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Made in us
Regular Dakkanaut




This idea is nothing new. I think it appeared in 3rd edition, but with the way missions work in 6th edition I think it could really shine.

IMO there are 2 things that can happen in a game of 40k that always ruin a game for at least one person(and sometimes even both)

1. The alpha strike wiping out your brand new or maybe favorite unit
2. Getting tabled(1 can sometimes lead to 2)

Now I know that since the beginning of time that people have been trying to figure out how to implement unit activation in 40k. For a long time I was open to the idea but after playing other war games I think 40k does it right. So the idea would need to be something simpler, something that could be easily added to the current rules without much fuss. So I propose a new Mission Special Rule(i.e. Night Fighting/Reserves/that other one everyone forgets about)...

Reinforcements: Any unit(squad of infantry/vehicle/transport/monstrous creature/whatever/maybe not special characters) that has been completely destroyed or moved off the board(something you can do voluntarily) MAY be brought back from the controlling players board edge on the players following turn. To do so gives the opposing player a VP. If the player wishes to use any of the new unit's special deployment abilities(deep strike & outflank are the only ones that come to mind) it gives the opposing player an additional VP.

Now the key to making this work is the whole VP system that 6th Edition Mission System uses. Players would have to balance the idea of giving up VP in order to bring something back on the table. The battlefield dynamic would make the center of the board much more dangerous as units could get trapped unable to retreat. You might find players maneuvering to one side of the board just to fake his opponent out by dropping a unit off the board to bring a Reinforcement on someplace else(remember he would be giving up VPs to do so).

REMEMBER THOUGH

The main reason I thought this up was because of #1 & #2 up above.

The idea solves these issues as you can always bring stuff back(it might cost you the game to do so, but who cares you got to play with your cool toys after all)

*Warning* games might end in college football like scores
   
Made in us
Been Around the Block





Portsmouth, RI

I don't think it should be a main rule, but certainly a mission rule. If there was one of the 6 that had this I'd be more than willing to play it, or even a one off tournament that hosted this rule. It could be a lot of fun and could add some interesting new strategy.

2000
1000

Rebel: X-Wing x2 : Y-Wing x1 : YT-1300 x1

Imperial: Firespray-31 x1 : Tie Fighter x2 : Tie advanced x1


 
   
Made in us
Ragin' Ork Dreadnought




This heavily favors certain lists, though. Really expensive single monstrous creatures that are a huge pain in the ass to kill jump up in strength. Nob Bikers suddenly don't worry about risk because the 500 point squad gets a do-over. 1 VP isn't very much, in the long run.
   
Made in us
Heroic Senior Officer





Western Kentucky

Does this ability allow things like the nid MC's that crap out gaunts to "reset" so it can start shooting them out again?

Because that would make nids a nightmare to play against

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Been Around the Block





Portsmouth, RI

Not trying to hijack the thread but those are pretty good points, and I like this idea so I've been thinking. What if the VP given was based purely on unit cost

Right off the top of my head, something like

unit cost 0-100 1 vp

unit cost 101-200 2 vp

unit cost 201-300 4 vp

with a scaling cost, so that the stronger higher cost units would cost more. So getting back your kitted out dp would cost you 4 vp which could very well swing the game against you unless you really needed to use him.

2000
1000

Rebel: X-Wing x2 : Y-Wing x1 : YT-1300 x1

Imperial: Firespray-31 x1 : Tie Fighter x2 : Tie advanced x1


 
   
Made in us
Stealthy Space Wolves Scout



Louisville, Ky

I have done a few home brews similar to this and seen some good ones. This rule should only be for swarm armies: IG, Nids, Orks.

The way I have seen it done was designate three units before the game, if the unit is removed from play in any way add them to your ongoing reserves

For deep striking units add 1 D6 to their scatter
Tunneling units may not arrive within 12" of an objective and within 6" or a enemy unit

Named IC cannot be brought back (no bringing back a comissar yarrick or Old One eye)

You may pool the three units ongoing rule to one unit to bring it back three times, or each one time any combination.

Each succesful "reinforcement" surrenders 1 VP per 150pts (always base 1 VP)


My homebrew was they come on like ongoing reserves, but all come in with the outflanking rule and surrender 1 VP per reinforcement with 1-2 infantry 01 walker 0-1 vehicle 0-1 unnamed IC may take a drop pod (if one available) for 3 VP

1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4

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Ave Imperator 
   
 
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