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. |
|
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:20:53
Subject: imperium forces muntions
|
 |
Regular Dakkanaut
|
So I have been thinking and the artiliary etc have all basic munitions just ranging from different blast templates. Now this is my first time talking about my ideas so please bare with me. What if the weapons could fire different types of munitions. For ecample: in a night fighting scenario, a basilisk could fire a flare type munition at any point on the field so long as it is in range. The position of the flare coule be marked with a simple marker and anything with in a lets say 15 inch radious would be uneffected by the night fighting rule. Or an air burst munition which like the normal blast template would be placed over a area and the direction dice and d6 are rolled. This blast template would not have a hole in the middle and would be signifigantly larger than the current blast template used by the earth shaker. It would be less powerfull than an ordinary shot and not be effective against armoured opponents like termies etc. These muntions could be used across the bored by tanks and HW crews so long as it uses a conventional type of muntions and not laser based. To stop them being op the player would have to select the muntion type at the start of his shooting phase.
Obviously the flare munition would only really be usefull in a large scale game where the full range of the earth shaker can be employed. The air burst could be designed to be really effective against very lightly armoured opponents such as traitor guard and could cut down huge swathes of those effective conscripts. The rules will need refinement by the more experienced guys but what do you guys think of my idea?
|
This message was edited 1 time. Last update was at 2014/02/07 23:54:07
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:22:35
Subject: imperium forces muntions
|
 |
Heroic Senior Officer
|
i had a thread like this months ago, except with grenade launchers and mortars too. i think it would be great!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:34:55
Subject: imperium forces muntions
|
 |
Regular Dakkanaut
|
I should have probably searched just to see if this idea had already been done but I was too lazy and thought I was amazing for coming up with the idea  it would definitely make it feel a bit more realistic and would not be terribly hard to implement. it would make some units a bit more potent on the field
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:36:41
Subject: imperium forces muntions
|
 |
Heroic Senior Officer
|
It will also add more to the game besides choosing what to kill as well, its now how you kill them, or shall i benifit another unit and so on. Just adds a bit more to it.
And my thread was just wishlisting, things like airbursting, flare rounds, bunker busters, napalm, smoke and so on.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:46:11
Subject: imperium forces muntions
|
 |
Regular Dakkanaut
|
Yeah I know what you mean. It would make thr game a lot more tactical and strategic. Although I reckon there should be something to nerf it becuse a fully equipped leman russ can be pretty potent on its own think of the destructive power of it with multiple types of munitions! Think of rolling in a couple of russes against a nid player, who will already be pretty cheesed off about the nerfed codex, to find that the russes can whipe out half their army in a single phase of shooting by picking different munitions for the multitude of weapos they have. It would be brilliant for us guard players but not so much for the other players
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:49:39
Subject: imperium forces muntions
|
 |
Heroic Senior Officer
|
could add a danger value on other rounds, like the better rounds might glance your tank on a 5+ or jam your gun for a turn if you fail the special munitions roll. Because the special ammo could be rare and unpredictable?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:50:05
Subject: imperium forces muntions
|
 |
Regular Dakkanaut
|
Better yet think of a bane blade rolling in. Firing two different types of shells from its main gun and the demolisher! You know what who cares if its op id just love to see the look of some peopls faces Automatically Appended Next Post: Yeah I see. So a napam round or something might inadvertently explode inside the tank or something?
|
This message was edited 1 time. Last update was at 2014/02/07 23:51:22
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/07 23:56:26
Subject: imperium forces muntions
|
 |
Heroic Senior Officer
|
cmurphy96 wrote:Better yet think of a bane blade rolling in. Firing two different types of shells from its main gun and the demolisher! You know what who cares if its op id just love to see the look of some peopls faces
Automatically Appended Next Post:
Yeah I see. So a napam round or something might inadvertently explode inside the tank or something?
Exactly, then it makes you decide if its worth the shot...
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 00:10:29
Subject: imperium forces muntions
|
 |
Regular Dakkanaut
|
Hmm only if GW would allow people to submit their own rules ideas and they could maybe implement them in the next edition with a shout out to the submitter, topic for another thread though
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 00:40:29
Subject: imperium forces muntions
|
 |
Heroic Senior Officer
|
If only lol... Oine day
But yea its a great idea I think
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/08 18:08:05
Subject: imperium forces muntions
|
 |
Bounding Assault Marine
Nocturne
|
I actually believe IA:1 2nd edition has rules like this for a number of the IG artillery pieces. Don't have my copy in front of me so I'm not sure exactly what those rules are though
|
Sun Tzu "All warfare is based on deception"
Into the Fires of Battle! Unto The Anvil of War!
2500 pts
1500 pts
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2014/02/09 23:20:39
Subject: imperium forces muntions
|
 |
Gore-Soaked Lunatic Witchhunter
|
Alienvalentine is referring to the special ammunition for some Leman Russes in the Armoured Battlegroup list; there are four of them and they're a little underpriced. Automatically Appended Next Post: I implemented something like this for mortars in my Stormtrooper Regiment rules; as for general restrictions I'd suggest requiring one special ammunition type to be used across the entire platoon/vehicle squadron to reduce confusion, restrict the number of different ammunition types a given unit can have, and force the vehicle to shell out for a veteran loader or take penalties for switching ammo types.
|
This message was edited 1 time. Last update was at 2014/02/09 23:23:41
|
|
 |
 |
|