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![[Post New]](/s/i/i.gif) 2013/06/29 05:59:46
Subject: Craters Rule
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Fresh-Faced New User
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I wonder if anyone has thought about this.
I've been playing allot of dawn of war 2 lately, and one thing I like is that late game allot of the cover is destroyed but craters from earlier bombardments provide cover. So I came up with a quick rule to adapt that to 40k.
My ideas is that whenever you fire a blast weapon strength 5+ you roll a single die after resolving the attack. If strength+ the die roll exceeds 10 your attack has created a crater: Place a paper crater the same size as the blast directly under its target. Craters are 6+ area terrain. If two craters overlap they become 5+ area terrain (to represent the area getting deeper).
Do you guys think this might severely effect game balance in some way, I have a feeling it might slightly nerf things like battlecannons (which is fine in my books, but that's just my opinion)?
Neat idea? Any revisions you'd suggest?
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![[Post New]](/s/i/i.gif) 2013/06/29 06:16:09
Subject: Craters Rule
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Shas'ui with Bonding Knife
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Won't really affect the game balance, might affect the balance of people's bank accounts though. Crater models are expensive D:
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Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2013/06/29 06:20:22
Subject: Re:Craters Rule
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Fresh-Faced New User
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That's why you should use paper craters. They do need to be able to stack.
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![[Post New]](/s/i/i.gif) 2013/07/01 00:43:58
Subject: Craters Rule
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Slippery Scout Biker
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How would this interact with units already within terrain?
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With your shield or upon it. |
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![[Post New]](/s/i/i.gif) 2013/07/01 01:03:56
Subject: Craters Rule
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[MOD]
Not as Good as a Minion
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Interesting idea, and question above. Would it destroy other area terrain (trees et al) or would it leave them there and stack, or just have no effect?
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I wish I had time for all the game systems I own, let alone want to own... |
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![[Post New]](/s/i/i.gif) 2013/07/01 02:10:51
Subject: Craters Rule
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Slippery Scout Biker
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Just putting forward an idea to further extend on this; What if Terrain was given X "HP" each and each successful crater caused in terrain removes 1. Upon removal of the last remaining "HP" the terrain is removed and a paper crater is put in it's place to symbolize the leveling of terrain. EDIT: Or you could have it just removed with no crater.
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This message was edited 1 time. Last update was at 2013/07/01 02:11:41
With your shield or upon it. |
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![[Post New]](/s/i/i.gif) 2013/07/01 02:18:16
Subject: Craters Rule
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Longtime Dakkanaut
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I had a similar idea about interactive terrain a while back, here is the thread, take anything from it if you like.
http://www.dakkadakka.com/dakkaforum/posts/list/502067.page
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![[Post New]](/s/i/i.gif) 2013/07/01 02:33:50
Subject: Craters Rule
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Slippery Scout Biker
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I went to go post in your thread Eldercaveman but was warned that I'd be necro'ing it. I like your idea of the flamers and forests, but have to disagree with the ADL. You should collaborate with the OP and both put forward an interactive weaponry suggestion. I love the idea of craters being created and forests set alight. You could also include residual radiation/toxic effects from Orbital Bombardments that last for a turn and wound on rolls of 6 (or something to that effect)
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This message was edited 1 time. Last update was at 2013/07/01 02:34:04
With your shield or upon it. |
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![[Post New]](/s/i/i.gif) 2013/07/01 02:36:27
Subject: Craters Rule
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Longtime Dakkanaut
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MerkQT wrote:I went to go post in your thread Eldercaveman but was warned that I'd be necro'ing it.
I like your idea of the flamers and forests, but have to disagree with the ADL.
You should collaborate with the OP and both put forward an interactive weaponry suggestion. I love the idea of craters being created and forests set alight. You could also include residual radiation/toxic effects from Orbital Bombardments that last for a turn and wound on rolls of 6 (or something to that effect)
Yeah it is a little old, so best just to pull the ideas out of there and use them here to be discussed.
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![[Post New]](/s/i/i.gif) 2013/07/02 02:27:28
Subject: Re:Craters Rule
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Fresh-Faced New User
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I did think that the craters would replace area terrain, and I do like the idea of lingering dangerous terrain (Radiation, burning forests, etc)
More detail:
All blast and template weapons are one of four types: energy (plasma weapons and orbital strikes), explosive (all conventional blasts), fire (flamers and pyromancy spells) or biological (all Tyranid weapons, and poisoned weapons)
The different types interact with terrain in the following ways:
on a str+d6 roll of 10 or higher: Fire weapons set fire to woods, turning them into dangerous terrain for one turn.
on a str+d6 roll of 10 or higher: Energy weapons perform as flame weapons and create a radiation cloud (dangerous terrain but not difficult terrain), the radiation cloud scatters at the beginning of each turn. If it rolls a direct hit it dissipates.
on a str+d6 roll of 10 or higher: Biological weapons create a poison cloud (dangerous terrain but not difficult terrain), the radiation cloud scatters at the beginning of each turn. If it rolls a direct hit it dissipates.
on a str+d6 roll of 10 or higher: Explosive weapons creates a crater (6+ area cover and destroys any area cover it overlaps, except other craters which makes them both into deep craters (5+)),
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![[Post New]](/s/i/i.gif) 2013/07/02 03:25:19
Subject: Craters Rule
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Disguised Speculo
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Craters sound pretty cool, but I dislike the idea of destroying terrain - theres already too little of the stuff about, and gunlines are already powerful and boring without giving them the ability to un-obstruct their field of view.
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![[Post New]](/s/i/i.gif) 2013/07/02 04:26:28
Subject: Craters Rule
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Fresh-Faced New User
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Dakkamite wrote:Craters sound pretty cool, but I dislike the idea of destroying terrain - theres already too little of the stuff about, and gunlines are already powerful and boring without giving them the ability to un-obstruct their field of view.
well you can already destroy buildings, and this only replaces terrain with worse terrain (potentially better terrain if it was dangerous terrain or it gets hit twice)
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![[Post New]](/s/i/i.gif) 2013/07/02 06:40:34
Subject: Craters Rule
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Longtime Dakkanaut
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Dakkamite wrote:Craters sound pretty cool, but I dislike the idea of destroying terrain - theres already too little of the stuff about, and gunlines are already powerful and boring without giving them the ability to un-obstruct their field of view.
You could always play with more terrain?
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![[Post New]](/s/i/i.gif) 2013/07/03 02:01:37
Subject: Craters Rule
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Slippery Scout Biker
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Dakkamite wrote:Craters sound pretty cool, but I dislike the idea of destroying terrain - theres already too little of the stuff about, and gunlines are already powerful and boring without giving them the ability to un-obstruct their field of view.
The way it works, it sounds like it just replaces existing terrain. There's going to be more terrain at the end of the game than at the start with craters, just not as powerful.
the radiation cloud scatters at the beginning of each turn. If it rolls a direct hit it dissipates.
I love this, in fact, this whole thread has inspired me to write up a quick interactive weapons ruling for play at my FLGS, and i'll be heavily borrowing from the ideas from this thread. (Don't worry, I'm not going to claim I came up with the idea/system or steal credit)
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With your shield or upon it. |
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![[Post New]](/s/i/i.gif) 2013/07/03 05:36:03
Subject: Craters Rule
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Disguised Speculo
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Care to post that up when your done? I'm looking to integrate the burning forests, poison gas clouds etc into Kill Team games with my mates
Eldercaveman wrote: Dakkamite wrote:Craters sound pretty cool, but I dislike the idea of destroying terrain - theres already too little of the stuff about, and gunlines are already powerful and boring without giving them the ability to un-obstruct their field of view.
You could always play with more terrain?
You say that like it's so easy. For instance, I actually have to insist on the use of area terrain on the board these days as more and more players around here seem to just 'forget' about it to the detriment of my boyz...
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![[Post New]](/s/i/i.gif) 2013/07/03 05:43:20
Subject: Craters Rule
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Longtime Dakkanaut
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Dakkamite wrote:Care to post that up when your done? I'm looking to integrate the burning forests, poison gas clouds etc into Kill Team games with my mates
Eldercaveman wrote: Dakkamite wrote:Craters sound pretty cool, but I dislike the idea of destroying terrain - theres already too little of the stuff about, and gunlines are already powerful and boring without giving them the ability to un-obstruct their field of view.
You could always play with more terrain?
You say that like it's so easy. For instance, I actually have to insist on the use of area terrain on the board these days as more and more players around here seem to just 'forget' about it to the detriment of my boyz...
How does your setting up of the board go? What method do you use?
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![[Post New]](/s/i/i.gif) 2013/07/04 12:27:05
Subject: Craters Rule
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Fresh-Faced New User
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MerkQT wrote: Dakkamite wrote:Craters sound pretty cool, but I dislike the idea of destroying terrain - theres already too little of the stuff about, and gunlines are already powerful and boring without giving them the ability to un-obstruct their field of view.
The way it works, it sounds like it just replaces existing terrain. There's going to be more terrain at the end of the game than at the start with craters, just not as powerful.
the radiation cloud scatters at the beginning of each turn. If it rolls a direct hit it dissipates.
I love this, in fact, this whole thread has inspired me to write up a quick interactive weapons ruling for play at my FLGS, and i'll be heavily borrowing from the ideas from this thread. (Don't worry, I'm not going to claim I came up with the idea/system or steal credit)
Cool, as someone who is going into game design (albeit for video games) its kind of uplifting to see someone use a rule I made. Tell me any changes or additions you make to the rule as I am curious.
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