Author Topic: 40k Army special rules...  (Read 2175 times)

StrategicCommand

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40k Army special rules...
« on: March 03, 2010, 10:17:27 AM »
Ok so at my club: 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
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Rurouni Benshin

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Re: 40k Army special rules...
« Reply #1 on: March 03, 2010, 12:09:58 PM »
Interesting concepts!  I'd be interested in giving this a try sometime.
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Captain Bryan!

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Re: 40k Army special rules...
« Reply #2 on: March 03, 2010, 03:49:26 PM »
i like the idea, but i don't want to over-complicate things

Rob S

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Re: 40k Army special rules...
« Reply #3 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.
It's the throwing phase now.

i was on the receiving end on occasion

StrategicCommand

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Re: 40k Army special rules...
« Reply #4 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... :)
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the_trooper

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Re: 40k Army special rules...
« Reply #5 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.

deathwatch101

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Re: 40k Army special rules...
« Reply #6 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
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Serring

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Re: 40k Army special rules...
« Reply #7 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.

jesterofthedark

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Re: 40k Army special rules...
« Reply #8 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.

KingElthur

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Re: 40k Army special rules...
« Reply #9 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.

Passmod

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Re: 40k Army special rules...
« Reply #10 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,
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jesterofthedark

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Re: 40k Army special rules...
« Reply #11 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.

StrategicCommand

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Re: 40k Army special rules...
« Reply #12 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 :)
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jesterofthedark

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Re: 40k Army special rules...
« Reply #13 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.

KingElthur

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Re: 40k Army special rules...
« Reply #14 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!