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Games Workshop => Warhammer 40K => Topic started by: StrategicCommand on March 03, 2010, 10:17:27 AM

Title: 40k Army special rules...
Post by: StrategicCommand on March 03, 2010, 10:17:27 AM
Ok so at my club: http://strategiccommand.webs.com (http://strategiccommand.webs.com) I thought it would be cool and make things more interesting if every army had some sort of special rule (much like the necron phase out)  Here is what I have so far... What do you think. What would you put for the other armies as well.


Army Special Rules:


Necrons: Normal Phase Out Rules apply


Eldar: If the Eldar lose 75% of their Troop and Elite forces the HQ is joined by a Farseer (like at the end of Dawn of War Dark Crusade) who has seen the future incorrectly and will order all troops to fall back and leave the field. The Farseer will them continue on and seal its fate by facing the oncoming enemy to give the Eldar troops time to escape.  The Farseer is then granted a 12 inch movement and the Eldrich Storm Apocalypse Barrage that is centered on the Farseer to be used once during the remainder of the game. Apocalypse Barrage (Str 10 AP 3, 1D6 hits per model under the template). This allows for the possibility of a draw by wiping out the enemy units.


Orcs: If the HQ choice(s) dies, then all remaining Nobs will fight for the right to be warboss even in the middle of a game. If there are no Nobs left the Orks will flee the field. Failing back and scattering. They follow failing back rules; they can still shoot but will leave the turn by turn. Nobs will fight other Nobs until only 1 Nob is left. If this happens the whole Ork horde gets an new WAAAGH and continues as normal.


Space Marines: If any HQ choice dies. All squads MUST make a leadership test -2 or they will leave their positions and move to rescue the HQ and retrieve his gene-seed. At least 1 squad must move to recover the HQ. The HQ becomes a bonus objective. If the Space Marines do not get their HQ back the winning conditions of the overall battle drops by 1.  (i.e. a win turns to a draw, a draw to a loss)


Chaos Space Marines:TBD


Tyranids: TBD


Tau: TBD


Imperial Guard:  TBD


Dark Eldar: TBD
Title: Re: 40k Army special rules...
Post by: Rurouni Benshin on March 03, 2010, 12:09:58 PM
Interesting concepts!  I'd be interested in giving this a try sometime.
Title: Re: 40k Army special rules...
Post by: Captain Bryan! on March 03, 2010, 03:49:26 PM
i like the idea, but i don't want to over-complicate things
Title: Re: 40k Army special rules...
Post by: Rob S on March 03, 2010, 04:58:13 PM
i like the idea, but i don't want to over-complicate things

I doubt he was talking about the annual megabattle, but about more relaxed games.
Title: Re: 40k Army special rules...
Post by: StrategicCommand on March 03, 2010, 05:31:52 PM
Yeah this is just for casual games... I thought it would add a little more need for thought and tactics... :)
Title: Re: 40k Army special rules...
Post by: the_trooper on March 03, 2010, 06:01:32 PM
You should try it out in a campaign.  The planetary empires campaign is rather dry from what I hear and this could be a nice addition.
Title: Re: 40k Army special rules...
Post by: deathwatch101 on March 03, 2010, 06:07:21 PM
with the tau u could so something in combination witht the ethereals and combine both ork and space marine rules u made like when the ethereal dies all units take a leader ship test -2 if they fail they start to retreat and can shoot but not stop running
Title: Re: 40k Army special rules...
Post by: Serring on March 03, 2010, 08:43:25 PM
Any positive effects at all? Also the Tau already make a leadership when an ethereals die and their leadership is lower than space marines(7 or 8 if your lucky), so it would be unfair to put a negitive modifier.
Title: Re: 40k Army special rules...
Post by: jesterofthedark on March 04, 2010, 12:41:17 PM
Ya, Tau would have to do something, but he is right the -2 leadership test is worse than their current rule with the etherial.

Probably be something like, if the tau player loses all of his HQ units all "Tau" infantry units will take a leadership test.  If failed they will begin falling back.  If they pass they hold their ground.  The rule would not have any affect on the vehicles or Non-tau units (Vespid, Kroot)  So, a player could still play the game, they would be at a severe disadvantage but they could still at least hope to tie the game.
Title: Re: 40k Army special rules...
Post by: KingElthur on March 05, 2010, 10:21:45 PM
I personally don't see Orks quitting the field for a lack of leadership. It just doesn't make sense to me, they are such a war-driven race that even the lack of a leader would not stop them once they have an enemy in sight. Also, your proposed rule doesn't address the issue of an army where a Nob is in with units of boys, would they become independent characters to be able to engage in this self destructive combat mod rule? I am just trying to figure out the proposed mechanics for it, while it is still in the theoretical stage. A new WAAAAGH! is always welcome to the green tide, I just don't see the benefit offered by the rule compensating for the possibility of being forced to quit the field.
Title: Re: 40k Army special rules...
Post by: Passmod on March 07, 2010, 11:32:08 AM
Shouldnt these special rules include some sort of benefit also? The tau just taking a leadership test and that's it just kind of sucks for them when Orks get a free wagh for instance.

Thanks,
Jeff.
Title: Re: 40k Army special rules...
Post by: jesterofthedark on March 07, 2010, 04:37:07 PM
A free waagh to the orks is not as great a benifit as you think, plus the idea is to complicated for the game.  Just in the way that orks use Nobz, if they were just an elite and not the unit leaders then maybe.  But, the current way it is.......

As for the free Waagh? Its just gives orks a fleets rule to its infantry for one turn.  Most of the time they will not need anymore than the one they get per game.  And if they did, taking a wierdboy gives ya the chance for one every turn.

I think if anything that the orks should have to take a leadership test to use Furious Charge.  That way the mobs that are still fearless can just pass it, because there are sooo many rowdy orks.  While other units under that number may not be as furious in their assualt as they see the numbers and bigger orks dropping.   Remember, the Warboss is da boss be cause he is da biggest and strongest.
Title: Re: 40k Army special rules...
Post by: StrategicCommand on March 07, 2010, 06:28:00 PM
These "house rules" are purely for fun and if players wanted to add some more fluff rules to a game. Make it more challenging etc... We have also be experimenting with playing on a 4x8 board but length wise. each player a the four foot end working towards the middle or the opposing army. It definatly changes how battles are played.. just changing it up a bit :)
Title: Re: 40k Army special rules...
Post by: jesterofthedark on March 07, 2010, 06:47:32 PM
playing a game length wise??

Thats kinda like kissing your cousin, yea it seems like a great Idea in theory.  Then ya do it, and no one walks aways feeling good about it.  Just not right.
Title: Re: 40k Army special rules...
Post by: KingElthur on March 07, 2010, 07:35:59 PM
Dude, I just almost spit my coffee on my monitor after that comment. I am trying to work here!
Title: Re: 40k Army special rules...
Post by: blantyr on March 07, 2010, 08:00:29 PM
I played at a store where the dominant clique of players learned the game on their living room floor.  They would start out 10 feet apart with light terrain.  They favored shooting armies, of course.  When they moved to the game store they played a lot of long table stuff to the  point where players who started out with melee armies stopped coming to the store.

40K is balanced towards armies starting 2 feet apart.  A greater distance, and unless you put in a heck of a lot of terrain, the shooters have the edge.  Apocalypse starts people off 1 foot apart.  Unless one is playing on a large table where you have room to give ground, the assault forces have the edge.

After learning the game playing a lot of long table, moving to wide table groups gave me suspension of disbelief problems.  How is it that the shooting army let the guys with swords creep up right close without opening fire?  Knowing how badly assault armies do if you don't chivalrously allow them to walk up right next to you, the whole game becomes silly.

But, hey, if I didn't want to be silly, I'd be playing historical games...  except the historical games aren't much fun...  and you have trouble finding opponents.

For variety's sake, I'd like to experiment with different formats, play the occasional long table game, but one would have to find the right amount of terrain to make it work, and the right amount of terrain for one pair of players might not be the same as for the next pair.

But it would be fun for shooty armies and fast armies.  An infantry based assault army would be stuck moving forward 6, running, then getting shot up some.  That would no more be fun than it is for me to play Apocalypse with one of my shooting armies and no room to give ground.  Different scenarios and table sizes give the advantage to different armies.  Someone who gets an advantage out of a particular style of table or scenario has more fun.  A clique of players that prefers a particular style of play will sometimes bend selected scenarios, table set ups and rules to favor their armies in the name of having more fun.

At Battlegrounds, the trend is to objective based victory conditions and short distances between armies.  The dominant clique leans that way.  Anything else isn't considered fun.  As a player who likes speed, range and maneuver, I sometimes feel discouraged.

So I'd say sure, experiment, do different stuff.  Don't stick with the same pre-canned situation over and over.  Yes, the pre canned situations attempt to be fair, while a lot of experiments won't be.  However, if you are experimenting, let the player who lost badly on the prior experiment propose ways of making it more even next time around.  Also, don't expect every player to be enthusiastic about every experiment.  Some experiments will obviously screw some armies.
Title: Re: 40k Army special rules...
Post by: jesterofthedark on March 07, 2010, 08:34:04 PM
Battlegrounds doesn't tend to anything.  The games are objective based because as you said to base the game on carnage level would favor one army, and the favor lies in the table set-up.  With Objectives gun lines can bunker down and close combat can run across the board to take ground. 

In Apocalypse with the one feet no man's land, well the comes on a table that is six feet long.  Which I think, I was never a math major just keep in mind, but I think that gives a non-melee army about two and half feet of table on their side to do what they will.  Now far be it from me to judge the shooty guy from setting up at the line and hoping to get as much rapid fire in before the lines break. 

Though in my opinion any player that favors a fast maneuverable force should be able to do well with that much space to fall back too.  Of course I have heard quite the gruff about how cover is so rampant in this edition that gun lines are no longer as effective.  I dunno they seem to do fine from what I've seen though.  I guess it all comes down to how a player handles pressure from his opponent.  Melee falls to pieces if they can take the losses when they run across the field, and some gun line players just throw in the dice once they see the enemy reach assault range.

To each his own I guess.
Title: Re: 40k Army special rules...
Post by: blantyr on March 07, 2010, 10:08:39 PM
Hmm...  You claim to have no trend, then nicely describe your trend and why you believe it is cool.  Me, I think a scoring system where you have to storm a particular point favors armies that are good at storming particular points.

While there is a lot I like about V5, I believe the variety of objective styles were better in V4.  The V5 kill point system favors armies with more expensive units, thus fewer units, thus fewer points the opponent can score.  The worst case might be 4000 points and 40 units of Imperial Guard fighting an Emperor Titan.  The Guard could only score one kill point, which the Emperor could do with a yawn.  I'd agree kill point scoring doesn't work well at all, so a preference for objectives isn't totally irrational.

V4 had table quarters, where one tried for large tracts of territory rather than small objectives.  They had the small objectives as well.  The victory point missions were weighted by the value of the unit.  It was tedious to add up the score at the end, but it wasn't nearly as biased.  There is a lot positive to be said for the new V5 deployment system and scenario set, but I don't know that it is better in all ways than V4.  I wouldn't mind going back and playing some V4 scenarios from time to time.

And, yes, maybe the V5 cover does a bit much.  I think the idea was that the tough 4 save on 3+ armies were doing a bit too well, were too popular.  I don't know that they found the right fix.

The Apocalypse default scenario could work on a largish table, assuming the deployment zones are more or less comparable.  On several of my 8x6 foot games with shooty armies,  I ended up in shallow deploy zones, which was just dumb dice.  I'd prefer games were both sides have equal room to deploy.  Playing on a 4x6 wide table, one hasn't that much ground to give, and the flank marchers tend to get you.  I think there is room for more variety and experimentation.

On the other hand, Saturday I saw Tyranids trying to fight Necron on an absolutely bare no cover table.  Talk about a massacre.  There is something to be said for having some cover.

And I'm also frustrated with some codex changes.  My old Chaos force was 50% shooting, 50% fast assault.  Depending on the opponent, I would sometimes push forward, and sometimes hang back.  I liked having an army that could play either style, that didn't have a single strategy that was the only thing it could do.  Then the new Chaos Marine codex came out, and I lost my fast demons.  With marines now having guns, pistols and swords, the advantages of maneuvering to assault shooters while shooting assault troops are no longer there against the all too common marine opponents.

My guard is the old fashioned lots and lots of infantry style.  I have a feeling that I ought to be building Chimera, Hellhounds and Valkyries, but...  gasp, horror of horrors, I've run out of bleached bone spray paint.  (Yes.  I know.  One must adapt and adjust...)

This year's mega battle is long table, and should be interesting.  We'll see how it goes.  I suspect I should put away my ladies and go with Eldar for a while as my week to week force.

End of ramble...
Title: Re: 40k Army special rules...
Post by: StrategicCommand on March 09, 2010, 10:57:38 AM
Ok no more rambles please... this topic got a little off track.. Thanks for everyone who gave their opinions on this... More to come in the future with updates and revamps of course. :)
Title: Re: 40k Army special rules...
Post by: blantyr on March 09, 2010, 01:25:03 PM
Getting back to the original thread...

The general gist of the examples suggest that if something bad happens, something else bad happens.  in the case of the Necron and Eldar, the trigger is very high casualties and the result is game over.  In the case of the Orcs and Marines, if you lose the HQ you might lose the retinue.  In common, there are things that might happen which cause some or all of one's army do lose discipline, to work to a goal other than victory.  If the scheme is intended to be 'fair', the 'how often does this happen' has to balance with the 'how badly does this mess up my army.'

On the other hand, I'm not sure we're being fair here.  I think this sort of thing might best be done in play for fun among friends.  The intent might be to throw a curve ball, so just as one thinks one knows what is going on, the game changes.

I'm not sure it ought to be one fixed scenario per codex.  It might be preferred if each player came up with a customized scheme that fits his own army.

For my Eldar, once it becomes likely that the game is lost, it  becomes stupid to throw away lives needlessly.  I could see the entire force switching into fighting retreat mode, trying to get itself off the back table edge.

For my Guard, against some opponents, I could see units surrendering if asked to do something extremely courageous that is unlikely to pay off, or if left hanging in a situation where they are clearly outgunned.  This wouldn't work against some opponents.  They'd be more likely to surrender to Tau, try to run from Tyranid.  Armies that aren't totally lost in hatred might be required to accept the surrender, which means some models must be attached to the prisoners to escort them off the field.

For my Chaos Marines or Chaos Demons, there might be a chance of a huge Perils of the Warp.  My female chaos marines and demons are fairly orderly and sane, and have earned the enmity of assorted male demons.  There might be a chance of someone like Angeroth showing up, and rolling to see which army he decides to kill first. 

People might want to develop a library of such possibilities, and roll dice from time to time to see if a game needs some wrinkles.
Title: Re: 40k Army special rules...
Post by: StrategicCommand on October 15, 2010, 09:50:48 AM
Ok so I have been working on the original optional extra rules from above, but I still don't know anything about Dark Eldar, or Chaos that would make then turn tail. if anyone who plays these armies have any Fluffy ideas that would make the Dark Eldar quit the field or have chaos leave to fight another day please let me know. 

Thanks.