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Made in us
Posts with Authority





How many of you actually still play this? Have any of you come up with ways to make the game more fun or interesting?

Here are some things that friends and I cooked up:

-No 'pinning' if the weapon's Strength does not exceed the target's Toughness. Something about Chaos Marines getting knocked down by autopistols was a bit absurd. Plus, people playing IG were slumping everyone with lasguns.

-Points can be used for either recruiting OR equipment, no reason to choose either specifically.

-Points carry over and are 'saved'.

Alternate game modes for our Chaos-heavy group:

Game type: Uprising


-The players using Chaos must start with no cultists, using entirely Marines.

- Points do NOT carry over in this game mode.

-Any Marine may act as a 'leader' for a group of Cultists.

-Captured cultists may be 'converted'

Game type: Allies of Desperation

-3-5 players are on a team, the other player assumes the control of one or more Imperium Forces.

-Each Chaos player is given 350 points to create and equip a Marine. (The Marine may take a Cultist servant if he likes)

-Each type of CSM must take the appropriate 'mark' for his Legion/Warband/fluff

-The Chaos team's 'points' will always match the points at the Imperium players' disposal.

-The Imperium player MUST take a Special Operative every game (CSM team may never take a Specialist Operative)



   
Made in us
Longtime Dakkanaut




I still play every now and then, but I've had to tweak my pathfinders into being playable (I gave them red dot and telescopic sight).
I have had other ideas to better balance the game but I don't think that's what you're looking for.

Anyway, I do have some ideas:

Suppression: a fighter may make a suppression action so long as it didn't run. The targeted fighter is immediately pinned but no wounds are inflicted. You must make an ammo roll. (Certain guns could have an ability to avoid having to make the roll like heavy bolters or pulse carbines)

Camo gear: makes partial cover count as full cover. (Instead of the range penalty)

Campaign changes:

Replace promethium with "intel". Once enough intel is gathered, your team can discover a high profile target and take them out. If you succeed you win the game.
Example missions:
Assassinate captain/war boss/ ethereal etc...
Destroy supply HQ
Defend vital building against a surprise attack

Each of these missions will involve high numbers of enemy special operatives in addition to the enemy kill team. So a space marine captain is guarded by 2-4 veterans before the enemy kill team shows up.

Promethium becomes a commodity and missions no longer give them to you for free. You need to get loot from the scavengers mission or steal some in the raid. These can then be used to buy cool stuff.

Resupply points: you get these at a steady rate and they carry over. Spending promethium gets you a lot more.

Black market: all items in this market are available to all players regardless of faction. They are more expensive than standard issue gear though and some require promethium.

Hiring special operatives: at the beginning of each game you get a special objective. Once you complete the objective you earn "favor" points that let you hire a special operative for a mission, you will then get a new objective.
These objectives will need to be completed in addition to the main missions objective. Example: kill enemy team leader, acquire 5 promethium, recover stolen assets etc...

Fighters advancing: fighters must complete 3 missions without going down or out of action to be eligible for advancing/promotion. When a fighter advances it costs supply points and they must sit out the next mission.
   
 
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