<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "DA rules inspired by fluff"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/16.page</link>
		<description><![CDATA[Latest messages posted in the thread "DA rules inspired by fluff"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>DA rules inspired by fluff</title>
				<description><![CDATA[ So, reading the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> rumours thread that's over on the News & Rumours forum, it seems that a lot of <span class="glossaryitem" onmouseover='gp(25);'>DA</span> players really want an army that's themed around the hunt for the fallen so I've come up with a few ideas inspired by that. Now, you can't play the fluff - you play the game, so rather than concentrating too much on unit types and/or weapons, I wanted to make <span class="glossaryitem" onmouseover='gp(25);'>DA</span> subscribe to a different tactical doctrine than the other current <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codices. So, what does the hunt for the fallen mean? To me, it means being ready to react quickly - one of the fallen has been spotted somewhere and <span class="glossaryitem" onmouseover='gp(25);'>DA</span> forces have to be diverted to their location quickly and efficiently to despatch them. It's this ability to react quickly and to deploy resources where they are most needed in a timely manner that I wanted to concentrate on.<br /> <br /> Firstly, squad leaders of any Veteran, <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, Assault or <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad should be able to purchase a teleport homer allowing any unit that arrives via deep strike to do so without scatter if they arrive within 6" of the homer.<br /> <br /> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> forces should be able to deep strike either at the start or at the end of the movement phase.<br /> <br /> Allow all tanks, dreadnoughts and drop pods to be equipped with Anti-Grav Jump Auxiliaries (name subject to change as that's a pretty terrible one I know). Any unit equipped with jump packs that is within 24" of a vehicle/dread/pod equipped with one of the AGJA devices may move upto 24" in any direction so long as it does not move more than 24" away from the device. Multiple devices cannot be used to allow units to move more than 24", jumping from one AGJA device to another. The unit would need to pass an initiative test to do this otherwise it could only move it's normal amount. It's supposed to represent some of the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>'s access to more arcane technology and the power of the AGJA kind of supplements the jump pack, boosting it's power. Effectively, units with jump packs would be able to double their movement if they moved towards these units equipped with the AGJA devices. I would allow Veteran squads as well as assault squads to equip jump packs.<br /> <br /> <span class="glossaryitem" onmouseover='gp(167);'>Tac</span>, Vet, Terminator and <span class="glossaryitem" onmouseover='gp(29);'>Dev</span> squads should be allowed to 'twin link' their shots if the squad leader takes an appropriate wargear upgrade. For example, if one <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad wants to shoot at an enemy unit, it can do so. It can also 'link' with another unit, allowing that unit to fire at the same squad with an increased range of 12" but only at BS3. This twin linking would mean that a unit could effectively shoot at an enemy unit that would normally be out of range but only by that increased 12"<br /> <br /> The rumoured chaplains that can be attached to squads should allow the them and the unit they are attached to, to get preferred enemy against a particular unit, nominated at the start of the game (great if the 6th ed rumour about it affecting shooting are true). Multiple Chaplains in an army means multiple enemy units being subject to this rule. These Chaplains should also allow the unit they are attached to, to pass any <span class="glossaryitem" onmouseover='gp(82);'>LD</span> test they are called upon to make at LD10. Any enemy unit targeting the Chaplain or the squad he is attached to with a psychic power tests at -2 to his leadership.<br /> <br /> So there are my thoughts. I have tried to create a 'fluffy' approach to the game mechanics by giving the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> special rules that allow them to move around quickly and get into the thick of the fight wherever they need to be. I have tried to introduce a little bit of pre-heresy 'arcane' tech and introduce the idea that the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> have 'Interrogators' in their ranks that embolden their men and weaken the resolve of the enemy. Whilst I do think that some of my ideas may be considered <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, please note that I have not tried to introduce any new kind of units (<span class="glossaryitem" onmouseover='gp(25);'>DA</span> versions of <span class="glossaryitem" onmouseover='gp(504);'>TWC</span>, Sang Guard, Purifiers or any other super unit). Whilst I believe that the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> units generally need to be recosted and maybe be allowed to take weapons in different configurations, what I am suggesting here is that the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> use normal squads (<span class="glossaryitem" onmouseover='gp(167);'>Tac</span>, <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>, Assault etc) as the bulk of their forces but it is their greatly increased mobility and tactical flexibility that I have focused on to improve their codex rather than adding in super units.<br /> <br /> I would, however, like <span class="glossaryitem" onmouseover='gp(25);'>DA</span> Vet squads to be highly flexible in terms of wargear options - kind of like Wolf Guard - but I would keep them as Elites. Deathwing should have an improved Elite only version of their terminators. And I think that Land speeders should be able to deep strike. plasma sponsons on tanks would be a lovely addition too. What do you think? Please give input if you can - especially what you think all this stuff should cost. Thanks!<br /> <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/432246/3956314.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/432246/3956314.page</link>
				<pubDate><![CDATA[Thu, 23 Feb 2012 23:49:51]]> GMT</pubDate>
				<author><![CDATA[ ColdSadHungry]]></author>
			</item>
			<item>
				<title>DA rules inspired by fluff</title>
				<description><![CDATA[ I like the teleport homer idea for lots of squads<br /> <br /> As for their antigrav auxirlies or whatever you call them that looks open to abuse.  It would probably need to be too expensive to make it causually useful.  Unfortuneatly <span class="glossaryitem" onmouseover='gp(305);'>GK</span> have the best tech in the imperium and so i dont see <span class="glossaryitem" onmouseover='gp(25);'>DA</span> getting anything teleporty stuff <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dont have.  I could see <span class="glossaryitem" onmouseover='gp(25);'>DA</span> getting dreadnaughts and maybe other units that could 'shunt' like <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, but I dont think another teleporting dynamic needs to be added to the game.<br /> <br /> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> need better all bike and all terminator options.  as their first and 2nd companies always fight together.  <br /> <br /> Land Speeders cannot deep strike as is?]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/432246/3987485.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/432246/3987485.page</link>
				<pubDate><![CDATA[Fri, 2 Mar 2012 21:03:51]]> GMT</pubDate>
				<author><![CDATA[ Exergy]]></author>
			</item>
			<item>
				<title>DA rules inspired by fluff</title>
				<description><![CDATA[ <blockquote><div><cite>Exergy wrote:</cite>I like the teleport homer idea for lots of squads<br /> <br /> As for their antigrav auxirlies or whatever you call them that looks open to abuse.  It would probably need to be too expensive to make it causually useful.  Unfortuneatly <span class="glossaryitem" onmouseover='gp(305);'>GK</span> have the best tech in the imperium and so i dont see <span class="glossaryitem" onmouseover='gp(25);'>DA</span> getting anything teleporty stuff <span class="glossaryitem" onmouseover='gp(305);'>GK</span> dont have.  I could see <span class="glossaryitem" onmouseover='gp(25);'>DA</span> getting dreadnaughts and maybe other units that could 'shunt' like <span class="glossaryitem" onmouseover='gp(305);'>GK</span>, but I dont think another teleporting dynamic needs to be added to the game.<br /> <br /> <span class="glossaryitem" onmouseover='gp(25);'>DA</span> need better all bike and all terminator options.  as their first and 2nd companies always fight together.  <br /> <br /> Land Speeders cannot deep strike as is?</div></blockquote><br /> <br /> actually no they can't we don't need t5o usually anyway  so whatever]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/432246/3987547.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/432246/3987547.page</link>
				<pubDate><![CDATA[Fri, 2 Mar 2012 21:17:40]]> GMT</pubDate>
				<author><![CDATA[ captain collius]]></author>
			</item>
	</channel>
</rss>