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Made in gb
Imperial Recruit in Training




Dundee

Looking for some advice regarding the implementation of certain rules into regular games of 40k.

First things first:

Our Club allows apocalypse formations in regular 40k. Our view is that 40k has been opened up to Apocalypse with the inclusion of Super Heavy tanks, Fortifications and D Weapons. This is not the subject of discussion though, so please stay on target


So the topic of conversation and my question is how to Implement a "scheduled break" into a regular game of 40k. One of the formations I want to use is the Imperial Shield company which replenishes each squad in the formation with d3 models if there is at least 1 model in that squad left.

A "scheduled break" by apocalypse rules is a designated time during play. So say you stop for lunch, that's the "scheduled break" as far as I understand.


Now, since the rule doesn't really include or define turns as a "scheduled break" then I need to find some way of adapting the rule to base it on turns. I have been told there was in the past a FAQ that claimed a "scheduled break" was in fact 2 turns, but I have found no sign of this anywhere and I am unsure as to whether this ever existed or not.


Any input or advice on this subject would be appreciated.

Thanks

Steve
   
Made in us
Flashy Flashgitz





St Louis

we opted to call that every other turn so 1,3,5,7

I dislike the "scheduled break" terminology since its totally random

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Made in gb
Imperial Recruit in Training




Dundee

Spot on tenebre. The terminology was pretty bad for that rule. Very open ended.
   
Made in gb
Decrepit Dakkanaut




Actually it was done deliberately so, as its just a comfort break, in essence. So its up to people to define the best way to implement it.

Alternating turns can work, however usually there is a front loading in apoc scale games where the first game turn or two takes far longer, even more so than in regular games of 40k.

As such potentially having a set maximum time, e.g. 2hours, AND one based on turns. So break after turn 2, or 2 hours, whichever comes first.
   
Made in us
Prescient Cryptek of Eternity





East Coast, USA

You've already made a house rule to include Apoc Formations. You'll have to make more house rules to deal with all the rules issues that decision introduces, including scheduled breaks, Apoc rules that aren't in the core rules, etc.

This might be better off in Proposed Rules since we're not really dealing with RaW.

The ultimate answer is going to be "whatever house rule your club agrees on".

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Made in gb
Imperial Recruit in Training




Dundee

 Kriswall wrote:
This might be better off in Proposed Rules since we're not really dealing with RaW.


You are probably right in that regard. It's not so much a rule question (RaW or RaI) as much as looking for advice on how to adapt an existing one. Good point!
   
Made in us
Boosting Space Marine Biker




Philadelphia, PA, USA

I also found the "scheduled break" terminology incredibly disappointing in its informality.

For any use of that in formations, I would first decide if the effect equates to reserves or scoring, and do whatever you're doing for those in general.

Our group brings in reserves following this table:

Turn 1: Zooming flyers & deep striking units
Turn 2: Any unit capable of moving 12” or more in a single movement phase, e.g., beasts and vehicles, including transports with embarked units
Turn 3: All other units

In our most recent Apoc games we've done scoring after Turns 2, 4, and 6 in a six turn game and after 1, 3, and 5 in a five turn game. However, for our next game we're probably going to score every turn.

If a formation uses "scheduled break" for another kind of effect, I would probably apply it after Turn 1 in a five turn game, and after Turn 2 in a six turn game.

   
 
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