Switch Theme:

misson rule "reinforcements"  [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
Bonkers Buggy Driver with Rockets






hey, here's an idea of an "add-on" for any game you play. (wip on the rules and the names a place holder).

-reinforcements-

during the battle, each player will receive requisition points during play as units are destroyed. these reinforcements are placed in ongoing reserves and can arrive thus. units can only be purchased at the start of the owning players turn.

requisition points are only received from units that are completely destroyed, this includes units that retreat from the battle field.

points are rewarded at the moment a unit is destroyed. points are divided up to both players despite who owns the unit but the amount of points differ. an owning player receives requisition points equal to the cost of the entire unit, while the attacking player will only receive half of the points rounded up. if the unit destroyed was a reinforcement then the owning player only receives half the requisition points rounded up while the attacker revives a forth of the points rounded up.

named characters cannot be brought on as reinforcements if they were already destroyed this battle.

reinforcements can have dedicated transports and can arrive from reserves embarked or disembarked.

reinforcements cannot exceed the requirements of the combined arms detachment force org chart.

reinforcements cannot include any upgrades, only base wargear. the only exceptions to this rule is these circumstances:
-the unit needs to select wargear, then the unit can purchase wargear at the bare minimum at cheapest cost.
-the ungrade is "free"

for armies that have spawning units and models, the points those units cost is subtracted from the players requisition points as soon as they enter the battlefield (though a player can never go below 0 requisition points).

a reinforcement cannot be a warlord.

reinforcements cannot be fortifications.

at the beggining of a game, units that started in reserves can be sacrficed for requesition points (the sacrificed unit doesn't count toward victory points)
-----

the point of this game type is to include the feel of a continuous battle as two sides collide, tabling is still possible but highly unlikely. this rule will also allow players to change their battle stratagem on the fly. as they lose units, players can purchase what they need to counter their opponent.

now the only logistical issue i can think of a rule like this is if the players have enough variety of models and would have to bring them all.

this is just an idea i had, and im looking for constructive input on how to make it more effective and efficient.
questions are welcomed if you dont understand a rule (or my wordng).

"dont put all yer boyz in one trukk" "umless its dredds, then take as much uf those as possible"

geargutz interpretation of the 'umies "eggs in one basket" 
   
Made in us
Painlord Titan Princeps of Slaanesh





Sohnds fun like dawn of war but that is too much work.

j can see it work with 500ptts kill team unlovking reinforcements.
   
 
Forum Index » 40K Proposed Rules
Go to: