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![[Post New]](/s/i/i.gif) 2015/02/27 14:38:51
Subject: Jetpack House Rules
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Focused Fire Warrior
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Just a quick poll about the Tau's Jet-pack ability.
Personally, I started in 4th ed. where the jetpack was a 6" move in the assault phase.
If you played today and a player asked if he could run his Tau or Jetpack's as a 6" move instead of 2D6". Would you accept?
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This message was edited 2 times. Last update was at 2015/02/27 15:15:40
1500pts ||| WM-Cygnar:85pts (5casters) WM-Mercs: 25pts (1caster) ||| X-wing: 191pts Imp / 173pts Scum
Current Projects: Custom Tau Commander, Tau MG-Rex, Heavy Gear Army Building
Mech Fanatic: I Know about all sorts of mechs, and if I don't, I want to learn it.

^CLICK THESE^^SUPPORT!^
Help me out by selling me some parts!
DS:80+S+G+MB--I+Pwmhd04/f#+D++A++/areWD297R+++T(I)DM+ |
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![[Post New]](/s/i/i.gif) 2015/02/27 16:52:58
Subject: Jetpack House Rules
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Lord of the Fleet
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Not really, as this just opens the game up to cherry-picking the rules that suit you best.
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![[Post New]](/s/i/i.gif) 2015/02/27 17:02:39
Subject: Jetpack House Rules
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Shas'la with Pulse Carbine
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Valkyrie wrote:Not really, as this just opens the game up to cherry-picking the rules that suit you best.
Can't Jetpack and Jump choose to walk or jump/jet when moving? So you already can choose to do that then I don't see why you could just opt to do a regular run, rather than a 2d6 move.
Food for thought.
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9000
8000
Knights / Assassins 800 |
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![[Post New]](/s/i/i.gif) 2015/02/27 17:04:07
Subject: Jetpack House Rules
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Focused Fire Warrior
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Well, I wanted to see what the communities feelings were.
In a game with so much dice rolling, having to roll even more just for movement.
I get that it opens up cherry-picking rules, but that's why it's "house Rules". To try and speed up the game a bit.
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1500pts ||| WM-Cygnar:85pts (5casters) WM-Mercs: 25pts (1caster) ||| X-wing: 191pts Imp / 173pts Scum
Current Projects: Custom Tau Commander, Tau MG-Rex, Heavy Gear Army Building
Mech Fanatic: I Know about all sorts of mechs, and if I don't, I want to learn it.

^CLICK THESE^^SUPPORT!^
Help me out by selling me some parts!
DS:80+S+G+MB--I+Pwmhd04/f#+D++A++/areWD297R+++T(I)DM+ |
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![[Post New]](/s/i/i.gif) 2015/02/27 20:23:28
Subject: Jetpack House Rules
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Shas'ui with Bonding Knife
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Why only Tau's jetpacks?
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![[Post New]](/s/i/i.gif) 2015/02/27 20:37:50
Subject: Jetpack House Rules
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Focused Fire Warrior
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I only play Tau in 40k. And I ask some of my friends this before the game, to set the rules.
Technically it can be for any Jetpack army. But Tau was the setting.
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1500pts ||| WM-Cygnar:85pts (5casters) WM-Mercs: 25pts (1caster) ||| X-wing: 191pts Imp / 173pts Scum
Current Projects: Custom Tau Commander, Tau MG-Rex, Heavy Gear Army Building
Mech Fanatic: I Know about all sorts of mechs, and if I don't, I want to learn it.

^CLICK THESE^^SUPPORT!^
Help me out by selling me some parts!
DS:80+S+G+MB--I+Pwmhd04/f#+D++A++/areWD297R+++T(I)DM+ |
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![[Post New]](/s/i/i.gif) 2015/02/27 21:04:40
Subject: Jetpack House Rules
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Longtime Dakkanaut
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I would rather they roll, the guarantee that they will make it back behind cover is what kills this idea for me. Side note, I play jetpack corsairs, and if I don't make it behind los blocking terrain, I die horribly. Just so it doesn't appear I am simply attempting to be mean to the tau
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![[Post New]](/s/i/i.gif) 2015/02/27 21:20:52
Subject: Jetpack House Rules
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Krazed Killa Kan
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I personally like the randomness element. Same thing for charge ranges changing from 6" to 2D6. It was always kind of a drag to be 6.5" away from a unit and be SOL.
Sure, sometime you'll fail a 3" charge on 2D6, but for me, the benefits seems to have outweighed the drawbacks.
But yeah, stick with the rules. Most of the time you'll be moving more than 6" anyways. Sometimes not, but that's a dice game for you.
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"Hope is the first step on the road to disappointment." Words to live by. |
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![[Post New]](/s/i/i.gif) 2015/02/27 21:34:50
Subject: Jetpack House Rules
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Prescient Cryptek of Eternity
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Naaris wrote: Valkyrie wrote:Not really, as this just opens the game up to cherry-picking the rules that suit you best.
Can't Jetpack and Jump choose to walk or jump/jet when moving? So you already can choose to do that then I don't see why you could just opt to do a regular run, rather than a 2d6 move.
Food for thought.
Only when moving in the Movement phase. They have several options in the Assault phase....
1. Do nothing
2. Declare and assault
3. Declare a thrust move (roll 2D6, etc)
They can certainly choose to move like an Infantry model in the assault phase... but how far can Infantry models move in the assault phase? Zero inches.
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