Switch Theme:

Ig Mine Fields?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Stalwart Veteran Guard Sergeant




Chicago, Il

Just reading all the proposed rules and trying to envision the world of 40k. Imperial guardsmen love to dig in and outlast the enemy, and what screams dig in and outlast more than mine fields and obstacles.

Now I understand that's what terrain set up is for, but would it not make sense for an imperial general to spend his resources on setting up a good position?
On a different thread there is a discussion of a new combat elite unit for the Ig and I would like to propose exactly the opposite, one to avoid combat. I know FW has some kind of combat engineer (and i don't know their rules), but we don't in the main book. So would it be viable to create our own? a unit capable of changing the very terrain itself?

Combat Engineer - Advisor upgrade for the CCS. May be take Up to 3 times. Same stat and equipment as other advisers.
Each Combat engineer is capable of placing one of the following: mine field, tank trap or AA turret. Additionally engineers may place 1 trench.
All terrain upgrades are placed exactly like units during the IG deployment phase.
Minefield - A region no larger than 4" in diameter may be placed anywhere with in the IG starting deployment zone. This zone counts as difficult and dangerous terrain but does not give any cover.
Tank Trap - A region no larger than 4" in diameter. This is impassable to any vehicle and provides a 5+ cover save to non-vehicles.
AA device - A 2" diameter AA turret, May fire 1 Hunter Killer Missile per turn at a BS of 5. Counts as TL vs. Flyers. Carries only 4 HK missiles.
Trench - A region no larger than 4" terrain. Provides 5+ cover to infantry, does not block/hinder line of sight. Does not count as difficult terrain.

Sargent! Bring me my brown pants!  
   
Made in ca
Drop Trooper with Demo Charge




Very creative I like it, is it limited to one of each type for one ccs ? Or can they spam three aa turrets?

your enemy is most vulnerable at their moment of victory
- Napoleon Bonapart  
   
Made in us
Regular Dakkanaut




Another idea you could do for a minefield is treat it as a standalone expendible ability you can purchase from the codex.

Minefield- 50 points per minefield, max 4. Once detonated, a minefield is expended and can no longer be used.

For every 6" or fraction therof (rounding up) an enemy unit moves or falls, you must roll a D6. On a roll of a 6, that unit suffers Ordinance Barrage D6 Str5 ap 6 hits. Hits against vehicles are resolved against rear armor. Skimmers and jetbikes are unaffected, jump/winged/deep striking troops roll a single D6 to test for detonation in this way.

Only one minefield can be detonated at a time. This hems in mech opponents, but on the flip side, they can use a very strong vehicle, like a Land Raider, to 'clear' a minefield since the mines will detonate whether they can damage the target or not.

Command Activator- +10 points to CCS. If the CCS has not moved, the Company Commander may attempt to remotely detonate mines. This resolves the same way as the Master of Ordinance's special ability (Large Blast, 3 D6 scatter, hit on scatter die resolved as 1D6 scatter) which expends one minefield. Both the MoO and Command Activation may be used on the same turn though they count as entirely separate attacks.

This message was edited 1 time. Last update was at 2011/07/27 05:50:26


 
   
Made in ca
Drop Trooper with Demo Charge




I really like the ability idea, all of these are good ideas

your enemy is most vulnerable at their moment of victory
- Napoleon Bonapart  
   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

Minefields are detailed in the Apoc book as a strategic resource if you are interested.

   
Made in gb
Tail Gunner





Yeah that's what i though most of these options are either terrain, strategy's for apocalypse or all ready made by forgeworld e.g. the manticore emplacement with AA missiles.

~3000pts~  
   
Made in us
Sword-Bearing Inquisitorial Crusader






Columbus, Ohio

You can easily include Minefields in your Imperial Guard army by making some Minefield terrain pieces, bringing them with you, and using them in your games.

Jagdmacht, my Imperial Guard Project Log 
   
Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

Maybe look at the rules for cluster mines on scout bikers, might help give you more insperation but as it is i love the idea

"Decadence Unbound..."

10,000+


 
   
Made in us
Sinewy Scourge




Grand ol US of A

I believe that mine fields were covered quite well in the old Codex: Catachans, and even included different types of mines (frag or plasma.)

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
 
Forum Index » 40K Proposed Rules
Go to: