Switch Theme:

House Rule: Transport Squadron  [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
Lead-Footed Trukkboy Driver






Under the current rules, I know you are not allowed to transport a too-large squad of infantry in more than one vehicle. My question is not Rules as Written or Rules As It Should Be. Instead I am looking for pros and cons to a proposed house rule. Any feed-back is appreciated.

I was looking through some old books and found the Looted Rhino. It's a very odd little thing, almost comparable to a Looted Wagon but not quite; one difference being it is only able to transport 10 Orks. Also, up to three can be taken as 1 Heavy Support slot. I've concocted a house rule that seems logical, though I am not entirely sure if it's entirely fair. What do you guys think?

A squadron of transports may carry carry a squad that would normally be too large for a single transport to carry. To do this, each vehicle may not exceed its transport capacity, and the total number of models may not exceed the total transport capacity between the entire squadron. The squadron must remain within unit coherency (possibly infantry coherency?) under all instances, even if a vehicle is unable to move for any reason. If part of the squad is forced to disembark, the rest of the squad must disembark as soon as possible and in a manner which maintains unit coherency for the squad. If such coherency is not currently possible, it must disembark and move as quickly as possible to regain unit coherency.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in gb
Drone without a Controller




Scotland, UK

This belongs in Proposed Rules section I feel
   
Made in us
Lead-Footed Trukkboy Driver






You're probably right. Silly me. Could someone be so kind as to move it there?

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in fi
Confessor Of Sins




Proposed rules, aye.

I'd see nothing wrong in having a squadron of vehicles transport a single troop as long as they're staying together and go in the same direction. It's not exactly uncommon in real life after all.
   
Made in gb
Drone without a Controller




Scotland, UK

Spetulhu wrote:
I'd see nothing wrong in having a squadron of vehicles transport a single troop as long as they're staying together and go in the same direction. It's not exactly uncommon in real life after all.


This^^
Would actually be pretty interesting in terms of rules and how it would play out. Id be happy enough to try it out if playing against it.
   
Made in us
Lead-Footed Trukkboy Driver






I almost thought including something about including a clause for part of the squad being destroyed because it must disembark but can't. (Transport surrounded and wrecked/explodes.) But...It doesn't really seem like anything would HAVE to happen; that part of the squad is dead, so why would the other parts have to jump out?

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in gb
Drone without a Controller




Scotland, UK

Yeah that makes sense.
The only way to test it would be to play it out in a couple of different scenarios and see if it feels balanced enough to be fair play and if any issue arise that you havent though of. Would this 'convoy' be a heavy support option or dedicated transport option? My only concern is, either way, you could easily have around 90 models in your opponents side of the board.
As i said though, test it out and see how it feels.
   
Made in us
Lead-Footed Trukkboy Driver






It would be whatever the actual unit is. I would argue that it wouldn't be a Dedicated Transport as that's usually a small expenditure that doesn't cost anything in the FOC. Part of the downside would be a more expensive transport selection, for a larger total transport.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Nimble Glade Rider





So Cal

I am not sure how I feel about this...at quick thought i think my Black Tide would find it helpful....

but then again the transports are used to speed up smaller units of whomever they are transporting as to not make an unfair advantage by speeding up an entire full squad.

The Greater Good part of me mostly fears 30 ork boys getting to me before I have a chance to thin their numbers


Wood Elves: 2400 pts
Tau & Gue'vesa (IG): 9000 pts
Chaos Daemons 3500pts Fantasy

 
   
Made in us
Lead-Footed Trukkboy Driver






 Vladamyr wrote:
The Greater Good part of me mostly fears 30 ork boys getting to me before I have a chance to thin their numbers


Except, with my rules as written, you could just pop one of of the vehicles and effectively get a 3-for. One truck, wagon, whatever would be wrecked/exploded, forcing ALL of the occupants of ALL the transports out. (Unless, of course, the orks riding in the unfortunate wagon all died a firey burning death.) Not to mention the added expense of the models and the cost in the FOC.
Though your comment does bring pause to my thoughts; do the penalities/risks truly out-weigh the benefits?

This message was edited 1 time. Last update was at 2013/01/01 23:07:29


"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
Made in us
Gore-Soaked Lunatic Witchhunter







With the way vehicles work in 6e, I see no problem with this. I can't think of any horrible, horrible exploits that'd kill the game based on allowing larger units to move in a vehicle squadron; you'd have to address how it'd interact with Dedicated Transports, but that's easy enough to do.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Dakka Veteran





Go for it. We have already house-ruled it that way. If fact we allow up to 3 units in a transport if they fit as well. Hasn't broken anything and it does add some tactical choices.

We allow for multiple vehicle transports to stay within 4" as long as they transport the same squad (vehicle coherency) but like you, if one transport is stopped the other must remain nearby until they disembark.
   
Made in gb
Twisted Trueborn with Blaster






Yeah I cant see any reason this wouldnt work. Its not unbalanced at all. As long as the transports have a certain coherency to maintain, and all have to be moved in the same way (unless terrain etc forces them to move differently) it should be fine.

I represent the Surrey Spartans gaming group. Check us out and feel free to come along for a game! https://www.facebook.com/groups/425689674233804/
Tzeentch Daemons 2000pts
Kabal of the Sundering Strike 2500pts
Eldar Corsairs 750pts
400pts Corregidor/Nomads
300pts Yu Jing
200pts+ each of Imperial and Rebel fleets for X-Wing
A Terran Alliance and Dindrenzi Fleet for Firestorm Armada
A Necromunda Goliath gang and Spyrer gang 
   
Made in us
Growlin' Guntrukk Driver with Killacannon





ForgeWorld already revived this older Rule and called them big trakks...squad 1-3 (base cost 50 points each) + options ....transport up to 12 units per vehicle ..
gee looks just right to carry a 30 man assult group of boyz and a boss ..so as a house rule since it was acceptable onceupon a time and is acceptable within official sanctioned add on rules (Forgeworld codex add ons) I see no reason not to. I would most assuradly not bat an eye at Orks or IG running a blobby mob up in a squadron of transports...

'\' ~9000pts
'' ~1500
"" ~3000
"" ~2500
 
   
Made in us
Lead-Footed Trukkboy Driver






morfydd wrote:
ForgeWorld already revived this older Rule and called them big trakks...squad 1-3 (base cost 50 points each) + options ....transport up to 12 units per vehicle ..
gee looks just right to carry a 30 man assult group of boyz and a boss ..so as a house rule since it was acceptable onceupon a time and is acceptable within official sanctioned add on rules (Forgeworld codex add ons) I see no reason not to. I would most assuradly not bat an eye at Orks or IG running a blobby mob up in a squadron of transports...

That's actually what prompted me to come up with house rule. I'm a huuuuge fan of big trakks, but I don't know of anywhere where it says one unit can spread across a whole squadron. And I've pretty much read IA8 from cover-to-cover.

"Just the act of orks looting it defiles it! There are Techpriests rolling over in their graves!" "Yeah! I'm rolling over them in their graves!"
"The usage of shipping containers is much like 40k technology: It's been handed down from tech-priest to tech priest, until none of us really remember how it works and we go through many pointless rituals in the belief that it will keep it alive. " - Dayspring

Looking for feedback:
The Machines of Waaagh! (Feedback appreciated) 
   
 
Forum Index » 40K Proposed Rules
Go to: