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Made in ca
Secretive Dark Angels Veteran




Canada

game of wits is a game mode i have been muddling over basically the idea is thematic, both players are part of a much alrger force and both are suffering a severe supply problem. food weapons, ammo, medicine, gas are all at critical all time lows and the battle must continue. neither is willing to back down, so the fight has become a race to see who is out of fodder for the fires of war first.

each time a player wishes to make an action beyond movement, psychic discipline use, canticles, prayers. roll a d6 with each use (armywide, except for shooting which is unit based) increasing the number needed up to a maximum of 6+ (players can spend cp on the result). if the players fail the test they can choose to not take the action, banking the action for later, or expend it there and then but that will be its final use. some models have the ability to ignore the result at a cost of something else, for example:

apothecary/ hospitalier/ fabius bile/ plague surgeon: desperate medical procedure: if your apothecary fails his supplies check he may make 2 uses of his last revive or heal at the cost of taking no further action this turn

and

carnifex/ hive tyrant : the hunger endless : instead of failing the supply check upon making a shooting attack, this model may consume the nearest allied model, slaying it and gaining 2 final uses.

i havent finalized all the details but i wanted to know what people thought of this kind of survival match where potentially running out of an action forces you to adapt and while imaware it would slow down a game a lot having to keep track of a units remaining options for actions. it might also create some really strange environments where devestators might find themselves pressed into melee or a banebalde runs out of gas and now has functionally become a fix gun turret




DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Fixture of Dakka





I don't think the mechanics as you've described them would reflect the fluff you're trying to represent very well.

each time a player wishes to make an action beyond movement, psychic discipline use, canticles, prayers. roll a d6 with each use (armywide, except for shooting which is unit based) increasing the number needed up to a maximum of 6+ (players can spend cp on the result).

For instance, you explicitly list movement as a thing that does not potentially run out, so that baneblade isn't going to be running out of gas any time soon.

You also haven't defined what can and can't run out very well here. You're clearly using the term "action" to refer to things other than "Actions" as defined in the main rulebook. That's clear enough, but it's not clear what all does and doesn't fall into that category. Do guard armies run out of orders? Does a tech priest run out of repairs? Do Nephrekh dynasty necrons run out of translocations?

Plus, a lot of "actions" in 40k don't seem like things that a given army is likely to run out of. A vehicle runs out of gas? Okay, maybe. You'd think the crew would have a decent idea of how close they are to running out and plan their actions accordingly, but sure. But are monstrous creatures running out of legs? How about infantry? How about zoanthropes that just float around? You can run out of bullets when shooting, sure, but is fighting an "action?" And if so, how do I run out of stabbing ability?

And that's without getting into how this would impact balance between units that have more "actions" that they use to be useful and those that mostly just do one or two "actions" over and over. A fire warrior is hurt by running out of bullets a lot more than a marine is.

Plus, it seems like a unit would know when it's low on a given supply and plan accordingly. My guardians aren't going to sprint towards the enemy to get within their 12" shuriken catapult range only to find that they all simultaneously ran out of ammo a few seconds ago. Also, it's kind of iffy from a lore perspective whether some factions really can run out of certain things. Like, can a necron or eldar vehicle even run out of "gas"? Does a gauss rifle have an ammo clip of some sort?

If you want to represent the impact of limited supplies on a battlefield, how about making it a battle zone? (War zone? Whatever they call rules that can be overlaid onto a normal battle.) So before a game, you and your opponent might agree to each roll on the "Supply Problems" table and suffer from the result for the duration of the game. Kind of like a Twist from Open War.

Off the top of my head...
1 - Ammo Famine: Make every shot count. Units may not shoot ranged weapons at targets that are outside of half that weapon's maximum range. Weapons with a range of 12" or less are unaffected.
2 - Tank is Low: Vehicles may not advance this game.
3 - Low Spirits: It's hard to be inspired when your last few supply drops have been intercepted. Halve the range of all friendly auras.
4 - Coms Are Down: You've lost contact with the rest of the army making it impossible to coordinate complicated maneuvers. You may not place any units in reserves during deployment unless that unit's rules require you do so. (Thinking about drop pods here.)
5 - Don't Die Here!: You can't afford to throw away troops right now. Soldiers have orders to prioritize self-preservation. If removing casualties in the morale phase causes a unit to contain less than 5 models, the unit is destroyed.
6 - Patchwork Army: Your army hasn't had time to properly regroup since the last engagement. Squads are still missing members. Tanks are still covered in scorch marks. Each unit in your army takes d3 mortal wounds before deployment. (Do not take a morale test for any casualties inflicted in this way. Units destroyed in this fashion do not reward any victory points.)


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in dk
Loyal Necron Lychguard






I agree with Wyldhunt, I'd be interested to hear whether you are more interested in the thematic aspect as Wyldhunt assumed or if you just really like the game aspect of your mind game rules and you just thought up the best possible narrative you could think of for the rules. GW released a Warzone called Derelict World for Psychic Awakening: Pariah. Here is my version:

DERELICT WORLD
Spoiler:
Worlds scoured by war or disaster are not always seized by a new galactic power. Many are simply lost to the void, their structures rusting and their airwaves filled with slowly dying datagheists as the years crawl past. Bairsten Prime, depicted in Psychic Awakening: War of the Spider, is one example of such a world, and you can use the following rules to recreate it or to fashion your own derelict world battlefields.

When fighting a battle on a derelict world, the following rules apply:

STRAINED SUPPLIES
War upon derelict worlds involves great hardship. Without supplies even the hardiest of warriors will see their heroic efforts falter.

Players do not gain a Command Point in their Command Phase as they normally would.

THE DEAD PROVIDE
There is little that can be scavenged or grown on a derelict world, but the recently departed have no more need of their rations.

When a unit is destroyed the controller can place a Provision token next to the last model in the unit before removing it as long as long as that player does not have any Provision tokens on the battlefield. Units can perform the following objective:

Scavenge (Action): One unit from your army can start to perform this action at the start of your Movement phase if it is within 3" of your Provision token. The action is completed at the end of your turn by removing your Provision token and gaining 1CP.

BATTLEFIELD TWISTS
Before the battle, one player rolls one D3 and consults the battlefield twists table below, or both players can agree on the most suitable option. The result is an additional rule for the battle. This roll cannot be re-rolled.

1 Engine Thirst: Little fuel remains for the engines of war upon this mournful and desiccated world.

Subtract 3" from the Movement characteristic of models in VEHICLE and BIKER units, to a minimum of 0".

2 Vox-Net Interference: Whatever catastrophe claimed this world and its people, it also fouled the ionosphere for centuries to come.

Players cannot use the Command Re-roll Stratagem.

3 Starved Guns: There is little ammunition to be scavenged upon a derelict world.

Shooting attacks cannot be made in the fifth battle round.

MYSTERIOUS OBJECTIVE MARKERS
If you are fighting a battle that uses any objective markers, before deployment, one of the players should roll one D3 and consult the mysterious objective markers table below to see what additional rules apply to the objective markers on the battlefield. This roll cannot be re-rolled.

1 Ghost Vox Hubs: Ghostly whispers and hollow wails for aid crackle amidst the static of broken vox channels.

Units within 3" of an objective are unaffected by friendly Stratagems.

2 Ammunitions Caches: Providence smiles upon those who stumble across the cached supplies of the long departed.

Re-roll hit rolls of 1 for Shooting attacks made by units within 3" of an objective.

3 Plasma Generators: Old reliables or they were when they still saw use, now they are unreliable and highly dangerous.

Roll a D6 for each objective you control at the end of your turn, on a roll of 1 units within 3" suffer 1 mortal wound each, on a 6 you gain 1CP.

TERRAIN TRAITS
Before the battle, one player should roll one D3 and consult the terrain traits table below, or both players can agree on the most suitable option. The result is an additional rule applied to the specified terrain features for the battle, other than BUILDING units. This roll cannot be re-rolled.

1 Crumbling Grandeur: All here is ruin. Even seemingly sturdy cover is not safe.

Ruins lose the Light Cover trait.

2 Tectonic Instability: Ancient mining operations have left this world hollowed out and crumbling underfoot.

Units suffer a mortal wound at the end of each battle round if the unit is within a terrain feature other than a hill.

3 Screaming Winds: Merciless gales tear at the dying land and churn the stagnant air to roiling fury.

Non-VEHICLE and non-BIKER units may not advance.

STRATAGEMS
If your army is Battle-forged, you have access to the Stratagems shown below whilst using this Theatre of War.

FULMINATING FURY
Dry lightning lashes down from troubled skies, flagellating the ruins below.

2CP: Use this Stratagem once per game at the start of your turn. Target a non-VEHICLE non-BIKER unit that is at the top level of a terrain feature or on the top level of a hill. The target takes D6 mortal wounds. CHARACTERS suffer D3 mortal wounds instead.

DESERTION
Morale erodes swiftly upon this mournful world.

2CP: Use this Stratagem at the start of the Morale phase. Select one enemy unit. At the end of that phase, for each model that fled that unit in that phase, one additional model flees. The selected unit cannot benefit from any Stratagems this phase.

This message was edited 2 times. Last update was at 2021/02/25 10:58:57


 
   
 
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