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an addendum to the stealth rules
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Old 17 Jun 2009, 17:03   #1 (permalink)
Shas'Saal
 
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Default an addendum to the stealth rules


How about this idea as an addition to the stealth unit rules?

In addition to the normal rules:
  • When deploying or deep striking a stealth team, use blank bases instead
  • Mark the underside of these bases in some way
  • Place the stealth team (marked blank bases) plus 2 identical groups of blank bases (unmarked) all within 18" of each other
  • As each group is targeted use the normal rules for stealth
  • If spotted check the bottom of the bases
[list type=decimal][*]Marked bases: Replace with stealth team and remove decoy groups[*]Unmarked bases: Remove this group of unmarked bases[/list]
  • Also: When attacking all 3 groups must be in range of the target. They do not need to be the same distance from the target

This is an attempt at countering people saying (essentially) "Hey, I can see your stealth team over there, so I'm going to move my guys over that way 'till they can see it too"
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Old 18 Jun 2009, 01:04   #2 (permalink)
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Default Re: an addendum to the stealth rules

A fun idea, but the current stealth suit rules are much simpler. Also, this could get very expensive, very fast. If your just taking a minimum 2 man team, it works, but what about a 6 man with 12 gun drones? You would have to be in possession of 36 extra bases.
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Old 18 Jun 2009, 07:00   #3 (permalink)
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Default Re: an addendum to the stealth rules

the phrase "broken" doesn't even come close to describing these rules.
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Old 19 Jun 2009, 21:04   #4 (permalink)
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Default Re: an addendum to the stealth rules

Quote:
Originally Posted by Wargamer
the phrase "broken" doesn't even come close to describing these rules.
OK, oh great one, please tell me why this is "broken". I really can't see how it is, but maybe you can tell me.

The stealth rules give the Tau stealth suits an envelope of 12" to 24" danger zone. Now exclude the marker light which is a force multiplier and does not inflict damage by it self, but needs something else to do the dirty work. The maximum range for the weapons on the Tau stealth suits ranges in 12 -18 inches. Which means by the time a stealth suit is in range of its target it can be seen or it is right in the middle of the danger zone. All the rules do is make it a little harder to send a unit out and go "peek-a-boo I-see-you"; and with all three groups needing to be with 18 inches of each other and the target that the unit wants to shoot at means all stealth is gone once that unit starts shooting.

Plus, you're not supposed to know where they are anyway. That's why they are stealth.

Quote:
Place the stealth team (marked blank bases) plus 2 identical groups of blank bases (unmarked) all within 18" of each other

Also: When attacking all 3 groups must be in range of the target. They do not need to be the same distance from the target.
P.S. Sorry if it sound like I am ranting it's just that you don't ever offer any advice on how to improve an idea. It just seem like you go in and see what you want to see and make judgements.
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Old 20 Jun 2009, 17:21   #5 (permalink)
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Default Re: an addendum to the stealth rules

In 40k its generally assumed your troops have a good overall idea of the battlefield. Units aren't just running around wherever they like, they're being ordered to advance to certain positions and take ground or counter threats. So while a unit of guardsmen might not know there's a stealth team over there, its quite possible that someone does, or that they've been ordered to take the same ground as the stealth team.

Remember there's a lot of very advanced and sophisticated scanning and tracking gear available to the various 40k factions, and they do function as armies. Units are getting orders wether it be pheromones and psychic control like tyranids or more traditional radio used by guardsmen and marines they are being guided.

That's why these rules are just unnecessarily complicated, they don't add to the game really, but they do add to quite a lot to the frustration level of your opponent. That's because there's no way to really counter them. At the very least it'd necessitate a hefty price increase for the stealth suits (like +15pts/model.)
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Old 20 Jun 2009, 19:45   #6 (permalink)
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Default Re: an addendum to the stealth rules

Quote:
Remember there's a lot of very advanced and sophisticat ed scanning and tracking gear available to the various 40k factions, and they do function as armies. Units are getting orders wether it be pheromones and psychic control like tyranids or more traditional radio used by guardsmen and marines they are being guided.
Just out of curiosity...what do Orks use? ??? I don't think they have radios for that, more of a "hey, me seez somefink datta way" individual basis kinda thing. They're monogendered (Space Ork codex fluff) so pheromones are gonna be out. I doubt their "psychic" abilities are geared in that direction since wierdboys are so rare and the rest is more subconscious.
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Old 27 Jun 2009, 14:45   #7 (permalink)
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Default Re: an addendum to the stealth rules

Orks won't use radios on a squad level (probably) but their vehicles are most likely all connected up via some sort of comms network.

With Orks the warboss just yells and point really loud.
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Quote:
Originally Posted by Farseer_Emlyn
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Old 29 Jun 2009, 05:35   #8 (permalink)
Shas'Saal
 
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Default Re: an addendum to the stealth rules

Quote:
Originally Posted by Falstead
Orks won't use radios on a squad level (probably) but their vehicles are most likely all connected up via some sort of comms network.

With Orks the warboss just yells and point really loud.
"and point really loud" How do you do that ???
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Old 29 Jun 2009, 10:01   #9 (permalink)
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Default Re: an addendum to the stealth rules

Orks doesn't have advanced communication systems because all of them know what to do e.g. Charge and Chop then Rinse and Repeat. Furthermore, most Ork mobs will usually have a Nob who knows what to do (more or less). Doesn't get more simpler than that. Orks aren't known for their tactics and strategies except maybe for the Blood Axes.
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Old 29 Jun 2009, 10:09   #10 (permalink)
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Default Re: an addendum to the stealth rules

It is worth noting that Orks are by no means stupid; the Orks on Gorkamorka, for example, all know that leaving Mektown without at least a week's worth of food, water, fuel and ammunition is suicide.
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