Switch Theme:

Forbidden stars , Wh40k board strategy part 3  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in pl
Steady Dwarf Warrior



Wroclaw , Poland




well, i've been thinking,





and, i know , its Orctober,



"more than this,





haha, haha haha,





Letz go orcs, we live forever





Automatically Appended Next Post:

its time for Orcs,


"like i promised, the characters and additional rules for Orcs,


Ghazkull thrakka, power 8,


in Orc army the power of 8 is achieved by characters


this forces the cooperation between clans, to achieve big goals



means, big chaos in action and total mayhem,


Ghazkull,

"adds, +2 vehicles , "and allows, 1 super-engine modification,

for orc flying space-ship, but a player cannot employ copters

from "special alien employ", also player cannot play


"mission card, "Assault", "Fast attack", and "Double fire", player

can add +2 bikers, to any single biker model , "up to maximum 5 bikers"



well, comment to Ghazkull, is that , "he can really reinforce the biker units",

but, the drawback is that , almost only Bikers will be acessible,



my thoughts on building this game modification is, that you can learn,

the rules together with units, which is very helpful, so - its clear,

we dont only have infanty, also bikers and so on,


but the biggest bonus for this , is that you can put on the playing board,

miniatures of your favourite warbosses, and so on


"Orcs focus on , acquiring Relics, and therefore gaining "a menace factor"


which as the orc bosses know, gains acess to "goods , respect, and the

victory in battle",



the Orc player who , gained acess to Relic, can "claim initiative, during opponent

turn, but only during , Battle or "When the Artifact card is on the table",




Kaptin Badrukk,

"a renowned orc Warboss, who allows Total mayhem, "advancement",

a card, that allows all orc, attack 3 squares ahead, "he also comes with "Bad moon ally",

card, which gives,

+1 Freebooterz, per turn,

+1 to guns advancement



War plans,


Freebooterz who represent the Mobz,

give +1 to roll when, adding new vehicle advancement,

and, +1 when rolling for artifact control



well, comment from me is - that designing this is, a compromise between , the players desire to have

more simplicity, and more action,

and asking, how much really you can get , and usually, the best is


adding completely new invention to game,


which seems, the armies to work on a different rules , but - is explained later as "the army

typical special approach to subject of , some battle problem, "



Next, in 9th edition greatest orc hero,


Snikrot, prophet of Armageddon


Armageddon, Prophecy,

"aware of the armageddon prophecy, that he saw,

Snikrot adds, +2 to "Risk table", during

Copter bombardment, and aerial combat



"nuff of this, we cant give any more abilities to Snikrot right now, because - this is already alot,

without any game tests, the story looks just like that, and - anybody who plans to design

a, simple board fantasy sf game, can guess - this is mostly a simple story,


but, with numbers



Zagstruk, and Stormboyz,


"Zagstruk, allows "Claw inventions"

+2 to dice modification, and he allows buying Stormboyz


(destroying enemy structures)



also, Zagstruk, gives ability to bring,

Killa kans, in battle ability phase, and Deff dread,

in fight phase,



the Battle phase order is as follows,

1 Start
2 Voice of command
3 Atributes
4 Voc
5 Abilities
6 Voc
7 Fight
8 Voc



Mad dok Grotsnik,

"allows , +2 additional painboyz,

above limit (of maximum 5), and gains

"Snakebite ally ", card




Snakebite "For the tribe, and the fang , "


allows +1 squiggoth,



Deathskullz, "Power of Mek weaponry"


"having , a "Deathskullz, ally , card from,

Diplomacy (Trade and Advancement),

allows "to add, even +2 Shokk attak gun,




Blood axe , Flash git inventions


"charge, and deploy ,


"wall of allies,


"monsters,



Evil sunz, Tricks and Treachery,


Trukks, and speed boost,



Bad moon, Strength in numbers


"Armours and shootaz,


Goff, "unmask, the hand of Gork"



"scars of da Plan"


"Battle veteran of Goff,




( not finished yet, as complete rules for game )






Mozrog, da Ally,


"Mozrog Skragbad, comes into play, on "giant steed Gutmaw, and

allows later equiping army with mega-vehicle Big Chompa (cost, power 6)




Zodgrod,


"allows, buying Nobz, for one Power dice,

in number of two,

also adds, +2 to Advancement roll,





Automatically Appended Next Post:

okay, after this Whole Chaos and Bad ideas, that work so good in battle


we, have some peace order and organisation,


Tau

"tau can attack , with kroot hounds, each "O'shovah commander

adds +2 to dice roll, "how far kroot can jump"



"tau, can put sattelite mark, on square or province , but not

on a "central square"



during their turn, tau can teleport, a number of infanty equal

to "satellite mark, to a square or "to a province", but

-1 for each enemy infanty unit in that area,



"an emissary, or a "a tau etheral,



can, "claim a province , and put the structure next turn,

"if tau player has enough points of power,


4, power points , 1 structure

5 , power points , 2 structure

6, power points , 3 structure



each character, a commander,

and etheral "generates 1 power point",

per turn, for tau



"a tau colony, "that has 4 or more, structures can build "1 tank,

battlesuit, or drone escadre , for each 2 power point spent



Tau multi-sensor system


identify

detect

definitions



Targeters, objects and targets


location,

armours,

bombardments,



the systematical approach to subject of proceeding a battle , by Tau faction, seems very atractive, but has a certain drawback,

because Tau, rules say that must produce units - and attack,


and, the strategy to build a very big and powerful army, probably wont work, for Tau,



well, this problem hasnt been solved yet, how to allow Tau, "specialisation" , because

the Astra militarum, aims in strong units, and Tau is a very strategically , hard to play faction



Hunters and duels,


Battlesuit, Heavy battlesuit, Teams, Pathfinders



Aeldari "Here comes war, something you cant avoid in the galaxy"



Eldar try to find, line of fire, and power up the strength of attack, with ambush,
speed, and "suprise factor",


Escape and counter attack,


Dances , legends, traps,




well, thats all for today folks,

sadly to admit, i dont have more , concrete rules,

for this armies, but - i'm expecting i can add

new, ideas soon



best wishes,


jake x-files







This message was edited 5 times. Last update was at 2021/10/13 21:01:37


 
   
 
Forum Index » Other 40K/30K Universe Games
Go to: