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Made in us
Humming Great Unclean One of Nurgle





In My Lab

This is just idle musings, but a couple of random ideas.

Aquatic Features
Shallow water could just be a move penalty for units that cross it, or treat any distance traveled through shallow water as twice as much. So a 2" river would be 4" from your move.
Deep water could have some fun rules pertaining to different models-sealed units (like Battlesuits) could dive deeper, making themselves untargetable but also unable to shoot anything.

Teleporters
Pretty simple, a unit that starts a move or ends a move wholly within 3" of a teleporter can set up next to another teleporter, like disembarking from a vehicle. Could be any-to-any, or link them one-to-one, or even cyclical.
Might also be cool for super tall terrain-like, have a cliff face that's a foot tall or more, and teleporters to go up it.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





Shallow water as basically difficult terrain probably works fine. I'd be willing to use that rule.

Deep water could be interesting. I'm picturing special missions where any part of the battlefield that isn't some other type of terrain is treated as deep water, and infantry are basically forced to take the time climbing out of the water onto terrain in order to claim objectives, participate in the fire fight, etc. Would this just end up being a huge advantage for melee armies though? It's a bit like playing with the Night Fighting twist?

I could have sworn we had some rules for teleportation effects in some of the crusade missions this edition. Could probably use those as a template. Though embark/disembark rules probably work fine.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Wyldhunt wrote:
Shallow water as basically difficult terrain probably works fine. I'd be willing to use that rule.

Deep water could be interesting. I'm picturing special missions where any part of the battlefield that isn't some other type of terrain is treated as deep water, and infantry are basically forced to take the time climbing out of the water onto terrain in order to claim objectives, participate in the fire fight, etc. Would this just end up being a huge advantage for melee armies though? It's a bit like playing with the Night Fighting twist?

I could have sworn we had some rules for teleportation effects in some of the crusade missions this edition. Could probably use those as a template. Though embark/disembark rules probably work fine.
Why would deep water help melee forces?

And if there are teleporters somewhere in Crusade, I'd be eager to learn how GW handles 'em.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





Oh. Sorry. I was picturing power armored infantry being able to "dive". Thinking Carcharadon style tactics. In that scenario, you could theoretically have a bunch of assault intercessors or terminators or whatever just walk up the board and not be targetable until they climbed up onto terrain.

That sort of thing is probably less of an issue if you restrict it to just vehicles and such, though I'm not sure why something like power armored marines wouldn't be able to dive from a fluff perspective, unless diving just implies that they're so far beneath the water that surfacing would take an infantry unit multiple turns to accomplish or something.

I *think* the campaign book with the rules for warp-infused planets had the rules I'm thinking of, but admittedly I don't own that book and may be talking out of my butt.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Wyldhunt wrote:
Oh. Sorry. I was picturing power armored infantry being able to "dive". Thinking Carcharadon style tactics. In that scenario, you could theoretically have a bunch of assault intercessors or terminators or whatever just walk up the board and not be targetable until they climbed up onto terrain.

That sort of thing is probably less of an issue if you restrict it to just vehicles and such, though I'm not sure why something like power armored marines wouldn't be able to dive from a fluff perspective, unless diving just implies that they're so far beneath the water that surfacing would take an infantry unit multiple turns to accomplish or something.

I *think* the campaign book with the rules for warp-infused planets had the rules I'm thinking of, but admittedly I don't own that book and may be talking out of my butt.
I mean, if it takes a full move to go down...

I dunno. Deep water would be cool, but I'm not sure the game is suitable for it.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





If we remove the Dive aspect of it, deep water simply being impassible terrain that also doesn't provide cover or block line of sight would probably work. It basically just becomes a way of blocking direct approaches from non-flying units.

Come to think of it, some well-placed deep water of that sort might help out with some of the wonky asymmetrical deployment options that tend to result in armies being in melee at the top of 1.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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