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![[Post New]](/s/i/i.gif) 2012/01/16 17:17:32
Subject: DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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Cold-Blooded Saurus Warrior
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This section seems to have a lot of people that make rules that they think are fair, but in truth it ends up just being about them not wanting there 10W monster to be killed by Dwellers. Sure, there are some people that have good ideas, but majority just want rules to keep them out of "disappointing situations". I would far rather see interesting campaigns or some rules you thought of for some sort of campaign/special mission of some kind, or even new units you thought of.
So here is my special mission-y thing I thought of:
Roll D6 before deployment;
1-3: The battle is taking place during the night. Night:
- Missiles fired at a target within 12" suffer an additional -1 To Hit, or -2 To Hit offices from over 12" away.
- All Encampments of Order don't do there special effect (AKA: A building from an Encampment of Order is counted as a normal building.)
- All units from Forces of Order take Fear and Terror tests with -2 Leadership.
- All units from Forces of Destruction are subject to the Frenzy until beaten in combat. Units from the Forces of Destruction that were already subject to Frenzy gain 2 additional attacks, instead of the 1 normally given by Frenzy.
4-6: The battle is taking place during the day. Day:
- All Encampments of Chaos don't do there special effect (AKA: A building from an Encampment of Chaos is counted as a normal building.)
- All units from Forces of Order have 10 WS, 'Always Strikes First', and 'Quick to Fire' special rule.
Roll a die on turn 3;
1-3: Nothing happens.
4-6: If it was Night, it is now Day. If it was Day it is now Night.
Roll a die on turn 4, if Night hasn't already changed to Day or visa versa.
1-2: Nothing happens.
3-6: If it was Night, it is now day. If it was day it is now Night.
Roll a die on turn 5, if Night hasn't already changed to Day or visa versa.
1: Nothing happens.
2-6: If it was Night, it is now Day. If it was Day it is now Night.
Turn 6: If Night hasn't already changed to Day or visa versa: If it was Night, it is now Day. If it was Day it is now Night.
So what do you think? I'm open for suggestions, and I know it's not very good, but maybe you can help me with that. Lol.
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This message was edited 8 times. Last update was at 2012/01/18 18:10:50
Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids
The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. |
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![[Post New]](/s/i/i.gif) 2012/01/17 20:06:15
Subject: DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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Evasive Eshin Assassin
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It's just pretty extreme s'all. More minor effects would make for a cool concept, though I fail to grasp how the sun being out could make models WS10 and ASF, or how it being down would make evil guys super-pissed.
Maybe some toned-down effects are because of, say, a tear in reality, leading to the Realm of Chaos, and a circle of Waystones around it, trying to keep it closed. When the portal surges, cool stuff happens. When the circle's power is at its height, other cool stuff happens. Something like that?
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![[Post New]](/s/i/i.gif) 2012/01/18 04:16:14
Subject: Re:DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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The Dread Evil Lord Varlak
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Yeah, the results are pretty extreme, and could do with some toning down. Perhaps instead of the whole army getting such large advantages, you might just have certain buildings, or key magic items, that are much more powerful at the right time of day?
Also, it seems a little dull to just roll a die at the start of play, and give one side a huge advantage. Perhaps instead you could set the games near dawn, or near dusk, so you start with rules favouring one side or the other, but each turn you roll the dice to see if the sun has risen (or set), and the advantage swings the other way.
So a game starts in late night, and the forces of order have to set themselves to just hold out, rolling a die at the end of each of their turns to see when the sun rises, and the tide can turn to their favour?
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“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”
Adam Smith, who must have been some kind of leftie or something. |
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![[Post New]](/s/i/i.gif) 2012/01/18 18:10:07
Subject: Re:DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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Cold-Blooded Saurus Warrior
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Yeah your probably right, I thought it was like a special magical day and night do to some fluff I had not come up with. But yeah the effects are probably a little to extreme.
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Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids
The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. |
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![[Post New]](/s/i/i.gif) 2012/01/18 18:33:04
Subject: DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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Crazed Gorger
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So what about the non-aligned forces? Ogres and Tomb Kings are only affected by this when it's night time; and all that gives them is a penalty to shooting stuff.
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![[Post New]](/s/i/i.gif) 2012/01/19 00:11:09
Subject: DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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Evasive Eshin Assassin
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True dat. There should be bonus and penalties in each aspect, so the Unaligned Forces can break even, not suffering and not benefiting, at the least.
Also, I support the idea that the game starts at one end and switches over time. Maybe something like:
Turn: Changes at:
1-2 N/A
3 4+
4 3+
5-6 changes automatically
That way, there's a few turns where it's up in the air, but it won't make or break the game.
As for bonuses/penalties, if it's only night versus day, something like:
Night
- Forces of Destruction cause Fear and have +1I and M
- Forces of Order have -1Ld
Day
- Forces of Destruction have -1Ld
- Forces of Order may re-roll failed Ld tests.
Something like that? It's dark, so the good guys are freakin' out and the bad guys are getting pumped (think Predator, or 30 Days of Night), or it's day, so the good guys have bolstered hope and the bad guys are wondering if maybe this was such a good idea after all (any scene from The Lord of the Rings where the Rohirrim charge at some orcs).
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![[Post New]](/s/i/i.gif) 2012/01/19 01:50:02
Subject: Re:DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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Been Around the Block
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Rerolling Leadership tests isn't much of a benefit, considering BSBs are damn-near mandatory in this edition and your critical units will *already* have that benefit. I like your general idea, though.
Night
- Destruction have Fear and +1 Initiative
- Order have Stupidity
- Unaligned have both effects
Day
- Destruction have -1 Initiative and -1 Leadership
- Order have +1 to Movement
- Unaligned have both effects
*shrugs*
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![[Post New]](/s/i/i.gif) 2012/01/19 16:47:08
Subject: DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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Evasive Eshin Assassin
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I think the Unaligned would have, ya' know, nothing. Being neither scared nor pumped is a lot easier to understand than being both, anyway.
And re-rolled Ld isn't much, but neither is Fear. I'd say the army-wide Hold Your Ground! is actually better, except the Fear sort of feeds off the -1Ld concept.
Plus, if you're playing from Night 'til Day, your BSB will almost certainly be dead.
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![[Post New]](/s/i/i.gif) 2012/01/20 02:50:24
Subject: Re:DakkaDakka's "Proposed Rules" and Night Fighting Campaign
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The Dread Evil Lord Varlak
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I wouldn't worry too much about unaligned at this point. Just get the rules working for order and destruction, play test them. That process will tell you so much about how these rules can be expected to work that you'll then be able to include unaligned forces much more easily.
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“We may observe that the government in a civilized country is much more expensive than in a barbarous one; and when we say that one government is more expensive than another, it is the same as if we said that that one country is farther advanced in improvement than another. To say that the government is expensive and the people not oppressed is to say that the people are rich.”
Adam Smith, who must have been some kind of leftie or something. |
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