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Made in us
Regular Dakkanaut




Armored Company Rules had a 'Commisar Tank' which gave benefits regarding the effects of casualties.

Right now vehicle squadrons are kind of Bleh. It would be fun to have an upgrade oriented toward improving them (so there would be a point to running a squadron of 3 Leman Russ tanks vs just 3 individual ones).

Comissar Tank Commander: 35 points- This upgrades a tank in the squadron to having a Comissar Tank commander. You must have a squadron of at least two vehicles to be able to take this upgrade. The upgrade may be granted to Hellhound variant squadrons, Leman Russ Squadrons, and Artillery Squadrons. The upgrade grants the following:

You Are Dead To Me- Tank crews in the squadron balk at abandoning their vehicle out of fear of retribution by the Comissar. While the Comissar Tank Commander's vehicle is alive, an immobilized result on the other tanks results in the tanks simply being stuck in place. The remainder of the squadron no longer has to mantain cohesion with the immobilized tank, and once immobilized the affected tank no longer counts as being part of the squad (for LoS purposes). However, for killpoints etc the immobilized tank still counts toward the opponent's total (even if repaired by a techpriest); we assume the Commisar deals with the imcompetent crew later)

Get it Moving!- On an Immobilized result on the Comissar's tank, the Comissar Tank Commander summarily executes one of the gunners, motivating the tank crew to redouble their efforts in getting the tank moving again. One of the tank's weapons is disabled for the rest of the game (chosen randomly) and the tank may continue to move at D6" for the rest of the game (unless repaired by a Techpriest).

Rallying Cry- Squads within 6" of the Comissar tank get +1 for determining casualties in close combat.

None of these alone are terribly huge, but they do augment the effectiveness of running a tank squadron. The idea behind them is to have a squadron of tanks that adds survivability, with a little bonus to give infantry an incentive to protect the tanks against assaults. The cost of the Comissar could also be tweaked based on the squadron.

This message was edited 2 times. Last update was at 2011/07/20 04:32:15


 
   
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Ancient Ultramarine Venerable Dreadnought






The Commissar should shoot the immobilized tank instead of just executing one of the gunners.

Iron Warriors 442nd Grand Battalion: 10k points  
   
Made in pl
Screaming Shining Spear




NeoGliwice III

How would imposing presence work then? Are they still one squad are become two?
If they are two do you get 2 killpoints?
If they are one do normal "wound allocation" work, do they have to shoot the same target, does immobilized vehicle count as moving the same speed as the rest of the squad, etc..
This is really strange that I suddenly can't melt that lone tank in the field if I don't see some other vehicles but it can shoot me back and be pain in the ass. Immobilizing a tank would be

There is a REALLY good reason why immobilised vehicles become destroyed. Either you divide them into 2 separate squads or you create some strange additional rules that are troublesome and break all the squadron rules. Some strange 2 units/1unit hybrid.
I think there should be no such rules

The only exception to this would be that the rest of the tanks must maintain coherency so they are forced to move around the immobilized one.

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Made in us
Longtime Dakkanaut





Could just go back to the older version where the squadron can choose to stay with the immobilized vehicle and it stays operational, or if they move away its crew abandons it and it becomes destroyed.

Give that to the commisar tank upgrade and I think a lot of folks would take him. (not me, but I'm in minority of thinking that squadrons of two Leman Russ or hellhounds work just fine, with some advantages and some disadvantages to the choice).

Jack


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Made in us
Regular Dakkanaut




Macok wrote:How would imposing presence work then? Are they still one squad are become two?
If they are two do you get 2 killpoints?
If they are one do normal "wound allocation" work, do they have to shoot the same target, does immobilized vehicle count as moving the same speed as the rest of the squad, etc..
This is really strange that I suddenly can't melt that lone tank in the field if I don't see some other vehicles but it can shoot me back and be pain in the ass. Immobilizing a tank would be

There is a REALLY good reason why immobilised vehicles become destroyed. Either you divide them into 2 separate squads or you create some strange additional rules that are troublesome and break all the squadron rules. Some strange 2 units/1unit hybrid.
I think there should be no such rules

The only exception to this would be that the rest of the tanks must maintain coherency so they are forced to move around the immobilized one.


I see the problem. I edited the rule to deal with the KP issue (basically the Comissar goes back and summarily executes the crew later- he's busy, you see?) But I wanted the Comissar Tank Commander to have something in the rules that gets around having an immobilized vehicle count as destroyed, because that's what really gimps LRBT squadrons in particular.
   
 
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