to ask as we discuss. Like Hayden, my college days was filled with beer. Ok on to my question.
1. I think we need to change the double-ott rule to a 1% instead. The reason behind this is that the ordered pair (00,0) is technically 100% and should result in an immediate failure with out current system. The roll of (01,0) on the other hand makes more sense as you can't roll a 0% and would still give us that random autokill flavor we all like!
Just to add more for discussion....
ReplyDeletePerhaps running and fleet should be allowed only if model is not in difficult terrain during any part of its move.
Well if we try and keep to the rules of 40k, where we can, this movement isn't hindered by difficult terrain. The reason being is the model/unit is not being cautious or checking for obstacles and footing. It is important to remember, however, that it's a d6" of movement with either run or fleet not 2d6 and take the highest like a difficult terrain check.
ReplyDeleteEmerging long ago from the programming wold I count from 0 to 99. But I imagine Las Vegas would count from 1 to 100. So like any diligent Adept for the Emperor I looked in the Dark Herasy Book. Reading and Rolling the Dice on page 9. Low and behold it is 1 - 100.
ReplyDeleteItem 2, 3, and 4 make sense. Good idea.
Fleet and Move through cover need some more input perhaps ask ken his points too. We were using 3d6 to move through difficult terrain which seemed to work well until realizing the 40K advantages of fleet.
Also changing is on the death table the 1% chance of a Trait upgrade will change to a single dice re-roll for that warrior.
I sent out invites for everyone at the shop last Sunday. As soon as they accept they can begin posting!
ReplyDeleteSummary from last Sunday 2-13-11
ReplyDelete1. Fleet is a d6 move added to normal move in phase 2.
2. Consolidate is per warrior finishing close combat. If moving into another close combat the defender gets a shoot charge reaction with penalty (-10%). No adjustment for distance. This new melee is resolved defenders turn or if another player moves into the close combat.
New items to discuss:
1. We need objects. For each games players will role on a list of objects and keep that object secret until end of games. Objects reward bonus points.
2. Moral tests are not unit based. This will be difficult to explain and bother Levi of the Blood Lust seems to have a good grasp. Let me see if I can put it into a few sentences.
If a unit looses 25% or more. Only those model within line of site of the models killed roll for moral. All armies can have a regroup beginning of next turn if they are within leadership range of the units leader.
I would imagine if the unit has a vox upgrade or equivalent for other armies they can regroup at any range.
3. I will start the equipment and training upgrade list and distribute sometime this week.
Again Dave brought out a good point. His weapon team for the Guardians gun platform is remote control. Because of the coherency rules the controller can be anywhere on the board while the weapon platform is in another location. I imagine the controller will need line of sight to both the gun platform and the target. A vox upgrade would enable the controller to remain hidden. From the fluff I've read like Path of the Warrior the Eldar helmets come with a Com-bed.