Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
how do you people think that sea fighte should be done with the 40k armys
sofar there is a lots of restriction on unite
only skimmers flyers jump/jet troops (as long as the dont walk) jet bikes and normal bikers(i can imagins space marins on jetskis)
any amphibious vehicals ; chimreas and any vdr things wiht foltatiuons skirts
what elce could be used how can it be used and what other things rule wise should be included
There should be boats for each unit of space marines with an armour value of 10 or something like that. There could be armoured boats which are just like rhinos or razorback. Also the boats can have vechile upgrades. If the boat is destroyyed then the space marines should swim, or sink to the bottom and walk. Either way they should make a difficult terrain test and aact as if they're in area terrain. Therefore they can only shoot or be shot it within 6 inches. Other vechiles should have configurations for water travel. It was a scenario I came up with ages ago. I even made a scuba diver space marine with an air tank and air pipes on his power pack and helmet. I don't know what to do for other races though.
"DICE FOR THE DICE GOD!"
And the almighty Dice God said to his followers "Thou shalt not speak ye words "anything but a one" For thou whoever'st speaketh this blasphemy will be cursed with thy rolls being of one".
I imagine it would be a little like Battlefleet Gothic, though, the ships would be bigger. :cool:
I really don't see how naval battles should be added to 40k. What good is a battleship when a fleet of Imperial Thunderhawks or an Ork Bomma' squadron can just pass over it and blow it out of the water? There's really no practical reason for any of the armies in the 40k universe to invest in aquatic forces. Some planets don't even have enough water to put a boat in. What use are naval forces on an ice planet, or a desert planet, or a hive planet, or...yeah you get my point. Even in the rare instance that an entirely/mostly aquatic planet has something worth fighting over on it, they either send in ground forces to secure whatever land there is or capture it by commanded the space around it and sending non-military personel down to the planet to get what they need from it.
Yes, I agree. Navies take lots of money and time and in the world of warhammer 40k, they would be very ineffective. W40k is full of space ships, orbital bombardments, and shock space / ground fights that decide its destiny.
I totaly agree with you stating that navys are pretty redundent beaces of aricraft anf otehr things but arms still my ues landing craft for the best attack driection or need to tak the sea to more quickly resuply there land forces when aricraft my be unavaliable
air craft would play a huge role in any sea skirmish as would orbita bombardemnts
Sea skirmishes would be fun and why...two armies stranded from their main forces have landed on a water planet. being forced to crash land they decide to scout out the place and take control. Due to the atmosphere all communications equipment is not working. The army is presumed dead and so no ariel bombardment is left. Luckily they have water transports. see you can create a situation for anything .
As for actual rules I'd say base them off the beach front assualt found on the GW website and modify them as you see fit. Boats boarding other boats would be fun.
Various ideas, culled from another thread on this subject.
Here are some VDR boats:
Imperial Mistral Gunboat
AV 11 11 10 BS4
40 points + weapons, may be equipped with:
TL lascannon +50 points
TL autocannon +50 points
TL Heavy Bolter +30 points
Whirlwind Missile Launcher +40 points
Always has Pintle-mounted SB, agile
Imperial Buffalo Landing Craft
50 points, Profile as Mistral, transport 10 men. May be upgraded to Bison LCT for no extra cost, in which case it may also take 2 walkers or 1 tank
Ork Airboatz: as Wartrak or wartrukk, same points cost, may only travel on water
Ork Big Flota: uses rules for a Battlewagon, may only travel on water.
Armour 10 10 10 BS 3
Weapons: Kroot gun
Transport 10 normal Kroot. Each Kroot Hound takes up 1 space, each Krootox takes up 5. Squads can be split batween boats , as long as the boats remain 4" apart at all times and the squads regain coherency when they disembark.
Points cost :50 or 60 seems fair.
Depth. There are three kinds of water. Shallow (1-6 feet) is difficult terrain for infantry and bikes and is traversed without penalty by anything else.
Medium (6-12 feet) is difficult terrain for most vehicles except Land Raiders and Chimera-based vehicles (which are amphibious) and walkers (which can wade through it). It is impassable for bikes and infantry, but can be passed through without penalty by large monsters (e.g. carnifex, Wraithlord)
Deep (more than 12 feet) is impassable to everything but amphibious vehicles and boats.
Anything with jump packs, that is a skimmer, etc. ignores water. However, troops with jump packs (but NOT wings (except Swooping Hawks), teleportation devices, etc.) treat medium and deep water as Dangerous Terrain if they end their movement in it. Jetbikes ignore water. Cavalry/Beasts and Raveners can swim, so traverse medium and shallow water without penalty and treat deep water as difficult terrain.
NOTES: all depths are to scale. Water less than a foot deep is ignored. Rules for any unpleasant creatures living in the water are coming soon
Catapultam habeo. Nisi omniam pecuniam mihi dabis, saxum immanem ad capitem tuum mittam.