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Made in us
Infiltrating Hawwa'





Australia

< taken by the void dragon >

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Drone without a Controller





New Hampshire

I always think that adding in an experience and advancement system into a campaign is a cool way to add some flavor into your games. If you have the means you may want to check out the Necromunda rules as they have an experience system built in that you may be able to pull some ideas from.

I would also suggest doing the experience on a unit level instead of a model level as it may get cumbersome to have to track all of the individual stats when you go to work out shooting or to hit values in assaults. You could also put in rules for losing unit experience if too many members of a squad are killed (as they would have to be replaced by fresh faced recruits).

Good luck!
   
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Australia

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Made in au
Black Templar Recruit Undergoing Surgeries




Down Under

I think this kid of thing is a great idea but i think it should be done by squad as it is easier to track, and even though you might have have a limited number of troops, playing against orks like this will be tiresome trying to remember everything.
A few questions.
How would this work for vehicles if they are allowed?
Can you buy more models with the experience you earn?
Perhaps extra experience could be earnt for taking and holding objectives?
   
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Nigel Stillman





Austin, TX

I like it but the values seem a bit off. Mostly for ballistic skill.

BS4 to BS5 should be the most expensive ballistic skill option, and from BS5 to BS6 should be maybe 5 points, or perhaps 10.

Just from a statistical standpoint that is, BS5 is 100% better than BS4. Hitting on 2's as opposed to hitting on 3's. Whereas from BS5 to BS6 there really isn't that much of a difference.

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Australia

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Nigel Stillman





Austin, TX

Che-Vito wrote:
Vladsimpaler wrote:I like it but the values seem a bit off. Mostly for ballistic skill.

BS4 to BS5 should be the most expensive ballistic skill option, and from BS5 to BS6 should be maybe 5 points, or perhaps 10.

Just from a statistical standpoint that is, BS5 is 100% better than BS4. Hitting on 2's as opposed to hitting on 3's. Whereas from BS5 to BS6 there really isn't that much of a difference.


100% better? 83% chance of success versus 66% chance of success...that's approx. 16.6% different.



That's the trick, isn't it?

Think of it like this. If a Space Marine takes an armor save, it has a 1 in 3 chance of dying. If a Terminator takes an armor save, it has a 1 in 6 chance of dying. The Space Marine has 2 possibilities of failing: Rolling a 1 and a 2. The Terminator only has 1 chance of dying from a normal armor save: Rolling a 1. In this sense, Terminator armor is 100% better.

Same with hitting on a 2+ as opposed to hitting on a 3+. 1 chance of failure versus 2 chances of failure.
   
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Australia

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Storm Trooper with Maglight



Buffalo NY, USA

This is why you should do it by squad, it isn't about keeping track of the individual and keeping it realistic. It's about making use of these rules, a squad has a better chance of surviving then an individual. Up the cost of the upgrades if you do this.

3rd edition rulebook had something simular but the upgrades weren't as over powered.

Cool idea though.

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Long-Range Ultramarine Land Speeder Pilot







Yeah I have the 3rd edition rulebook and it had some great examples of bonuses and whatnot that you could get with experience. The current big rulebook also has some tables for giving units access to universal special rules based on experience.

I agree with everyone else that the XP should be tracked on a per unit basis with a penalty applied for units that lose X% of their members.

It is just so much more manageable to keep track of. Especially for horde players. It also helps keep it fair for the horde players who will in all likelihood lose their guys at a very high rate.

6,000
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Australia

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Out of curiosity, how are you doing the equipment upgrades?

6,000
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cheak out necromunda

Drive Me Closer I Want To Hit Them With My Sword
5k points
2k points
daemons 2k 
   
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Australia

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Che-Vito wrote:

Equipment upgrades bought as normal. Example:

My IST can upgrade to a Veteran at +10 points, and then they have access to the armoury. So if a model gains +10 points, then it can start buying upgrades from the armoury. The Space Marine player has been doing the same, upgrading his Tacs to Sergeants at +10 points. And the Ork player with Boyz to Nobz...and so on.


Have you taken into consideration that upgrading a Boy to a Nob is much, MUCH more valuable than upgrading a Space Marine to a Sergeant? The two upgrades should not cost anything like the same points. Upgrading a Space Marine to a Terminator is about the same value, IMO.

 
   
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Australia

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Wait... so you could have a squad made up entirely of space marine sergeants?

6,000
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Longtime Dakkanaut






Scyzantine Empire

They'd be Sternguard or Vanguard at that point...

What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
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Scyzantine Empire

I don't think it's wonky, but if others are suspect, simply state that each battle is representative of a single long term conflict.

It's my understanding that Sternies and Vanguards are 1st company (vets with terminator honors) that aren't in TDA at the moment. The codex also says that they're often distributed through the other companies to lead regulars.

Using the codex as a guideline, I'd recommend Tacs progress to Sternies to Termies and Assaults advance to Vanguard and then to Assault Termies. That kinda leaves Devies twiddling their thumbs though.

What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
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Infiltrating Hawwa'





Australia

Gavin Thorne wrote:I don't think it's wonky, but if others are suspect, simply state that each battle is representative of a single long term conflict.

It's my understanding that Sternies and Vanguards are 1st company (vets with terminator honors) that aren't in TDA at the moment. The codex also says that they're often distributed through the other companies to lead regulars.

Using the codex as a guideline, I'd recommend Tacs progress to Sternies to Termies and Assaults advance to Vanguard and then to Assault Termies. That kinda leaves Devies twiddling their thumbs though.


The point value of a Sternguard and a Tac Sergeant is near identical though. One gives you special weapon options, while the other is a great combat unit. I like you idea about Assaults to Vanguard, Tacs to Sternguard (even if not in-line with fluff...it works just fine!). Terminators being the "end of the line".

We are using the Codex as much as possible. The only vexing part being Scouts, and upgrading them to Tacs. A Scout with their cloaks are the same cost as a Tac, yet should they go through to Sergeant first?

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Scyzantine Empire

I think it's perfectly codex. When a marine enters the First Company, he's a veteran for all intents and purposes. Veterans either lead regular company squads (as a Sarge, with appropriate gear selection for THAT task) or band together and form Sternguard or Vanguard units. Once he gets Terminator Honors, he can don the suit.

A Scout Sarge is a veteran marine that's decided to keep the youngins' outta trouble, or make sure they get into just enough trouble before getting out. I'd advance Scouts the same way as regular marines - if he's a bolter, sniper, or shotgun shooty scout, send him to Tacs. If he's a choppy scout, send him to Assaults. If he's a fan of the dakkadakka big guns, send him to Devies.

What harm can it do to find out? It's a question that left bruises down the centuries, even more than "It can't hurt if I only take one" and "It's all right if you only do it standing up." Terry Pratchett, Making Money

"Can a magician kill a man by magic?" Lord Wellington asked Strange. Strange frowned. He seemed to dislike the question. "I suppose a magician might," he admitted, "but a gentleman never could." Susanna Clarke Jonathan Strange & Mr. Norrell

DA:70+S+G+M++B++I++Pw40k94-D+++A+++/mWD160R++T(m)DM+

 
   
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Mr Chev, what are the non stat upgrades for things like artilery?

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My Current army lineup 
   
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Storm Trooper with Maglight



Buffalo NY, USA

the_ferrett wrote:Mr Chev, what are the non stat upgrades for things like artilery?


Why should there be? The gun doesn't get any stronger as it's used, the operators only get better at their job.

One question that hasn't been approached is can a player consolidate his experianced troops into a "Veteran Squad" if they wanted to? They would lose the advantage of being able to soak up wounds with the less valuable units but the concentration of increased abilities might balance out the risk factor.

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