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We used Space Hulk tiles to signify combat on board or for salvaging a wreck.
BFG/40K combos are great for narrative campaigns. Our little group allows the winner of the last game to set the narrative. Had an awesome battle with an imperial fleet captain and crew possessed by a tyranid mind parasite.
Failed Ld tests meant the opponent got control of a ship for a turn and the ship's Ld dropped a point (as crew mutinied and got gribbled), but they all got an Ld bonus at the start and were kick-ass in boarding actions.
Other General Ideas: Make any interaction between the games the basis of special order.
A ship in the planet's gravity well can give such an order. Declare the order during the BFG game, then play the effect in the 40K game. This means you can make up campaign-specific rules as you go along.
Planetary bombardment. Play on a d6 roll of 6. Pie-plate ordnance attack with nasty stats (S10 AP2) and lots of dice (4d6) for scatter, with no auto-hit. Misses completely if hasn't arrived by the end of the game.
Drop attack. The ship uses attack craft to deliver a small combat unit to the battlefield. One infantry unit (5 models or less) that can't normally do so has the chance to deep strike.
Co-ordinated attack. The ship takes time to scan the planetary surface, transmitting details of the battlefield and enemy movement to the ground force. One outflanking unit may re-roll the dice to see when they arrive.
On the other hand, 40K to BFG is even easier. BFG has rules for planetary defences; capturing certain objectives in the game of 40K lets you control these during the game of BFG.
Thoughts?
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