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Made in de
Wrathful Warlord Titan Commander






germany,bavaria

An attempt on a ruleset for SSGT - strategic surivor game two.

The first SS - game one got stuck in a stalemate and I think we could prevent this from happening again.

Thougths:

- drop reinforcement, more wounds
- increase killyness
- balance speed, none shall escape!
- not too complex rules, ease of play
- split up attacks
- keep it to armies, leave the single character approach to more RPG oriented games
- race/ faction specific abilities limited
- almost every army possible

Basic layout should be a grid, whole systems are nice but a planet split into sectors should do.
Layout V1
- board is a grid, 3 x 3 ( up to 5 players ) or 5 x 5 ( 5 + players ), all tiles are connected.
- center piece is the primary objective.
- terrain effects: a) cover = +1 to A against RA, b) obstacles = +1 A against CA
- the Vault ( center piece ) = No airstrikes at it! Too valuable to be ruined.

The aim of the game:
Claim the center piece for your army/faction.
This can be done:
- victory undisputed = your the last surviving force at the board, nobody can deny it to you!
- victory "mission accomplished" style = if the game is down to 3 armies left, any army that holds the center uncontested over the course of 5 turns may take the prize and leave. Uncontested = not under attack of any kind ( CA, RA, specials ).

Available armies:
#Chaos. Not divided yet, so CSM and cultists and demons have to join.
#Dark Eldar. Fast but fragile.
#Eldar. More resilience than their cousins.
#Imperiale Garde. The hammer of the imperium.
#Inquisition. can't keep them out. Would represent the ordos + GK / DW.
#Mechanicum. May repair their stuff.
#Necrontyr. Hard to kill.
#Orks. Green tide.
#SoB. purge the unclean!
#Space Marines. balanced, but deepstriking if need be...
#Tau. shooty xenos.
#Tyranids. Always hungry...

Armies consist of 5 elements. Basic, veteran and supporting. An army is built from:
1+ basic units
0-2 veteran units
0-2 support units
Only basic units are unlimited ( 1-5 ), veteran and support are rare and therefore restricted.

Basic unit:
- each basic unit after the first one adds: +20 wounds , +1 to CA attacks, +1 to RA attacks to the army.
Veteran unit:
- each veteran unit adds: +15 wounds, +2 CA attacks, +1RA attack to the army.
Support unit:
- each support unit adds: +10 wounds, +1 CA attack, +2 RA attacks to the army.

example: a army of ( x ) at 20 wounds and 2 CA attacks and 1 RA attack would:
- gain +20 wounds for a second basic unit, thus at 20+20 = 40.
- gain +1 CA and + 1RA attack, thus at 2+1 = 3 / 1+1 = 2.
- gain + 10 wounds from a support unit, plus +1 CA and +2 RA attacks, thus at: 50 wounds, 4 CA attacks, 4 RA attacks.
- gain 2x +15 wounds from 2 additional veteran units, plus 2x +2 CA and 2x +1 RA attack thus at 80 wounds, 8 CA and 6 RA attacks.
- have 2 basic units, 1 support unit and 2 veteran units, thus all slots are full and the army is complete.


Army profile:
-( name of army/faction ) , ( armor save ), ( wounds ), ( CA attacks ), ( RA attacks ), ( specials left ).
example: 3rd tanith/ IG, A1, W95, C05, R10, Sp05 .

Name should be obvious and is chosen by player. Faction/race just there to remind those who can't sort the name.

wounds
- damage capacity before the army is depleted of combatants. Falls to zero = army Out of service/dead.

armor save
- represents the resilience of a given army, some are cannonfodder some are hard to kill...
- the armor save is in a fight substracted from the inflicted damage.
-example: 5 CA attacks vs a armor save of 3 => 5-3=2, victim takes 2 wounds.

CA attacks (close quarters)
- anything done close to the opponent to harm him/her. From HtH to short ranged shooting.
- these attacks are used when fighting in the same location.

RA attacks (ranged)
- anything used to kill at a distance. Commonly shooting.
- these attacks are used when attacking an adjacent location.

specials
- army specific abilites/options. come limited and are maybe not refillable.
- intend to start with 10.
- are used instead of a normal move. Counter decreases by one per usage. Unless specified otherwise in army profile.

Armies in detail:

Chaos:
A = 2, W = 30, CA = 3, RA = 2, SP = 10. ( special ability: sacrifice. Offer 1-3 wounds to gain either 1 CA or 1 RA per wound ).
every killed army regains a chaos army +3 SP

Dark ELdar:
A = 1, W = 15, CA = 2, RA = 1, SP = 15 ( special ability: hit and run. May attack before moving. )
if DE manage to hit every other faction at least once, they regain +5 SP as payment from commoragh

Eldar:
A = 2, W = 25, CA = 2, RA = 3, SP = 10 ( special ability: the webway. Eldar may move freely across the board to a new location )

Imperial Guard.
A = 1, W = 35, CA = 1, RA = 4, SP = 10 ( special ability:air support. IG may call for air/artillery support. Performs a long ranged attack of 50% of the actual RA value up to 2 spaces away, no armor saves).
air stirkes ignore armor, may hit 1 or 2 spaces away as a RA

Inquisition: (hereticus,malleus,xenos)
A = 2, W = 25, CA = 2, RA = 2, SP = 10 ( special ability: know thy enemy. Inquisiton may ignore their opponents armor save for a turn ).
used to increase damage of either a CA or RA attack.

Mechanicum:
A = 2, W = 30, CA = 2, RA = 2, Sp = 10 ( special ability: repair. Mechanicum's cogboys may repair 3 wounds. )
the inherent knowledge and the massive use of tech allow to repair damage partially. Use once per turn.

Necrons:
A = 4, W = 20, CA = 1, RA = 3, SP = 10 ( special ability: teleport. Necrons may move up to 3 spaces instantly )
the undead silent hordes are still not fully awakened.

Orks:
A = 0, W = 35, CA = 4, RA = 1, SP = 10 ( special ability: waaagh. Orks may gather a green tide and strike with force. Add + 50% to a CA)
waagh is used differently, it adds to a normal move. >Round down any result. CA + waagh = 150%
beware: more than 3 waaghs in a row lead to headaches, orks will stop and suffer 5 wounds.

Sisters of battle:
A = 3, W = 30, CA = 3, RA = 1, SP = 5 ( special ability: faith. Nuns&guns may increase protection, add +2 to armor save. )
defensive ability, but stays for the whole turn. Every 5 lost wounds gain them + 2 SP.

Space MArines:
A = 3, W = 30, CA = 3, RA = 3, Sp = 10 ( special ability: deepstrike. Space marines may move and attack in the same turn )
move / attack allows to take the fight to the opponent.

Tau:
A = 2, W = 25, CA = 1, RA = 3, SP = 10 ( special ability: ? )

Tyranids:
A = 0, W = 35, CA = 4, RA = 0, SP = x ( special ability: hunger . Nids may eat to regain wounds. Add +2 wounds if under 35 W )
nids are always hungry, thus not limited in use except their cap at their basic 35 wounds.


legal moves:

Any army may perform 1 move per turn/day.
A move may be:
- move to adjacent location.
- stay and fight ( CA )
- stay and fight ( RA )
- use special ability ( follow description in army profile )
- stay put.
any army that does not perform a move twice in a row, will start to fall apart ( deserters ) and suffers wounds in a rising number.
example: Day 1 = not moved, day 2 not moved, day 3 loose 1 wound, day 4 loose 2 wounds, day 5 loose 3 wounds....
Leave them out in the cold and they will choose a new 'employer'.


Marks:
- army has moved this turn = <<
- army was hit = ( actual value in red and a - )
- army use special = ( actual value of specials in green )

What do you think?

Edit: need a special for Tau. Or maybe they should have none?

This message was edited 6 times. Last update was at 2010/08/28 17:38:57


Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

The board:

- either a 5 by 5 or 3 by 3, so 25 or 9 spaces. Movement horizontal / vertical or all 9 directions. Size depends on players.
- victory conditions:
a) victory undisputed = last army remaining on board.
b) victory per mission objective achieved = at last 3 armies, those who will claim the center for 5 turns uncontested
(ie not attacked in CA or RA ) grab the valuables and win. Thus, sitting in the backyard or running away allows someone else to win.
- each army may move 1 space per turn. Some may use their SP to A/M or M/A or M/M.
- a turn is 1day = 24 hours. ( should fit with the activity of posters. I doubt many post twice a day )

The players:

- each player may choose 1 army. An army fights at once, either moves, or attacks, or uses a special. It may stay put, but inactivity
has the risk of deserters....
- players may freely choose to ally.
- starting locations depend at amount of players. Imagine to normally see them entering the board at the sidelines as the prize is in the middle. Ground is a planetary surface. Could do some terrain effects if interest be.

Examples of armies and play:

Player A
IG, adds Basic, 2 veteran and 2 support units. => IG, A1, W85, C07, R10, Sp10

Player B
Chaos, adds 2 veteran, 1 support and 1 basic unit. => CS, A2, W90, C09, R07, Sp10

Player C
Orks, adds 1 veteran and 3 basic units. => OR, A0, W110, C09, R05, Sp10

Player D
Tau, adds 2 support and 2 basic units. => TA, A2, W85, C05, R09, Sp10

Day 1:

Location alpha:

- IG, A1, W85, C07, R10, Sp10
- TA, A2, W85, C05, R09, Sp10

Location gamma:

- OR, A0, W110, C09, R05, Sp10
- CS, A2, W90, C09, R07, Sp10

................................................................

Location alpha:

- TA, A2, W85, C05, R09, Sp10

Location beta:

- IG, A1, W85, C07, R10, Sp10 << ( IG moves to beta )

Location gamma:

- OR, A0, W110, C09, R05, Sp10
- CS, A2, W90, C09, R07, Sp10

.................................................................

Location alpha:

- TA, A2, W85, C05, R09, Sp10

Location beta:

- IG, A1, W85, C07, R10, Sp10 <<
- CS, A2, W90, C09, R07, Sp10 << ( chaos moves to beta )

Location gamma:

- OR, A0, W110, C09, R05, Sp10

.................................................................

Location alpha:

- TA, A2, W85, C05, R09, Sp10

Location beta:

- IG, A1, W85, C07, R10, Sp10 <<
- CS, A2, W90, C09, R07, Sp10 <<
- OR, A0, W110, C09, R05, Sp10<< (orks move to beta )

Location gamma:

..................................................................

Location alpha:

- TA, A2, W85, C05, R09, Sp10<< ( Tau use RA against orks )

Location beta:

- IG, A1, W85, C07, R10, Sp10 <<
- CS, A2, W90, C09, R07, Sp10 <<
- OR, A0, W 101 -, C09, R05, Sp10<< ( RA 09 vs A0 = 9 wounds dealt )

Location gamma:

.................................................................

New day:

Location alpha:

- TA, A2, W85, C05, R09, Sp10

Location beta:

- IG, A1, W77- , C07, R10, Sp10
- CS, A2, W90, C09, R07, Sp10 << (chaos attacks IG = CA => CA09 vs A1 = 8 wounds dealt )
- OR, A0, W101, C09, R05, Sp10

Location gamma:

..................................................

Location alpha:

- TA, A2, W85, C05, R09, Sp10

Location beta:

- IG, A1, W69- , C07, R10, Sp10
- CS, A2, W90, C09, R07, Sp10 <<
- OR, A0, W101, C09, R05, Sp10<< (orks feel invited, chime in against IG . CA09 vs A1 = 8 wounds dealt )

Location gamma:

....................................................

Location alpha:

- TA, A2, W85, C05, R09, Sp10
- IG, A1, W69, C07, R10, Sp10 << ( IG moves )

Location beta:

- CS, A2, W90, C09, R07, Sp10 <<
- OR, A0, W101, C09, R05, Sp10<<

Location gamma:

.........................................

Location alpha:

- TA, A2, W85, C05, R09, Sp10<< ( Tau keep on the orks. RA09 vs A0 = 9 wounds dealt )
- IG, A1, W69, C07, R10, Sp10 <<

Location beta:

- CS, A2, W90, C09, R07, Sp10 <<
- OR, A0, W92- , C09, R05, Sp10<<

Location gamma:

.......................................

Constant ranged attacks may harm even numerous armies. Constant close attacks severly harm ranged army.

Another try:

Day 1:

Location alpha:

- IG, A1, W85, C07, R10, Sp10
- TA, A2, W85, C05, R09, Sp10

Location beta:

Location gamma:

- OR, A0, W110, C09, R05, Sp10
- CS, A2, W90, C09, R07, Sp10

....................................................


Location alpha:

- IG, A1, W85, C07, R10, Sp09 << ( IG request air support against chaos. LRA05 vs A- => 5 wounds dealt )
- TA, A2, W85, C05, R09, Sp10

Location beta:

Location gamma:

- CS, A2, W85- , C09, R07, Sp10
- OR, A0, W110, C09, R05, Sp10

.....................................................

Location alpha:

- IG, A1, W85, C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10

Location beta:

- CS, A2, W85, C09, R07, Sp10 << ( chaos moves closer )

Location gamma:

- OR, A0, W110, C09, R05, Sp10

....................................................

Location alpha:

- IG, A1, W85, C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10

Location beta:

- CS, A2, W85, C09, R07, Sp10 <<
- OR, A0, W110, C09, R05, Sp10<< ( orks move to possible fight )

Location gamma:

.......................................................


Location alpha:

- IG, A1, W85, C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10 << ( Tau aim at orks. RA09 vs A0 = 9 wounds dealt )

Location beta:

- CS, A2, W85, C09, R07, Sp10 <<
- OR, A0, W101- , C09, R05, Sp10<<

Location gamma:

.......................................................

Day 2:

Location alpha:

- IG, A1, W85, C07, R10, Sp09 << ( IG opens fire at chaos. RA 10 vs A2 = 8 wounds dealt )
- TA, A2, W85, C05, R09, Sp10

Location beta:

- CS, A2, W77- , C09, R07, Sp10
- OR, A0, W101, C09, R05, Sp10

Location gamma:

....................................................

Location alpha:

- IG, A1, W85, C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10
- CS, A2, W77, C09, R07, Sp10 << ( chaos moves closer )

Location beta:

- OR, A0, W101, C09, R05, Sp10

Location gamma:

....................................................


Location alpha:

- IG, A1, W85, C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10
- CS, A2, W77, C09, R07, Sp10 <<
- OR, A0, W101, C09, R05, Sp10<< ( orks move closer )

Location beta:

Location gamma:

....................................................

Location alpha:

- IG, A1, W85, C07, R10, Sp09 <<
- CS, A2, W77, C09, R07, Sp10 <<
- OR, A0, W101, C09, R05, Sp10<<

Location beta:

- TA, A2, W85, C05, R09, Sp10 << ( Tau start to dislike this location -> move )

Location gamma:

....................................................

Day3:

Location alpha:

- CS, A2, W77, C09, R07, Sp10
- OR, A0, W101, C09, R05, Sp10

Location beta:

- IG, A1, W85, C07, R10, Sp09 << ( IG moves )
- TA, A2, W85, C05, R09, Sp10

Location gamma:

....................................................

Location alpha:

- CS, A2, W77, C09, R07, Sp10
- OR, A0, W 92-, C09, R05, Sp10

Location beta:

- IG, A1, W85, C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10 << ( Tau shoot orks. RA09 vs A0 = 9 wounds dealt )

Location gamma:

....................................................

Location alpha:

- CS, A2, W77, C09, R07, Sp10

Location beta:

- IG, A1, W85, C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10 <<
- OR, A0, W92, C09, R05, Sp10<< ( orks move )

Location gamma:

....................................................

Location alpha:

- CS, A2, W77, C09, R07, Sp10 << ( chaos shoots IG. RA 07 vs A1 = 6 wounds dealt )

Location beta:

- IG, A1, W79- , C07, R10, Sp09 <<
- TA, A2, W85, C05, R09, Sp10 <<
- OR, A0, W92, C09, R05, Sp10<<

Location gamma:

....................................................

Day4:

Location alpha:

- CS, A2, W 69-, C09, R07, Sp10

Location beta:

- IG, A1, W79, C07, R10, Sp09 << ( IG shoots chaos. RA 10 vs A2 = 8 wounds dealt )
- TA, A2, W85, C05, R09, Sp10
- OR, A0, W92, C09, R05, Sp10

Location gamma:

....................................................

Location alpha:

- CS, A2, W69, C09, R07, Sp10

Location beta:

- IG, A1, W79, C07, R10, Sp09 <<

- OR, A0, W92, C09, R05, Sp10

Location gamma:

- TA, A2, W85, C05, R09, Sp10 << ( Tau move )
....................................................

Location alpha:

- CS, A2, W69, C09, R07, Sp10

Location beta:

- IG, A1, W79, C07, R10, Sp09 <<

Location gamma:

- OR, A0, W92, C09, R05, Sp10<< ( orks move too )
- TA, A2, W85, C05, R09, Sp10 <<
....................................................

Location alpha:

- CS, A2, W69, C09, R07, Sp10 << ( chaos shoots again. RA 07 vs A1 = 6 wounds dealt )

Location beta:

- IG, A1, W 73-, C07, R10, Sp09 <<

Location gamma:

- OR, A0, W92, C09, R05, Sp10<<
- TA, A2, W85, C05, R09, Sp10 <<
....................................................

shootouts drown both armies, some may run around and shoot others if they can get away with..

Ideas to implement?

Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

This is WOW.
You've revolutionized the whole game, it's fantastic!
My only qualm is with the choice of Vet/Basic/Support. I really don't think we need them. Just make the basic armies more balanced, and allow players a simple selection. So far so good 1hadhq!

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

Emperors Faithful wrote:This is WOW.
You've revolutionized the whole game, it's fantastic!
My only qualm is with the choice of Vet/Basic/Support. I really don't think we need them. Just make the basic armies more balanced, and allow players a simple selection. So far so good 1hadhq!


Its good to see one who likes it.
Began to suspect it gets ignored....

The split into 3 possible parts is there to customize and set the strengths/weaknesses accordingly to the chosen "army",
IG for example could be infantry heavy and claim more wounds to represent the masses of guardsmen if taking lots of basic units.
Other armies may also consist of different setups, i dont think any race has a pre-set build.
Could simplify, if there is interest.
Maybe not just 1 IG army but 2 optional ones? Like Infantry / mechanized ?

Available armies:
#Chaos. Not divided yet, so CSM and cultists and demons have to join.
#Dark Eldar. Fast but fragile.
#Eldar. More resilience than their cousins.
#Imperiale Garde. The hammer of the imperium.
#Inquisition. can't keep them out. Would represent the ordos + GK / DW.
#Mechanicum. May repair their stuff.
#Necrontyr. Hard to kill.
#Orks. Green tide.
#SoB. purge the unclean!
#Space Marines. balanced, but deepstriking if need be...
#Tau. shooty xenos.
#Tyranids. Always hungry...


How about:

#chaos, cultists and demons
#chaos, traitor marines and traitor IG
#Dark Eldar ( i feel they havent enough fluff yet to split them )
#Eldar, autarch/Avatar led force of warriors
#Eldar, farseer led force
#Imperial Guard, infantry with artillery support
#Imperial Guard, mechanized with air support
#Inquisition ( how to field them? IMo GK arent standalone without demons present )
#Mechanicum ( hard enough to fit them in so maybe just 1 army ? )
#Necrontyr ( maybe C'tan / Lord ? Could stay united.. )
#Orks, green horde
#Orks, Mek/speed freaks
#SoB ( why split? )
#Space Marines, assault heavy
#Space Marines, shooty/balanced
#Tau, pure cadre
#Tau, lots of allies/auxillaries
#Tyranids, godzilla build
#Tyranids, little critters

Would make 7 double choices, 5 single choices. Now I have to balance 19 armies....

I'll think about it and return to you.


Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
[MOD]
Solahma






RVA

I will watch this with great interest.

   
Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

Er...if anything I think we already have too many armies. Don't start heading into faction arenas.

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

Emperors Faithful wrote:Er...if anything I think we already have too many armies. Don't start heading into faction arenas.


Wait... too many? The game doesn't need all armies to be played, its just a set of possible armies.



Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

A variant of the first list of armies. This one has no customization but provides some armies to choose from.
Important note:
All special abilities last for 1 turn. The entry of an army describes if its immediatly or the next following turn.

Armies in detail:

Chaos:

CSM ( traitor legions / renegades ):

A = 3, W = 80, CA = 8, RA = 7, SP = 10.
( special ability 1: Pray to your patron. Grants either +1 CA or +1 RA immediatly. )
( special ability 2: Deep strike. May move and attack. Immediatly. )

Every killed army regains a chaos army +3 SP

CSD ( chaos - demons and cultists and mutants ):

A = 1, W = 100, CA = 7, RA = 5, SP = 10.
( special ability 1: sacrifice. Offer 1-3 wounds to gain temporarly either 1 CA or 1 RA per wound immediatly. ).
( special ability 2: summon Greater demons. Takes up 2 SP, grants temporarly for the next turn +10 wounds and CA +2 and RA +2. )

Every killed army regains a chaos army +3 SP

Dark Eldar: ( DE )

A = 1, W = 70, CA = 7, RA = 6, SP = 15
( special ability: hit and run. May attack before moving. Immediatly. )
( special ability 2: enslave. Any inflicted wound in the following turn is turned into a prisoner. DE may swap collected prisoners at any time against "wounds", representing hired DE mercenaries, at a ratio of 10 prisoners = 5 wounds. DE may never exceed their original 70 wounds. )

if DE manage to hit every other faction at least once, they regain +5 SP as payment from commoragh

Eldar:

SeerDar: ( EFS )

A = 2, W = 90, CA = 6, RA = 8, SP = 10
( special ability 1: the webway. Eldar may move freely across the board to a new location )
( special ability 2: spiritseers. Takes up 2 Sp. Calls upon the dead, grants +5 wounds, representing wraithlords/ wraithguard.
wounds may not exceed the original 90. )

AspectDar: ( EAS )

A = 3, W = 80, CA = 8, RA = 6, SP = 10
( special ability 1: swordwind. Request the engines of vaul to support, grants +1 RA immediatly. )
( special ability 2: court of the young king. Takes up 2 Sp. May field an avatar and accompaniyng phoenix kings, grant a +2 CA in the following turn. )

Imperial Guard.

Mechanized Guard ( IGM ):

A = 2, W = 90, CA = 6, RA = 9, SP = 10
( special ability 1 :air support. IG may call for air/artillery support. Performs a long ranged attack of 50% of the actual RA value up to 2 spaces away, no armor saves).
( special ability 2: tankshock. Takes up 2 Sp. Adds +2 to CA immediatly to represent an armoured spearhead. )

Infantristic Guard ( IGI ):

A = 1, W = 120, CA = 5, RA = 10, SP = 10
( special ability 1: artillery support. IG may call for artillery support. Performs a long ranged attack of 50% of the actual RA value up to 2 spaces away, no armor saves. immediatly.).
( special ability 2: send in the next wave. Call for reinforcements. Takes up 2 Sp. Grants +5 wounds immediatly. Uses a whole turn. )

Inquisition: (Inq,hereticus,malleus,xenos)

A = 2, W = 70, CA = 7, RA = 7, SP = 10
( special ability 1: know thy enemy. Inquisiton may ignore their opponents armor save in the following turn ).
( special ability 2: in his name. May grant the Inq's turn to another player ( SM,IG,SoB,Inq ) in the same location, so this army can act twice. )

Mechanicum: ( AM )

A = 2, W = 90, CA = 6, RA = 7, Sp = 10
( special ability 1: repair. Mechanicum's cogboys may repair 3 wounds. May not exceed original 90 wounds. )
( special ability 2: God-machine. Takes up 2 Sp. Grants either +2 CA or +2 RA from their mighty engines of war, in the following turn. )

Necrons: ( NE )

A = 4, W = 70, CA = 5, RA = 7, SP = 10
( special ability 1: teleport. Necrons may move up to 3 spaces instantly )
( special ability 2: Rising dead. More necrons awakening. Takes up 2 Sp. Grants +5 wounds immediatly. Necrons may exceeed their original wounds of 70 ).

Orks:

Ork horde ( OHO ):

A = 0, W = 120, CA = 9, RA = 5, SP = 10

( special ability 1: waaagh. Orks may gather in a green tide and strike with force. Add + 50% to a CA)
the waagh adds to a normal move. >Round down any result. CA + waagh = 150%
beware: more than 3 waaghs in a row lead to headaches, orks will stop and suffer 5 wounds.
( special ability 2: gather the tide. Orks may rally more orks. Takes up 2 SP. grants + 5 wounds immediatly. )

Ork Meks ( OM ):

A = 1, W = 100, CA = 7, RA = 6, SP = 10

( special ability 1: speed freaks. Paint it red, ork may move and attack in the same turn. )
( special ability 2: Stompa. Takes up 2 Sp. The meks pride, a stompa is ready. May add + 2 to CA or RA in the following turn. )

Sisters of battle ( SoB) :

A = 3, W = 90, CA = 8, RA = 6, SP = 5
( special ability 1: faith in his protection. Nuns&guns may increase protection, add +2 to armor save in the following turn.)
( special ability 2: faith in his guidance. SoB may add +1 to either CA or RA, immediatly )
The martyrdom gains them for Every 5 lost wounds + 2 SP.

Space Marines:

Codex adherent ( SMC ) :

A = 3, W = 80, CA = 8, RA = 8, Sp = 10
( special ability 1: deepstrike. Space marines may move and attack in the same turn )
( special ability 2: orbital bombardment. Takes up 2 Sp. LRA = long range assault, hits up to 2 spaces away as RA10. )

Non-codex: ( SMU )

A = 3, W = 80, CA = 9, RA = 7, Sp = 10
( special ability 1: deepstrike. Space marines may move and attack in the same turn )
( special ability 2: veterans . Grants +1 to either CA or RA in the following turn, ignores Armor.

Tau:

Tau cadre ( TC ):

A = 2, W = 80, CA = 5, RA = 8, SP = 10
( special ability 1: ??? )

Tau empire ( TE ):

A = 1, W = 90, CA = 7, RA = 6, SP = 10
( special ability: ??? )

Tyranids:

Tyranid horde ( TYH ):

A = 0, W = 130, CA = 5, RA = 5, SP = x
( special ability 1: hunger . Nids may eat to regain wounds. Add +2 wounds if under 35 W, takes up whole turn. )
nids are always hungry, thus not limited in use except they may not exceed 65 wounds.

Tyranid Monsters ( TYM ):

A = 2, W = 80, CA = 9, RA = 0, SP = x
( special ability: hunger . Nids may eat to regain wounds. Add +2 wounds if under 20 W, takes up whole turn. )
nids are always hungry, thus not limited in use except their cap at their basic 40 wounds.

Would like to hear comments.


Basic model of protection / damage:
- hits min at 5 , max at 10.
- armor min at 0, max st 5

Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

This is an interesting proposal.

For army construction, rather than just basic (Troops) / vet (Elite) / support (Heavy), I'd tie it more to 40k:
+HQ (+special ability)
+Elite (+A @R0)
+Troops (+W)
+Fast (+A @ R1)
+Heavy (+A @R2)

Something like that. Army-wise, you can monkey with the special abilites & such against the FOC-based construction template above..


   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

JohnHwangDD wrote:This is an interesting proposal.

For army construction, rather than just basic (Troops) / vet (Elite) / support (Heavy), I'd tie it more to 40k:
+HQ (+special ability)
+Elite (+A @R0)
+Troops (+W)
+Fast (+A @ R1)
+Heavy (+A @R2)

Something like that. Army-wise, you can monkey with the special abilites & such against the FOC-based construction template above..



A complete FOC would generate a higher maximum of slots, as 5 would not be enough.
We may look at 7 slots then.
HQ would need restrictions, i dislike to hand out too many specials and IMO a limited source leads to strategy as way to success.
Elite/Vets seem to tie to close ranged attacks, as does Troops tie to more "heads"/wounds. Did include this already, so we come to:
-Fast. This part of 40k tends to have the range to bolster RA, but it is a bit conflicting with Heavy as some Heavys share the range of Fast.
-Heavy. DId not use normal LRA ( called it long ranged ) at 2 spaces away, to prevent armies to blast off the CC focused ones for 2 turns
and possibly the whole game if on a small board. Makes sense for some armies ( Guard, who could hit you from the other room ), but others
would have restricted or no access if we keep it based at 40k.
Example:

7 slots, mandatory Troops = 1. Free to customize = 6.
1) Troops
2-7) 0-6 troops, 0-2 HQ, 0-3 elite, 0-3 fast, 0-3 Heavy.

Specified to army:
IG.
1) Troops
2-7) 0-6 Troops, 0-2 HQ, 0-2 elite, 0-2 fast, 0-5 heavy.

Eldar.
1)Troops
2-7) 0-4 Troops, 0-2 HQ, 0-3 elite, 0-4 fast, 0-2 heavy.

Could start with basic wounds, and just have boni from additional troops. I still imagine a problem with 3 different ranges as normal attacks, since armies had to rely upon heavys and thus would need a R2 attack even without any heavy in a system of 5-10 as
attack value, cause Armor would allow to ignore most low level attacks.


Example:

An army decides to attack R0, uses basic CA value and has a general chance to do some damage as min CA = 5 vs max A = 4 guarantees
a few casualties.
The same army tries to hit at R1, again basic RA of min = 5 vs max A = 4, guarantees also a few casualties.
A R2 attack, inable to overcome the A value, would be pointless. Now, common 40k would allow 3 heavys.
A +1 - 3 to R2 would mean to have at least a value of 1 from start? ( 1 - 4 as R2. A 3 or A 4 armies could laugh at such attacks. )

The basic model of damage relys upon 2 armies able to annihilate each other in min 10, max 40 turns.
Its possible to do weak attacks and suffer from lack of focus with wars of attrition, but this easily leads to boring repetitive turns.
IMO its important to keep interest, and thus hand out enough hitting power to see some results without lowering chances of survival
to 2-3 turns if you gain the attention of a group of players. The min of wounds at 70 should grant 3-4 turns vs 3x3 dedicated high power attacks as most attacks would come as -5 to -7 wounds. ( so -15 to - 25 per turn ).


I am hesitant to allow to shoot across the board unrestricted. The specials provide some limits.
Movement is actually 1 for all armies. The range of either 0 or 1 should fit a 3x3 board. A range of 2 would only fit onto a 5x5 board or larger.




Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

1hadhq wrote:


Thougths:

- drop reinforcement, more wounds
- increase killyness
- balance speed, none shall escape!
- not too complex rules, ease of play
- split up attacks
- keep it to armies, leave the single character approach to more RPG oriented games
- race/ faction specific abilities limited
- almost every army possible

Basic layout should be a grid, whole systems are nice but a planet split into sectors should do.
Layout V1
- board is a grid, 3 x 3 ( up to 5 players ) or 5 x 5 ( 5 + players ), all tiles are connected.
- center piece is the primary objective.
- terrain effects: a) cover = +1 to A against RA, b) obstacles = +1 A against CA
- the Vault ( center piece ) = No airstrikes at it! Too valuable to be ruined.

The aim of the game:
Claim the center piece for your army/faction.
This can be done:
- victory undisputed = your the last surviving force at the board, nobody can deny it to you!
- victory "mission accomplished" style = if the game is down to 3 armies left, any army that holds the center uncontested over the course of 5 turns may take the prize and leave. Uncontested = not under attack of any kind ( CA, RA, specials ).


Got 2 variants, and I think some comments which is preferrable would be not too much to ask for?

V 1, basic armies to customize with a sytem of 3 elements :

Armies consist of 5 elements. Basic, veteran and supporting. An army is built from:
1+ basic units
0-2 veteran units
0-2 support units
Only basic units are unlimited ( 1-5 ), veteran and support are rare and therefore restricted.

Basic unit:
- each basic unit after the first one adds: +20 wounds , +1 to CA attacks, +1 to RA attacks to the army.
Veteran unit:
- each veteran unit adds: +15 wounds, +2 CA attacks, +1RA attack to the army.
Support unit:
- each support unit adds: +10 wounds, +1 CA attack, +2 RA attacks to the army.

example: a army of ( x ) at 20 wounds and 2 CA attacks and 1 RA attack would:
- gain +20 wounds for a second basic unit, thus at 20+20 = 40.
- gain +1 CA and + 1RA attack, thus at 2+1 = 3 / 1+1 = 2.
- gain + 10 wounds from a support unit, plus +1 CA and +2 RA attacks, thus at: 50 wounds, 4 CA attacks, 4 RA attacks.
- gain 2x +15 wounds from 2 additional veteran units, plus 2x +2 CA and 2x +1 RA attack thus at 80 wounds, 8 CA and 6 RA attacks.
- have 2 basic units, 1 support unit and 2 veteran units, thus all slots are full and the army is complete.


Army profile:
-( name of army/faction ) , ( armor save ), ( wounds ), ( CA attacks ), ( RA attacks ), ( specials left ).
example: 3rd tanith/ IG, A1, W95, C05, R10, Sp05 .

Name should be obvious and is chosen by player. Faction/race just there to remind those who can't sort the name.

wounds
- damage capacity before the army is depleted of combatants. Falls to zero = army Out of service/dead.

armor save
- represents the resilience of a given army, some are cannonfodder some are hard to kill...
- the armor save is in a fight substracted from the inflicted damage.
-example: 5 CA attacks vs a armor save of 3 => 5-3=2, victim takes 2 wounds.

CA attacks (close quarters)
- anything done close to the opponent to harm him/her. From HtH to short ranged shooting.
- these attacks are used when fighting in the same location.

RA attacks (ranged)
- anything used to kill at a distance. Commonly shooting.
- these attacks are used when attacking an adjacent location.

specials
- army specific abilites/options. come limited and are maybe not refillable.
- intend to start with 10.
- are used instead of a normal move. Counter decreases by one per usage. Unless specified otherwise in army profile.

Armies in detail:

Chaos:
A = 2, W = 30, CA = 3, RA = 2, SP = 10. ( special ability: sacrifice. Offer 1-3 wounds to gain either 1 CA or 1 RA per wound ).
every killed army regains a chaos army +3 SP

Dark ELdar:
A = 1, W = 15, CA = 2, RA = 1, SP = 15 ( special ability: hit and run. May attack before moving. )
if DE manage to hit every other faction at least once, they regain +5 SP as payment from commoragh

Eldar:
A = 2, W = 25, CA = 2, RA = 3, SP = 10 ( special ability: the webway. Eldar may move freely across the board to a new location )

Imperial Guard.
A = 1, W = 35, CA = 1, RA = 4, SP = 10 ( special ability:air support. IG may call for air/artillery support. Performs a long ranged attack of 50% of the actual RA value up to 2 spaces away, no armor saves).
air stirkes ignore armor, may hit 1 or 2 spaces away as a RA

Inquisition: (hereticus,malleus,xenos)
A = 2, W = 25, CA = 2, RA = 2, SP = 10 ( special ability: know thy enemy. Inquisiton may ignore their opponents armor save for a turn ).
used to increase damage of either a CA or RA attack.

Mechanicum:
A = 2, W = 30, CA = 2, RA = 2, Sp = 10 ( special ability: repair. Mechanicum's cogboys may repair 3 wounds. )
the inherent knowledge and the massive use of tech allow to repair damage partially. Use once per turn.

Necrons:
A = 4, W = 20, CA = 1, RA = 3, SP = 10 ( special ability: teleport. Necrons may move up to 3 spaces instantly )
the undead silent hordes are still not fully awakened.

Orks:
A = 0, W = 35, CA = 4, RA = 1, SP = 10 ( special ability: waaagh. Orks may gather a green tide and strike with force. Add + 50% to a CA)
waagh is used differently, it adds to a normal move. >Round down any result. CA + waagh = 150%
beware: more than 3 waaghs in a row lead to headaches, orks will stop and suffer 5 wounds.

Sisters of battle:
A = 3, W = 30, CA = 3, RA = 1, SP = 5 ( special ability: faith. Nuns&guns may increase protection, add +2 to armor save. )
defensive ability, but stays for the whole turn. Every 5 lost wounds gain them + 2 SP.

Space MArines:
A = 3, W = 30, CA = 3, RA = 3, Sp = 10 ( special ability: deepstrike. Space marines may move and attack in the same turn )
move / attack allows to take the fight to the opponent.

Tau:
A = 2, W = 25, CA = 1, RA = 3, SP = 10 ( special ability: sermon. Tau may bore anyone in the same location with speeches about the greatar good. Using this ability makes Tau 'untouchable' for this turn but is also the only action the Tau perform.
note: using it 3 times in a row entitles every other army to a free shot at them)
Tau can't be aimed at with CA, or RA or LRA when this is active.

Tyranids:
A = 0, W = 35, CA = 4, RA = 0, SP = x ( special ability: hunger . Nids may eat to regain wounds. Add +2 wounds if under 35 W )
nids are always hungry, thus not limited in use except their cap at their basic 35 wounds.

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

V 2, armies customized with a 'FOC' :

Armies consist of 7 elements. The common 40k terms of HQ, troops, elite, fast and heavy are used. An army is built from:
1+ Troops
6 other choices may be taken from the respective armys entry.
A 0-X marks the minimum and maximum available.


Troops:
- each Troops unit after the first one adds: +25 wounds , +1 to CA attacks, +1 to RA attacks to the army.
Elite:
- each elite unit adds: +15 wounds, +2 CA attacks to the army.
Fast:
- each Fast unit adds: +10 wounds, +2 RA attacks to the army.
Heavys:
- each heavy unit adds: +15 wounds, +1 LRA attacks to the army.
HQ:
- each HQ adds: +5 wounds, +5 SP to the army.


example: a army of ( x ) at 20 wounds and 2 CA attacks and 1 RA attack , LRA 1, 10 SP would:
- gain + 5 wounds and + 5 Sp from a HQ
- gain + 10 wounds and + 2 RA of a fast unit
- gain + 30 wounds and + 4 CA from 2 elite units
- gain + 15 wounds and + 1 LRA from a heavy unit
- gain + 25 wounds and +1 CA and + 1 RA from a second troop
- have 105 wounds, 7 CA, 4 RA, LRA 2, 15 SP and 7 units,thus all slots are full and the army is complete.


(note: low values like RA 4 may lead to unfortunate encounters if a A 4 army opposes you...)

Army profile:
-( name of army/faction ) , ( armor save ), ( wounds ), ( CA attacks ), ( RA attacks ), ( specials left ).
example: 3rd tanith/ IG, A1, W95, C05, R10, Sp05 .

Name should be obvious and is chosen by player. Faction/race just there to remind those who can't sort the name.

wounds
- damage capacity before the army is depleted of combatants. Falls to zero = army Out of service/dead.

armor save
- represents the resilience of a given army, some are cannonfodder some are hard to kill...
- the armor save is in a fight substracted from the inflicted damage.
-example: 5 CA attacks vs a armor save of 3 => 5-3=2, victim takes 2 wounds.

CA attacks (close quarters)
- anything done close to the opponent to harm him/her. From HtH to short ranged shooting.
- these attacks are used when fighting in the same location.

RA attacks (ranged)
- anything used to kill at a distance. Commonly shooting.
- these attacks are used when attacking an adjacent location.

LRA attacks ( long ranged )
- anything used at great distance.
- these attacks hit 2 spaces away.

specials
- army specific abilites/options. come limited and are maybe not refillable.
- intend to start with 10.
- are used instead of a normal move. Counter decreases by one per usage. Unless specified otherwise in army profile.

Armies in detail:

Chaos:
May take: 0-6 troops, 0-1 HQ, 0-4 elite, 0-3 fast, 0-1 heavy.
A = 2, W = 30, CA = 3, RA = 2, LRA = 1, SP = 10. ( special ability: sacrifice. Offer 1-3 wounds to gain either 1 CA or 1 RA per wound ).
every killed army regains a chaos army +3 SP

Dark Eldar:
May take: 0-4 troops, 0-1 HQ, 0-3 elite, 0-4 fast, 0 heavy.
A = 1, W = 15, CA = 2, RA = 1, SP = 15 ( special ability: hit and run. May attack before moving. )
if DE manage to hit every other faction at least once, they regain +5 SP as payment from commoragh

Eldar:
May take: 0-5 troops, 0-2 HQ, 0-3 elite, 0-3 fast, 0-2 heavy.
A = 2, W = 25, CA = 2, RA = 3, LRA = 1, SP = 10 ( special ability: the webway. Eldar may move freely across the board to a new location )

Imperial Guard.
May take: 0-6 troops, 0-2 HQ, 0-2 elite, 0-1 fast, 0-5 heavy.
A = 1, W = 35, CA = 1, RA = 4, LRA = 2, SP = 10 ( special ability: reinforcements. May swap 1 Sp for +5 wounds once per turn.
massive ressources allow to compensate casualties

Inquisition: (hereticus,malleus,xenos)
May take: 0-6 troops, 0-3 HQ, 0-3 elite, 0-2 fast, 0-2 heavy.
A = 2, W = 25, CA = 2, RA = 2, LRA = 1, SP = 10 ( special ability: know thy enemy. Inquisiton may ignore their opponents armor save for a turn ).
used to increase damage of either a CA or RA attack.

Mechanicum:
May take: 0-6 troops, 0-1 HQ, 0-3 elite, 0-2 fast, 0-3 heavy.
A = 2, W = 30, CA = 2, RA = 2, LRA = 2, Sp = 10 ( special ability: repair. Mechanicum's cogboys may repair 3 wounds. )
the inherent knowledge and the massive use of tech allow to repair damage partially. Use once per turn.

Necrons:
May take: 0-6 troops, 0-2 HQ, 0-3 elite, 0-1 fast, 0-3 heavy.
A = 4, W = 20, CA = 1, RA = 3, LRA = 2, SP = 10 ( special ability: teleport. Necrons may move up to 3 spaces instantly )
the undead silent hordes are still not fully awakened.

Orks:
May take: 0-6 troops, 0-1 HQ, 0-2 elite, 0-2 fast, 0-1 heavy.
A = 0, W = 35, CA = 4, RA = 1, LRA = 1, SP = 10 ( special ability: waaagh. Orks may gather a green tide and strike with force. Add + 50% to a CA)
waagh is used differently, it adds to a normal move. >Round down any result. CA + waagh = 150%
beware: more than 3 waaghs in a row lead to headaches, orks will stop and suffer 5 wounds.

Sisters of battle:
May take: 0-6 troops, 0-2 HQ, 0-3 elite, 0-2 fast, 0 heavy.
A = 3, W = 30, CA = 3, RA = 2, SP = 5 ( special ability: faith. Nuns&guns may increase protection, add +2 to armor save. )
defensive ability, but stays for the whole turn. Every 5 lost wounds gain them + 2 SP.

Space Marines:
May take: 0-4 troops, 0-2 HQ, 0-4 elite, 0-4 fast, 0-2 heavy.
A = 3, W = 30, CA = 3, RA = 3, LRA = 1, Sp = 10 ( special ability: deepstrike. Space marines may move and attack in the same turn )
move / attack allows to take the fight to the opponent.

Tau:
May take: 0-6 troops, 0-2 HQ, 0-2 elite, 0-3 fast, 0-3 heavy.
A = 2, W = 25, CA = 1, RA = 3, LRA = 1, SP = 10 ( special ability: sermon. Tau may bore anyone in the same location with speeches about the greatar good. Using this ability makes Tau 'untouchable' for this turn but is also the only action the Tau perform.
note: using it 3 times in a row entitles every other army to a free shot at them)
Tau can't be aimed at with CA, or RA or LRA when this is active.

Tyranids:
May take: 0-6 troops, 0-1 HQ, 0-1 elite, 0-2 fast, 0 heavy
A = 0, W = 35, CA = 4, RA = 0, LRA = 0, SP = x ( special ability: hunger . Nids may eat to regain wounds. Add +2 wounds if under 35 W )
nids are always hungry, thus not limited in use except their cap at their basic 35 wounds.


-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

V3, pre-set armies to choose from :

Important note:
All special abilities last for 1 turn. The entry of an army describes if its immediatly or the next following turn.

Armies in detail:

Chaos:

CSM ( traitor legions / renegades ):

A = 3, W = 80, CA = 8, RA = 7, SP = 10.
( special ability 1: Pray to your patron. Grants either +1 CA or +1 RA immediatly. )
( special ability 2: Deep strike. May move and attack. Immediatly. )

Every killed army regains a chaos army +3 SP

CSD ( chaos - demons and cultists and mutants ):

A = 1, W = 100, CA = 7, RA = 5, SP = 10.
( special ability 1: sacrifice. Offer 1-3 wounds to gain temporarly either 1 CA or 1 RA per wound immediatly. ).
( special ability 2: summon Greater demons. Takes up 2 SP, grants temporarly for the next turn +10 wounds and CA +2 and RA +2. )

Every killed army regains a chaos army +3 SP

Dark Eldar: ( DE )

A = 1, W = 70, CA = 7, RA = 6, SP = 15
( special ability: hit and run. May attack before moving. Immediatly. )
( special ability 2: enslave. Any inflicted wound in the following turn is turned into a prisoner. DE may swap collected prisoners at any time against "wounds", representing hired DE mercenaries, at a ratio of 10 prisoners = 5 wounds. DE may never exceed their original 70 wounds. )

if DE manage to hit every other faction at least once, they regain +5 SP as payment from commoragh

Eldar:

SeerDar: ( EFS )

A = 2, W = 90, CA = 6, RA = 8, SP = 10
( special ability 1: the webway. Eldar may move freely across the board to a new location )
( special ability 2: spiritseers. Takes up 2 Sp. Calls upon the dead, grants +5 wounds, representing wraithlords/ wraithguard.
wounds may not exceed the original 90. )

AspectDar: ( EAS )

A = 3, W = 80, CA = 8, RA = 6, SP = 10
( special ability 1: swordwind. Request the engines of vaul to support, grants +1 RA immediatly. )
( special ability 2: court of the young king. Takes up 2 Sp. May field an avatar and accompaniyng phoenix kings, grant a +2 CA in the following turn. )

Imperial Guard.

Mechanized Guard ( IGM ):

A = 2, W = 90, CA = 6, RA = 9, SP = 10
( special ability 1 :air support. IG may call for air/artillery support. Performs a long ranged attack of 50% of the actual RA value up to 2 spaces away, no armor saves).
( special ability 2: tankshock. Takes up 2 Sp. Adds +2 to CA immediatly to represent an armoured spearhead. )

Infantristic Guard ( IGI ):

A = 1, W = 120, CA = 5, RA = 10, SP = 10
( special ability 1: artillery support. IG may call for artillery support. Performs a long ranged attack of 50% of the actual RA value up to 2 spaces away, no armor saves. immediatly.).
( special ability 2: send in the next wave. Call for reinforcements. Takes up 2 Sp. Grants +5 wounds immediatly. Uses a whole turn. )

Inquisition: (Inq,hereticus,malleus,xenos)

A = 2, W = 70, CA = 7, RA = 7, SP = 10
( special ability 1: know thy enemy. Inquisiton may ignore their opponents armor save in the following turn ).
( special ability 2: in his name. May grant the Inq's turn to another player ( SM,IG,SoB,Inq ) in the same location, so this army can act twice. )

Mechanicum: ( AM )

A = 2, W = 90, CA = 6, RA = 7, Sp = 10
( special ability 1: repair. Mechanicum's cogboys may repair 3 wounds. May not exceed original 90 wounds. )
( special ability 2: God-machine. Takes up 2 Sp. Grants either +2 CA or +2 RA from their mighty engines of war, in the following turn. )

Necrons: ( NE )

A = 4, W = 70, CA = 5, RA = 7, SP = 10
( special ability 1: teleport. Necrons may move up to 3 spaces instantly )
( special ability 2: Rising dead. More necrons awakening. Takes up 2 Sp. Grants +5 wounds immediatly. Necrons may exceeed their original wounds of 70 ).

Orks:

Ork horde ( OHO ):

A = 0, W = 120, CA = 9, RA = 5, SP = 10

( special ability 1: waaagh. Orks may gather in a green tide and strike with force. Add + 50% to a CA)
the waagh adds to a normal move. >Round down any result. CA + waagh = 150%
beware: more than 3 waaghs in a row lead to headaches, orks will stop and suffer 5 wounds.
( special ability 2: gather the tide. Orks may rally more orks. Takes up 2 SP. grants + 5 wounds immediatly. )

Ork Meks ( OM ):

A = 1, W = 100, CA = 7, RA = 6, SP = 10

( special ability 1: speed freaks. Paint it red, ork may move and attack in the same turn. )
( special ability 2: Stompa. Takes up 2 Sp. The meks pride, a stompa is ready. May add + 2 to CA or RA in the following turn. )

Sisters of battle ( SoB) :

A = 3, W = 90, CA = 8, RA = 6, SP = 5
( special ability 1: faith in his protection. Nuns&guns may increase protection, add +2 to armor save in the following turn.)
( special ability 2: faith in his guidance. SoB may add +1 to either CA or RA, immediatly )
The martyrdom gains them for Every 5 lost wounds + 2 SP.

Space Marines:

Codex adherent ( SMC ) :

A = 3, W = 80, CA = 8, RA = 8, Sp = 10
( special ability 1: deepstrike. Space marines may move and attack in the same turn )
( special ability 2: orbital bombardment. Takes up 2 Sp. LRA = long range assault, hits up to 2 spaces away as RA10. )

Non-codex: ( SMU )

A = 3, W = 80, CA = 9, RA = 7, Sp = 10
( special ability 1: deepstrike. Space marines may move and attack in the same turn )
( special ability 2: veterans . Grants +1 to either CA or RA in the following turn, ignores Armor.

Tau:

Tau cadre ( TC ):

A = 2, W = 80, CA = 5, RA = 8, SP = 10
( special ability 1: ??? )

Tau empire ( TE ):

A = 1, W = 90, CA = 7, RA = 6, SP = 10
( special ability 1: ??? )

Tyranids:

Tyranid horde ( TYH ):

A = 0, W = 130, CA = 5, RA = 5, SP = x
( special ability 1: hunger . Nids may eat to regain wounds. Add +2 wounds if under 35 W, takes up whole turn. )
nids are always hungry, thus not limited in use except they may not exceed 65 wounds.

Tyranid Monsters ( TYM ):

A = 2, W = 80, CA = 9, RA = 0, SP = x
( special ability: hunger . Nids may eat to regain wounds. Add +2 wounds if under 20 W, takes up whole turn. )
nids are always hungry, thus not limited in use except their cap at their basic 40 wounds.

Would like to hear comments.


Basic model of protection / damage:
- hits min at 5 , max at 10.
- armor min at 0, max st 5


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In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

start with 1 HQ & 2 Troops to define the base for each army.
allow up to 6 more slots, with some limits:
0-1 HQ,
0-1 / 0-2 / 0-3 Elite / Fast / Heavy, depending on army

   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

JohnHwangDD wrote:start with 1 HQ & 2 Troops to define the base for each army.
allow up to 6 more slots, with some limits:
0-1 HQ,
0-1 / 0-2 / 0-3 Elite / Fast / Heavy, depending on army


So 40k cramped into a text based interwebz survivor game?
There is one version including such ( V 2 ).
I am interested in keeping it simple, but did already throw a wall of text at everyone to show the changes at full effect.
Hoping to get some votes / comments.

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In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in au
Gore-Soaked Lunatic Witchhunter






Australia (Recently ravaged by the Hive Fleet Ginger Overlord)

I like Version 3.

Smacks wrote:
After the game, pack up all your miniatures, then slap the guy next to you on the ass and say.

"Good game guys, now lets hit the showers"
 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

Ok, EF is for V 3.

There is a poll now, maybe care to vote, please?

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In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

I like to let players customize, if possible.

   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

Aimed for more than 2 votes..

So is it too complicated?
Unreadable?
Just bad?

Would change things, if I get to know what isn't interesting enough to consider to play.
Shall I put up a demo game of each?





















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In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Why don't you vote for option 1, to really even things out?

   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

JohnHwangDD wrote:Why don't you vote for option 1, to really even things out?


Why am I not surprised?

Maybe, dakka is not ready yet for strategy....

Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
Decrepit Dakkanaut






SoCal, USA!

Yeah, Team Surv #2 is on hold, waiting for players. :(

Sad, really.

   
 
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