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2014/06/17 02:00:15
Subject: WH40K - Clash of the Machine Spirits: 40k meets World of Tanks
One time while playing World of Tanks i had a funny thought in my head, "What if we played a 40k game similar to this?" I then set about endeavoring to make rules as best as I am able. Now, I have the Pre-Alpha version of these rules:
Spoiler:
Warhammer 40,000 - Clash of the Machine Spirits
How to Play
Army Building:
• Each player must choose one faction to choose a tank(s) from.
• There are 3 tanks max per team (up to 3 players per team).
• Each team has 500 points total to spend on your tank(s), even if one of the teams ends up having 1 tank
• Tanks - Vehicles with the 'Tank' or ‘Super-Heavy Tank’ type(s) in its profile(s). They can be choosen from any Army List section.
• If a team purchases a Super-Heavy Tank, there can be no other tanks on that team.
Playing the Game:
• Deployment type is random (unless agreed upon by the players). Afterwards, table halves are determined.
There are 3 missions: Blitzkrieg, Assault, and Vanguard. Roll a D3 after Deployment type and table halves to see which mission to play (unless agreed upon by the players).
• 1 - Blitzkrieg - Place an objective in each teams deployment zones. If either team controls the opponents objective for 2 game turns, or eliminate the opposition, they win.
• 2 - Assault - Roll off after determining table halves, the winner chooses to be attacker or defender. Afterwards the defender places a single objective in their deployment zone, then the attacker deploys first. The defender delpoys after the attacker. If the attacking team controls the defenders' objective for 2 game turns, or or either team eliminates the opposition, they win.
• 3 - Vanguard - After determining table halves, a single objective is placed in the middle of the board. If either team controls the objective for 2 game turns, or eliminate the opposition, they win.
Special Exceptions/Additions:
• There is no Warlord
• Dedicated Transports, Lords of War and/or HQ tanks may be used if it has the ‘Tank’ type.
• Light Tanks (< 33 total armor) gain 'Fast' rule.
• Heavy Tanks (40 total armor or greater) Ignore 'Crew Shaken' results on V.D.T.
• If a shot originates from a different facing than the facing being shot at, the facing being shot adds +1 AV to that side (to a max of 14) for the duration of the shooting attack. Vehicles that purchase 'Extra Armor' may increase this bonus by 1, once per game.
NOTE: Unless stated here, all other procedures for starting a game and playing it are done as stated Warhammer 40,000
At this point i need play-testers to try this game out. Both my brother and i don't have enough tanks to do full 3 tank teams to test these out.
AnomanderRake wrote: I'm very confused about the point of the shot-originating-from-different-facing-than-target-facing rule; what's the point?
Normally if this happens a vehicle gets a +1 to its cover save in the BRB. This rule i put is to simulate deflections and ricochets based on armor angling and sloping. Its not perfect, and i guess i need to clarify it, but these are pre-alpha, still room to improve.
Blood Ravens 2nd Company (C:SM)
2014/06/17 15:40:18
Subject: Re:WH40K - Clash of the Machine Spirits: 40k meets World of Tanks
1400 points of EW/MW Italians (FoW)
2200 points of SoB and Inquisition (40K)
1000 points of orks (40K)
Just starting out with Ultramarines (30K)
Four 1000-2500 point forces for WHFB (RIP)
One orc team (Blood Bowl)
2014/06/17 17:19:27
Subject: WH40K - Clash of the Machine Spirits: 40k meets World of Tanks
AnomanderRake wrote: I'm very confused about the point of the shot-originating-from-different-facing-than-target-facing rule; what's the point?
Normally if this happens a vehicle gets a +1 to its cover save in the BRB. This rule i put is to simulate deflections and ricochets based on armor angling and sloping. Its not perfect, and i guess i need to clarify it, but these are pre-alpha, still room to improve.
I can't find reference to any rule of the sort in the BWB. Deflections and ricochets are what happens when you get a hit and roll low to penetrate, the rule you've put in is a needless complication that doesn't really add anything.
For this type of game, I think altering the turn structure would also improve the game a lot. Alternating between each tank (My one tank goes, your one tank goes) would be more dramatic and strategic. Move templates for tank movement (aka Dawn of War, X-Wing, Star Trek Attack Wing) along older editions movement rules (rather than single 90 degree pivot) would also probably make the game funner as well.
Overall, I really like Bolt Action's method for handling turns, and with such small forces I think it would translate to this game exceptionally well. In Bolt Action, you have a "action" die for each unit. Both sides put their action dice in a bag or other container. A dice is drawn from the container and the side the die belongs to chooses one action on that die and performs it.
The Actions in Bolt Action are (Note, these aren't rolled, if you don't have specialty order dice, you can just use the pips on the die to remind you what action the tank took):
Move (1 on a D6): In 40K terms, the tank moves at Cruising Speed
Move & Shoot (2 on a D6): In 40K terms, the tank moves at Combat Speed and Fires
Shoot (3 on a D6): In 40K terms, the tank does not move and fires
Assault (4 on a D6): In 40K terms, the tank moves Flat Out (and can Ram)
Ambush (5 on a D6): In 40K terms, the tank doesn't move, but can fire Overwatch at any target that moves into or through it's firing arc.
You could indicate a destroyed vehicle by placing a D6 beside the vehicle, with the die on a "6".
It never ends well
2014/06/18 03:52:06
Subject: WH40K - Clash of the Machine Spirits: 40k meets World of Tanks
AnomanderRake wrote: I'm very confused about the point of the shot-originating-from-different-facing-than-target-facing rule; what's the point?
Normally if this happens a vehicle gets a +1 to its cover save in the BRB. This rule i put is to simulate deflections and ricochets based on armor angling and sloping. Its not perfect, and i guess i need to clarify it, but these are pre-alpha, still room to improve.
I can't find reference to any rule of the sort in the BWB.
If the OP is thinking of the same rule I am then it's there ('there' meaning 5th and 6th, I quit mid 6th so haven't got the 7th ed book) but it's incredibly obscure, and I've never heard of it needing to be used. It covers what happens if the facing that the shooter is in is out of LoS, but one of the vehicle's other facings is visible instead, and represents the difficulty of making that sort of shot.
For the 6th edition version, see page 75 of the 6th BRB, the paragraph above the image labelled "1".
Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation
2014/06/18 05:45:46
Subject: WH40K - Clash of the Machine Spirits: 40k meets World of Tanks
It's still there. Picture your tank with its face rammed up against a building, and an enemy tank still being in your front arc. But it can't make out the face of your tank, only the side. While its still in the front arc, you can only see the side, thus boosting your cover save.
OP is trying to introduce sidescraping sort of rules, which is a really common tactic in WoT.
I wish I had time for all the game systems I own, let alone want to own...