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		<title><![CDATA[Latest posts for the thread "Earthworks"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Earthworks"]]></description>
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				<title>Earthworks</title>
				<description><![CDATA[ After recently reading the latest Warhammer Rulebook, I realised that there are no real Earthwork/Breastwork rules, that attackers would use in sieges and such. I'm going to say firstly that if such a rule does exist then point it in my direction ASAP and ignore the rest of this post. <br /> <br /> This terrain would look like two long, diagonal, earth banks, one on each side of the unit<br /> <br /> Now, this terrain would have to contend with hard cover, so it has the following rule: <b>-3 to hit on all shooting attacks aimed at the defending unit's front or rear, but no flank bonus<br /> In <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, it is -1 for enemies to hit the defending unit and counts as Steadfast</b><br /> <br /> This is a very powerful rule (likely <span class="glossaryitem" onmouseover='gp(280);'>OP</span>), so to balance, a few points - <b>The unit within the section of Earthworks can only deploy in two ranks (deep)<br /> Due to the tight nature of the trenches, there is little room to dodge and so the defending unit suffers from (Insert technical name here) rule, that causes a wound for each point it loses the combat by<br /> Furthermore, if the unit ever breaks from a lost combat it is immediately destroyed, the enemy unit acts as if it has just defeated an enemy occupying a building</b><br /> <br /> Still over powered? Or useless? Open to any and all suggestions  <img src="/s/i/a/4eef2cc3548cc9844a491b22ad384546.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 5 Feb 2011 01:12:41]]> GMT</pubDate>
				<author><![CDATA[ WhiteBishop]]></author>
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				<title>Earthworks</title>
				<description><![CDATA[ If you're doing a siege game, you'll want a whole lot of rules that aren't in the normal rule book.<br /> If you aren't doing a siege game, just treat the front and rear section as individual obstacles (of the normal type).<br /> <br /> Ditch the -3 to be hit, and all the steadfast stuff; being behind an obstacle is good enough.  No need to limit ranks either, as you won't gain auto=steadfast.<br /> <br /> -Matt<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 7 Feb 2011 06:25:39]]> GMT</pubDate>
				<author><![CDATA[ HawaiiMatt]]></author>
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				<title>Earthworks</title>
				<description><![CDATA[ I'd say it seems a bit overcomplicated, no?  If you wanted to make it a more substantial wall, you could say:<br /> <br /> As wall, but units behind also gain a x+ ward save vs. war machines (where x is something appropriate like 5 or 6).]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 06:23:24]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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				<title>Earthworks</title>
				<description><![CDATA[ The ward save vs. warmachines sounds interesting but you might then want to build in the whole aspect of the center of the template from machines in the "stone thrower" (or whatever its called) category ignoring the save if it lands inside of the earthwork.]]></description>
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				<pubDate><![CDATA[Wed, 9 Feb 2011 22:01:09]]> GMT</pubDate>
				<author><![CDATA[ EmpBobo]]></author>
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				<title>Re:Earthworks</title>
				<description><![CDATA[ Units that are in earthworks count as being in hard cover and gain a 5+ ward save against wounds inflicted by warmachines.<br /> <br /> Earthworks are also linear obstacles, but unlike linear obstacles are not removed by bouncing cannon balls. Cannon balls can only hurt a unit in earthworks if the cannon ball's initial target point is inside the earthworks.<br /> <br /> <br /> <br /> more siege related terrain/equipment.<br /> <br /> <br /> Mantlet: 30 points. Mantlets are akin to massive shields and are used to protect troops from arrow fire. a Mantlet is carried by the units front rank. there must be at least 5 infantry, or 3 monsterous infantry, models to carry the mantlet. a unit with a mantlet has a 3+ armor save against ranged attacks. if any of the ranged attacks are flaming, roll <span class="glossaryitem" onmouseover='gp(1);'>2D6</span> and add 1 for every flaming shot that hit the unit. if the total is more then 8 the mantlet catches fire and is destroyed. if a unit carrying a mantlet is engaged in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> the mantlet is dropped and the unit no longer benefits from having it. the unit may drop the mantlet at any time if they wish.<br /> <br /> <br /> Stake pits: Stake Pits are Impassable terrain. if a unit for any reason is forced to move through the stake pit, roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> for each model that entered the pit. on a 4+ that model suffers a wound with no saves of any kind allowed. if the model is a Cavelry model or a Monster it suffers D3 wounds instead. Spider Riders and Yhetees are immune to stake pits as they are adapted to crossing such hazerdous terrrain.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 17 Feb 2011 05:53:27]]> GMT</pubDate>
				<author><![CDATA[ Grey Templar]]></author>
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