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#1 (permalink) |
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Kroot Shaper
Join Date: Feb 2006
Posts: 98
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These rules are designed to mesh alongside existing 40k Rulesets. It isn't supposed to be a "different game" but an addition to it. Im not re-inventing the wheel.
But you can finish a game in 40 minutes and have a blast doing it. To everyone who helped playtest it, thank you, to everyone else: Post some comments and batreps! ![]() http://www.savefile.com/files/749515 - May 24th, 2007 |
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#2 (permalink) |
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Shas'Ui
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i like it, one question though: are you only alowed to have 20 models in teh entire army?
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#3 (permalink) |
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Kroot Shaper
Join Date: Feb 2006
Posts: 98
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As a general rule, yes. The last thing you want is it bogged down when someone as a smartass takes 90 grots.
That being said, its a criteria of the game. You could play a 20 model, 150 pt , 3 upgrade game (as a standard) Or a 40 model, 150 pt, 6 upgrade game if you choose. The same way you could play a 1000 pt, or 1500 or 2000pt game of 40k. |
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#4 (permalink) |
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Shas'Ui
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ok cool. i was thinking of doing a 90 grot kinda thing though. oh well.
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#5 (permalink) |
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Kroot Shaper
Join Date: Feb 2006
Posts: 98
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If your opponent is cool with it, no biggy
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#6 (permalink) | |
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Shas'O
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It's cool and all, but I think it needs some minor refinements.
Example: Instant Death and the 'down' chart. Even at this scale Instant Death should be just that, Instant Death. Proposed Change: If a model is injured by a weapon that has a strength of double or more its toughness and fails its save or is not allowed a save, it is removed automatically as a casualty. Example: Last Man Standing (okay, so mostly nit-picking) The force, at this scale, should not be prone to last man standing problems. The soldiers know their buddies are nearby, so they aren't alone. Drop this rule otherwise everyone outside 2" of another model will be taking it every turn. Proposed Change: Remove Last Man Standing tests. Example: Pinning and diving for cover. Sure, you'd move some distance, but 6" just seems a bit much, especially if you're under fire. Proposed Change: Either reduce the distance, or specify that the cover must place the pinned model further from the firer than he started. Example: Frag Grenades. Most races have some kind of equivalent, eg Tau Photon Grenades, 'Nid spinebanks. The rulebook (BGB) actually has a listing in the vehicle on the strength of various grenade types. Proposed Change: Use that list and treat them as AP -, Assault 1, Blast, Pinning. (pinning is due to the fact that people tend to duck and cover when explosives start flying towards them) Example: Spray & Pray. This actually gets more effective the closer the enemy is. (play gears of war and blindfire over cover and you'll see ).Proposed Change: Either have a to hit bonus for this at <12" or +1 shot at <12" Questions: How do transport vehicle upgrades count towards the upgrade limit? If you fail the initiative test in the shooting phase while on overwatch, does the 'must target closest enemy' rule still apply? Random Ideas: What about defining a 'special ops' team for each race that can be chosen and upgraded instead of troops for each race? Example: Pathfinders for Tau, Rangers/Harlequins for Eldar, Lictors/Ravenors for Tyranids, Hardened Veteran Squads for IG and so on. Okay, so maybe those suggestions are more than 'minor' refinements. You can take them or leave them, although the first two make a lot of sense to me. ;D
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![]() We have done the impossible... and that makes us mighty. Firefly is pretty much made of Awesome, Funny, and Aww. Sometimes simultaneously. We'd better stop before we quote the entire script. –tvtropes.org |
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#7 (permalink) | |||||||
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Kroot Shaper
Join Date: Feb 2006
Posts: 98
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#8 (permalink) | ||||||
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Shas'O
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Quote:
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Quote:
![]() We have done the impossible... and that makes us mighty. Firefly is pretty much made of Awesome, Funny, and Aww. Sometimes simultaneously. We'd better stop before we quote the entire script. –tvtropes.org |
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#9 (permalink) |
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Shas'El
![]() ![]() ![]() ![]() ![]() Join Date: Aug 2005
Location: Finland
Posts: 2,510
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Nice rules you got there. As for my suggestions:
Make the pinning move D6, same as consolidation. Who knows, you might hit the dirt immediately, or come a sprinter. You never know what happens when you get shot at. For Fall back and regroup, this is something wierd. How is this coming up? You propably won't take casualties of 25% from shooting, you most likely get killed in close combat, and there propably aren't many special items that cause you to fall back. Seems thefall back and regrouping are something the game will not have. If I may suggest, maybe following: If the model has more enemy models then friendly models within 12", they have to test for LD or fall back. Or maybe 6". Anyway, some conditions for LD tests that are not related to taking casualties, but the conditions of the battlefield. And more rules about using terrain to your advantage. Otherwise itäs nice. |
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#10 (permalink) |
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Shas'Saal
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I'm kinda worried about the balance of this. For guard you've a big problem with that 20 model rule. Even if you take one squad out of the troops choice like you said, some armies will have big problems. Lets take the Guard for example. If we go without upgrades, you have ten soldiers for 60 points. Let's face it. Even in salvos str3 at a guardsmen BS isn't that frightening. Now that I think about it the guard are almost totally getting shafted. At a 150pt game guard would have 20 guardsmen, 4 of them operating autocannons or misisle launchers for example. Lets say we count the squads separately then. That'd put guardsmen at 10 points for ten men. Yes there are only five squads, but I account that last 10 points as part of whatever platoon command squad they have in normal force org.
Now then, I've spent 20 points on my 20 models...Lets see, add everything under the sun...And I still have points left. What to do. Oh, I see now, deal with it or choose another army... Brilliant. Without vehicles I can't very well take an armored fist squad, and even if I did, it'd still be that 60 point Guard squad I described above. Heck I don't even have my armor for support. The only real hope the Guard has is to sit back, not move, and hopes their heavy bolters and auto cannon can keep an enemy pinned long enough for them to decimate the enemy. I would say use command squads for the guard's basic unit, but even that would be even worse, as you have a mere five men for a bare minimum of 40 points. Sure they might be scary if they all toted flamers or plasma, but with the three upgrade rule, at least two are going to be toting lasguns. At least let a Guard commander take a Flamer armed Sentinel. Otherwise, against all everyone else I might as well arm them with Demo charges and have them make kamikaze charges.
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