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		<title><![CDATA[Latest posts for the thread "Reinforcements(a new 'Mission Special Rule" idea)"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Reinforcements(a new 'Mission Special Rule" idea)"]]></description>
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				<title>Reinforcements(a new 'Mission Special Rule&quot; idea)</title>
				<description><![CDATA[ This idea is nothing new.  I think it appeared in 3rd edition, but with the way missions work in 6th edition I think it could really shine.<br /> <br /> <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> there are 2 things that can happen in a game of <span class="glossaryitem" onmouseover='gp(3);'>40k</span> that always ruin a game for at least one person(and sometimes even both)<br /> <br /> 1.  The alpha strike wiping out your brand new or maybe favorite unit<br /> 2.  Getting tabled(1 can sometimes lead to 2)<br /> <br /> Now I know that since the beginning of time that people have been trying to figure out how to implement unit activation in <span class="glossaryitem" onmouseover='gp(3);'>40k</span>.  For a long time I was open to the idea but after playing other war games I think <span class="glossaryitem" onmouseover='gp(3);'>40k</span> does it right.  So the idea would need to be something simpler, something that could be easily added to the current rules without much fuss. So I propose a new Mission Special Rule(i.e. Night Fighting/Reserves/that other one everyone forgets about)...<br /> <br /> Reinforcements:  Any unit(squad of infantry/vehicle/transport/monstrous creature/whatever/maybe not special characters) that has been completely destroyed or moved off the board(something you can do voluntarily) MAY be brought back from the controlling players board edge on the players following turn.  To do so gives the opposing player a <span class="glossaryitem" onmouseover='gp(140);'>VP</span>.  If the player wishes to use any of the new unit's special deployment abilities(deep strike & outflank are the only ones that come to mind) it gives the opposing player an additional <span class="glossaryitem" onmouseover='gp(140);'>VP</span>.<br /> <br /> Now the key to making this work is the whole <span class="glossaryitem" onmouseover='gp(140);'>VP</span> system that 6th Edition Mission System uses.  Players would have to balance the idea of giving up <span class="glossaryitem" onmouseover='gp(140);'>VP</span> in order to bring something back on the table.  The battlefield dynamic would make the center of the board much more dangerous as units could get trapped unable to retreat.  You might find players maneuvering to one side of the board just to fake his opponent out by dropping a unit off the board to bring a Reinforcement on someplace else(remember he would be giving up <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> to do so).<br /> <br /> REMEMBER THOUGH<br /> <br /> The main reason I thought this up was because of #1 & #2 up above.<br /> <br /> The idea solves these issues as you can always bring stuff back(it might cost you the game to do so, but who cares you got to play with your cool toys after all)<br /> <br /> *Warning* games might end in college football like scores<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 04:35:51]]> GMT</pubDate>
				<author><![CDATA[ x13rads]]></author>
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				<title>Reinforcements(a new 'Mission Special Rule&quot; idea)</title>
				<description><![CDATA[ I don't think it should be a main rule, but certainly a mission rule. If there was one of the 6 that had this I'd be more than willing to play it, or even a one off tournament that hosted this rule. It could be a lot of fun and could add some interesting new strategy. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 06:29:18]]> GMT</pubDate>
				<author><![CDATA[ JoshTheMadTitan]]></author>
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				<title>Reinforcements(a new 'Mission Special Rule&quot; idea)</title>
				<description><![CDATA[ This heavily favors certain lists, though. Really expensive single monstrous creatures that are a huge pain in the ass to kill jump up in strength. Nob Bikers suddenly don't worry about risk because the 500 point squad gets a do-over. 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> isn't very much, in the long run. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 06:32:46]]> GMT</pubDate>
				<author><![CDATA[ Waaaghpower]]></author>
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				<title>Reinforcements(a new 'Mission Special Rule&quot; idea)</title>
				<description><![CDATA[ Does this ability allow things like the nid <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s that crap out gaunts to "reset" so it can start shooting them out again?<br /> <br /> Because that would make nids a nightmare to play against]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 06:42:11]]> GMT</pubDate>
				<author><![CDATA[ MrMoustaffa]]></author>
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				<title>Reinforcements(a new 'Mission Special Rule&quot; idea)</title>
				<description><![CDATA[ Not trying to hijack the thread but those are pretty good points, and I like this idea so I've been thinking. What if the <span class="glossaryitem" onmouseover='gp(140);'>VP</span> given was based purely on unit cost <br /> <br /> Right off the top of my head, something like <br /> <br /> unit cost 0-100  1 <span class="glossaryitem" onmouseover='gp(140);'>vp</span><br /> <br /> unit cost 101-200 2 <span class="glossaryitem" onmouseover='gp(140);'>vp</span><br /> <br /> unit cost  201-300 4 <span class="glossaryitem" onmouseover='gp(140);'>vp</span><br /> <br /> with a scaling cost, so that the stronger higher cost units would cost more. So getting back your kitted out <span class="glossaryitem" onmouseover='gp(262);'>dp</span> would cost you 4 <span class="glossaryitem" onmouseover='gp(140);'>vp</span> which could very well swing the game against you unless you really needed to use him. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 06:47:43]]> GMT</pubDate>
				<author><![CDATA[ JoshTheMadTitan]]></author>
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				<title>Reinforcements(a new 'Mission Special Rule&quot; idea)</title>
				<description><![CDATA[ I have done a few home brews similar to this and seen some good ones. This rule should only be for swarm armies: <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, Nids, Orks. <br /> <br /> The way I have seen it done was designate three units before the game, if the unit is removed from play in any way add them to your ongoing reserves <br /> <br /> For deep striking units add 1 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> to their scatter<br /> Tunneling units may not arrive within 12" of an objective and within 6" or a enemy unit<br /> <br /> Named <span class="glossaryitem" onmouseover='gp(67);'>IC</span> cannot be brought back (no bringing back a comissar yarrick or Old One eye)<br /> <br /> You may pool the three units ongoing rule to one unit to bring it back three times, or each one time any combination.<br /> <br /> Each succesful "reinforcement" surrenders 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> per 150pts (always base 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>)<br /> <br /> <br /> My homebrew was they come on like ongoing reserves, but all come in with the outflanking rule and surrender 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> per reinforcement with 1-2 infantry 01 walker 0-1 vehicle 0-1 unnamed <span class="glossaryitem" onmouseover='gp(67);'>IC</span> may take a drop pod (if one available) for 3 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>]]></description>
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				<pubDate><![CDATA[Tue, 18 Feb 2014 06:56:59]]> GMT</pubDate>
				<author><![CDATA[ Kavik_Whitescar]]></author>
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