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Could the new Garrisoning rules replace embarking and disembarking?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Master Engineer with a Brace of Pistols






As an Overlords player, it bothers me how little the actual rules of the game reflect their fighting style in the fluff. They're supposed to be able to fight from their ships and so forth, yet in the game they are either locked away on board their ship doing nothing or disembarked altogether, now slow and vulnerable. Then I saw the rules for garrisoning units in terrain and thought to myself 'hang on, this is much better'. If they used these rules instead, they could fight from their ships whilst still being targeted in return, keeping it fair.

It would only require some tweaks to cover movement (I can see some rules lawyer trying to claim that a ship couldn't move whilst anyone was on board), and to retain the casualties aspect for being on board a destroyed ship. Units on board should count as moving/running if their ship has also moved or ran.

Plus, this would have the advantage of putting the process under the core rules, which is always a good thing imo.

What do you guys think?

This message was edited 1 time. Last update was at 2018/06/20 23:23:12


 
   
Made in ca
Monstrously Massive Big Mutant






They don't even need to go that far. Literally just copy paste the Dark Eldar rules from 40k and make some tweaks. Maybe make it a command ability as to not make it OP.
   
Made in gb
Master Engineer with a Brace of Pistols






Ok, so I have to revive this thread to tell you all that we tried our first game using this idea and...it works!

It was me as the Overlord player versus my friend with his Ironjawz on the Shifting Objectives mission. And OK, I still lost, but it was more to do with a mixture of bad luck and poor planing on my part. But my god was the diffference incredible! Long story short, both our armies got duffed up pretty bad.

My list was as follows:

Barak Mhornar with Theres No Trading With Some People extra footnote.

Arkanaut Admiral as general with Opportunistic Privateer command trait.
Aetherkhemist with Aethershock Earburster
Aetherthic Navigator
Endrinmaster
x3 10 Arkanauts with 3 skyhooks
x2 3 endrinriggers
Ironclad with Great Sky Cannon and The Last Word (torpedos)
x2 Frigates with Heavy Sky Cannons

Under these new rules, everyone was able to perform to full effect whilst embarked upon the ships. Thanks to the navigator and the amendment, my ships managed to move an impressive 16” on their first turn whilst still shooting. Then everyone on board managed to shoot too, and with the command trait, it was devastating. Or at least it would have been had my dice rolling not been terrible. But they managed to reduce the Mawcrusher to 1 wound and kill a brute. Oh, and the navigator dispelled some magic too, all from the comfort of the ship.

Now the orruks managed to get the charge in, but suffered badly from the grudgesettler bombs and the last word. They inflicted massive damage due to their already impressive stats and the buff they got from repeated mighty waaaghs. But then I got to fight back and I inflicted lots of casualties in return. Had I not lost the roll off for priority, I think I could have finished them off and won the game. But alas it wasn’t to be, and I never got a chance to heal the ships or fire the more close range weapnary. In the end, I lost the admiral, the khemist, the navigator, the Ironclad, one of the frigates and all of the Arkanauts, but in return I killed a mawcrusher boss, a regular boss, a unit of hard boys and 2 units of brutes. And if the shifting objective had worked in my favour I might have won on points.

The difference was, I was actually able to fight with my armies full potential exactly were I wanted it. I swear, this time it was only my bad luck that defeated me rather than any inherent weakness.
   
Made in us
Fresh-Faced New User




The Garrison Rules are good. We have been using them a lot in house rules for "great wall" (siege battle).

they probably borrowed the rules from Mantic (Warpath).

Garrison is a GO for me!
   
Made in gb
Master Engineer with a Brace of Pistols






Spellfax wrote:
The Garrison Rules are good. We have been using them a lot in house rules for "great wall" (siege battle).

they probably borrowed the rules from Mantic (Warpath).

Garrison is a GO for me!


Sweet! The only snag we encountered was disembarking from a destroyed ship. It’s not fair to be able to set up your troops 6” away, out of harm’s range, after your opponent destroyed your ship. So we kept the current rules for getting on and off the ship, except you now disembark in the movement phase with that having counted as your movement. I believe 40k does this yes? It’s been a while since I played it.

One other thing? My guys still take battleshock tests. In one example, the surviving four Arkanauts fled off the frigate they were on. We do it in the interest of fairness but it feels weird. Maybe we can just say they’re caring for the wounded or fleeing to the lifeboats?
   
 
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