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Made in au
Courageous Questing Knight






Australia

Hi guys, after asking a few questions, it seems one of my bogas suggestions has actually been warranted.

My idea, ah, the stuff of legend tis it.

Feel free to add army specific rules, and to change if you feel necesary.

all ideas accepted

Naval units:

My original idea was for a fleet to fleet fight in the 40k universe. but I felt battlefleet gothic did that very comfortably.

my new idea is for small cruiser and microaircraft carriers to be taken.

(microaircraft, I assume is a misunderstood concept, being that the carriers would just hold them and refuel and such. most skimmers I assume are VTOL)



-ideas rules 1.-

skimmers.

Skimmers are a really big problem at sea, they can zip around due to their above ground status.

they may move over land and sea as if it were the same terrain, without hinderance.

skimmers must land eventually, however or their grav-plates overheat.

as such, over sea/lake conditions they must land at least once every 2 turns. or within moving 36" (i.e. flat out twice.)

All weapons fired from skimmers are fired without ground rules hinderance, and follow normal vehicle rules

Jump troops:

jump infantry may cross water, but must land immediatley after coming onto water, or they will crash. (and die, obviously.) jump troops and skimmers can land on Aircraft carriers, and jump troopers may land on any ship where there is room.
jet bikes are treated as skimmers.

-section two: Ground infantry, tank*s and MC.-

Ground infantry may move 3" from the shore, and the shore counts as difficult terrain. if they decide to move further (up to 12") water is counted as dangerous.
Tanks may move in 6", further their engines may be damaged in the process*.
* to solve this, roll d6 + the distance moved. (i.e. 6) to a maximum of 10. if the armour is penetrated, it is counted as wrecked lost at sea, and is removed from the game.
Monsterous creatures and beasts may move a total of 18" into water

All infantry may not shoot if they are further then 6" into the water, as they're holding their guns up soas not to get them wet.
All tanks may fire guns, all the time. (unless they move too fast)
MC and beasts may never fire weapons in water.

N:

When measuireing how deep weapons or ranges are, always measure from the closest shore line.

-PT boats and cruisers.-

All boats may move across water without hindrance. they may move up to the shoreline. if they come within 6" of the shoreline roll a D6. on a 6, they're immobilised.

PT boats are smaller, and can have one turret weapon and two sponson weapons.

For example, a space marine PT boat has a front turret Twin linked lascannon, and two storm bolters on the side.

Cruisers have one main turret gun, and four side turret guns.

For example, a space marine cruiser has one main turret, which is a lascannon, and on the sides has heavy bolters.

All weapons may be fired, but only at one target, regardless of movements.

All boats may move a total of 6".

Side mounted weapons must be weaker then S6.

Front mounted weapons must be no weaker then 4.

all boats must have a deck for infantry to land on.

-aircraft carriers-

All aircraft carriers have two side armed turrets. they can buy up to four extra side armed turrets.

Aircraft must have flat decks and must have room for three skimmers.

Well, I've written the basis of the rules, has been toyed with and lightly playtested, but I feel this is a community job! jump in dakka.

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Made in us
Boosting Space Marine Biker





CT

I like the idea, but I think skimmers should land only after they moved 36", not every 2 turns.

Camboyaz
Halo Reach: A Dakka Dakka Party Link: http://www.dakkadakka.com/dakkaforum/posts/list/316615.page

"Nothing is True, Everything is Permitted"

Blue Crosses
IOM Tau Cult
104th Tank Regiment 
   
Made in au
Courageous Questing Knight






Australia

Well..

A land speeders grav plates heat up if they stay in the air too long. and many sea boards would be less then 48" long.

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Made in gb
Lord of the Fleet






Questions:

Jump troops can cross water but not stop on water?
What are you going to do about landraiders? (they're completely submersible)

I'm not keen on the skimmer landing bit - they can only fly for a couple of minutes at a time? Why not have an anti-skimmer missile system for naval craft to balance them out a bit?
   
Made in au
Courageous Questing Knight






Australia

That what I was thinking about.

thanks scott.

Ah, now LR, you see would be their own troops.

They'd probably just get the chimeras submersible rule.

However, as I've actually tried to say, all tanks can fully submerge, but, if they move too fast, they may drown themselves.

a rhino moves 12" in, he immediatly sinks. (S10+D6 = higher then AV 11.)

whereas a LR moves 12" he might survive. (S10 +D6 = 2 in six chance)

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Made in gb
Lord of the Fleet






Chimera's aren't submersible - they are properly amphibious so they can swim.
Land Raiders can drive along the bottom of the ocean in relative safety.

These are two special cases you'll need to think about.

For all other (non-skimmer) vehicles I think you should just set a max depth (distance out). As soon as the water is over the air intakes you're immobilised. (The rhino is noted as being particularly resistant to this but is still not submersible)


Automatically Appended Next Post:
I'd also consider shifting focus a little.

Instead of the naval+everything else approach (which only really makes sense for deep river settings or ship batteries vs artillery) why not go for ships, skimmers and flyers?

One big ship (big enough to be terrain) plus a bunch of small ships. Then you can have planes flying about, skimmer delivered boarding parties, etc.

This message was edited 2 times. Last update was at 2010/07/04 15:22:49


 
   
Made in au
Courageous Questing Knight






Australia

Well, originally I intended for a battleship module, but the idea I felt was a little redundant.

Then, I had a brilliant idea!

The ships are moving terrain, kind of like moving islands for infantry. you can board enemy ships and such, as long as you get close enough, and big enough ships might even be able to fight INSIDE of.

for example, maybe a PT boat is manned by a tactical marine squad, one being a driver, two to man the main gun, one to man each storm bolter and one to man anti-skimmer defences.

I could probably make a Fanrules for this.


Automatically Appended Next Post:
Oh, and the battle ship (the SM one) would be a little difficult, due to their not really having too many big guns.

I thought of this.

/\
/x\
|--|
|--|
|--|
|^|
|^|
|x|
\x/
\/

X = main gun, say a TL lascannon
^ be NSAM (naval surface to air missile)
-- being side mounted storm bolters, or maybe even heavy bolters.

PT boat
/\
/x\
|^|
|--|
\--/
\/

Cruiser
/\
/x\
|^|
|^|
|--|
|--|
|--|
|^|
|_|

This message was edited 1 time. Last update was at 2010/07/04 15:36:45


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Made in gb
Lord of the Fleet






I can't imagine marines having naval assets? When it comes to planetary invasion, naval assets are strictly defensive. Marines are a strike force, they don't need them.

If they need to combat other naval assets they can just drop assault marines in from THawks.
   
Made in gb
Willing Inquisitorial Excruciator





England

I think the imperial forces have a "wet" navy. I doubt that anyother imperial force would have access to naval ship.

+1 for the Ships, skimmers and flyers as, I saw you mention that the board would be about 48" which would make it horribly cramped. You would need a board about the same size as apoc boards for standard point sizes.
   
Made in gb
Lord of the Fleet






Also, re the whole "grav plates overheating", eldar and marine skimmers have no landing gear of any kind and are clearly not able to set down on the ground. If they can't use their grav plates for the duration of a mission then they've got a massive problem.
   
Made in au
Courageous Questing Knight






Australia

Yeah, wizard. you're not allowed to talk anymore.

What I meant was for a 12' x 6' board, the sea was gonna be like a small lake in the middle.

next idea would definatly not be 4' x 4'


As for You scotty, it says so in the skimmer area that they must be able to land I assumed they were overheating. :p

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Made in gb
Lord of the Fleet






Captain Solon wrote:As for You scotty, it says so in the skimmer area that they must be able to land I assumed they were overheating. :p


Quote or it didn't happen
   
Made in au
Courageous Questing Knight






Australia

Before a boat may be considered a boat, you must consider the three options.

option 1.
Patrol (small) boat
must be 8"-14" long, and 3" wide. must have a port big enough for a driver.
must have two side ports for defencive weapons.
must have on front port for heavy weapons.

Option 2.
Destroyer (medium) boat
Must be at least 10" long, and no longer then 2', and must be 4" wide. must have two ports big enough for both a gunner and a driver.

must have one front port for heavy weapons, one rear port, and two rear ports for anti-air defences.
must have 4 side ports for defencive weapons.

Option 3.
Aircraft carrier must be at least 1'6", must not exceed 3' long. must have four ports big enough for 2 gunners, a driver and air traffic controller. e
must have 2 front ports for heavy weapons, 4 side anti-air weapons, 2 defencive weapons.

Space marine example:

Patrol boat 140 pts.

must be driven by at least a scout squad, or combat tactical squad. may not carry more then 10 models.

may take:
heavy bolter 10, assault cannon 40, lascannon 50,
may:
twin link the weapon 10.
may take:
2 side-port storm bolters 10 pt
2 side port flamers 10 pt
2 side port heavy flamer/bolters, 15 pt
2 side port assault cannons, 40 pt.

DR:90S+++G++MB+I+Pw40k096D++A+/areWD360R+++T(P)DM+
3000 pt space marine 72% painted!
W/L/D 24/6/22
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