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Yes, very much so
Yes, but they don't need fixing
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Command and Control for 40K, Version II
A brief explanation
These rules are designed to rework 40K morale and command systems (i.e. the way the turn is conducted) to better represent company level engagements, which is what 40K is all about, rather than the skirmish-level rules in place today, and the frankly atrocious morale system, which works well for Warhammer: Fantasy Battles but is completely inappropriate for 40K.
Please bear in mind that these rules change constantly (currently daily) so please check back often.
In creating these rules, I have drawn heavily on my knowledge of how the modern British army works (two years as a Cadet, one term as a Cadet NCO, an awful lot of reading, and a parent in the Army provided this), knowledge of warfare in general, and the 40K system “as is”.
In making these rules, I've put in "Designer's Notes" (in blue) to explain why I did something and what it's meant to do - hopefully this should smooth out any criticisms...
Acknowledgements to all who have helped so far, or have had their ideas shamelessy plundered for the greater good. So far the list stands at Macmoss, Lanrak, Karmoon, Valerian... maybe Visitor Q? If you feel left out, tell me (and give me a reason) and I might put you in...
Important Rules and Definitions
The Command Check
This is a vital part of the command system. It represents a unit’s ability to remain part of the command structure, and not become confused/disordered/routed as a result of unexpected circumstances or complex orders.
A command check is taken against the unit’s Ld characteristic, or its Lead Unit if part of a Unit Group (not if it’s part of a Supervised Group), if that leader is within Contact Range. Otherwise it is the same as a morale check, although may be differently affected by circumstances. The factors that affect a command check are:
-1 If the unit is confused
-1 If the unit cannot see any friendly troops
-1 If there are enemies within 12" or contact range, whichever is smaller.
+1 If the unit is entrenched
+1 If the unit is in cover
Any rules that apply to not having to take morale checks, or always passing them, or being able to choose when to pass or fail them, or some other sneaky way of getting round them (like Mob Size rules), do not apply to command checks. If the rules say take a command check, you must take a command check.
Designer's Note: The command check is intended to replace morale checks for everything that is more related to ability to follow orders. This is why being fearless et cetera doesn't help - fearless troops do not necessarily follow orders well, in fact they're often worse at it than non-fearless troops. The negative modifier for nearby enemies represents being caught up in the din of battle, and means that fancy tactical manouevering in the thick of it is only possible with well-trained (high Ld) troops.
This is how aware the unit is of its surroundings, where the enemy are, where friendlies are, and generally what on earth is going on. Contact ranges are generic for races, and are shown below (note that this applies to both Regular and Lethal 40K)
Space Marines: 30"
Chaos Space Marines: 30"
Guardians, Guardian Jetbikes, Falcon, Vyper, Wraithguard, Wraithlord: 24"
Everyone and everything else: 30"
Dark Eldar: 36"
Lost and the Damned: 18"
Imperial Guard: 24"
Units with the "Scouts" special rules add 6" to their contact range, as do vehicles.
However, this is halved if the unit is Confused, and halved also if at night (note that these modifiers can stack! Getting lost/confused at night is a lot worse than during the day!).
Also, contact range is affected by movement. Units stationary have half again contact range, units moving at half pace (i.e. Move-Shoot or Shoot-Move orders) have standard contact range, and units moving at full pace have half contact range.
Vehicles, being significantly bigger and more obvious, can be detected at twice contact range. This means that yes, vehicle groups can be more widely spread and yes, vehicles can be shot at when they are further away.
Very Important Note: Contact range can never be improved above 48", or reduced below 12". Vehicles may be detected up to 72" away.
Example: A unit of Space Marines is standing still and are not confused. They have a contact range of 30", and can detect vehicles at 60".
Example 2: A unit of Eldar Guardians is moving at double pace back, after becoming confused under heavy enemy fire. They have a contact range of 24x1/2x1/2 = 12" (remember the lower limit), and can detect vehicles at 24".
Example 3: A Leman Russ battle tank is advancing at half pace. It has a contact range of 30". It can detect vehicles up to 60" away, and can be detected by enemy infantry at twice their contact range.
Designer's note: The Contact Range is meant to represent both communications and ranges (by hand signals, radiobeads, semaphore, other weird things), as well as visual contact ranges - i.e. when you can actually see the enemy. It acts as something of a "Fog of War" - basically, a unit is unable to act on anything outside it's contact range. I admit this is a bit of a simplification, but I'm aiming to keep it so that contact ranges are fairly standard, as they are going to be quite frequently used and need to be easily memorable.
The various penalties for movement relfect the fact that an unit standing still is more able to look around it and take stock, whilst a unit running around is focused on where they are going and their immediate surroundings. Vehicles get contact range bonuses because they tend to afford higher vantage points to their crew, and also can carry all sorts of weird gimmicks to aid in detection.
Unit: One individual unit plus any transport. I was going to say one choice from the force organisation chart, but there are a few anomalies here:
1) Units which are chosen as (for example) Unit size: 1-3 X are deployed separately and may function independently during the game. These remain as individual units (the best example of this is the Carnifex....).
2) Units involving several components in an overall structure (IG platoons). These are treated as individual units as per these rules.
3) Units which are directly linked to another unit (for example, buying a Damocles Command Rhino allows you to buy Imperial Navy support). These are also treated as an individual unit.
Note that both 2 & 3 function as part of Unit Group, but they begin the game already grouped and may not ungroup except as a result of enemy action.
Unit group: A collection of units grouped together. Units of anomaly types 2 & 3 cannot be grouped with anyone, they're already groups as it is (the reason they are treated as individual units is because they are expected to function together). Units can be grouped together in the following arrangements:
In the case of armour groupings, one vehicle must be clearly defined as the Lead Unit. An infantry group can be formed without a character, in which case one squad must be defined as the Lead Unit. A character is always the Lead Unit of his group. Monstrous Creatures are typically too big and too stupid to form groups – they must remain as individual units.
“Supervised” Group:This is a collection of units function more or less independently, but still attached to a commander. Only infantry may be formed into supervised groups. A supervised group consists of:
Note that the component Units of a supervised group may not use the Ld of their Lead Unit for morale checks.
Designer's note: This is intended to allow larger collections of units to act as a single tactical entity, without being as severly welded togethor as for normal Unit Groups. They're more flexible, but you don't get all the bonuses of being a tight Unit Group.
Lead unit: The character, tank, or unit leading a group. Once set, this unit is fixed until the group disband or the Lead Unit is destroyed. See the Morale section for loss of a Lead Unit. Tanks are treated as having Ld 10, transports Ld 9.
Forming a Group: To form a group, all units must be within Contact Rangeof the Lead Unit. A single command check must then be taken, before any units are activated (i.e. in the Control Phase). If the test is passed, the units become whichever type of group they were trying to form. If it is failed, the units remain ungrouped and additionally become Confused.
Disbanding a group: A group is disbanded in the same way as it is formed. In the Control Phase, all members of the group must be within Contact Rangeof their Lead Unit. The group must then pass a command checkas normal. If the test is passed, the units ungroup and function separately from then on – note that it is possible for units to ungroup and form into new groups in the same phase! If the test is failed, the units remain grouped and become Confused.
The turn itself has three phases, the Control Phase, the Movement Phase, and the Combat Phase. The Control phase is universal, but the other two are done on an unit-by-unit basis.
Taking the Initiative
Initiative in this sense represents the army that is acting at this point - the other army is said to be reacting. Basically, the army with the Initiative moves, shoots, etc, while the other army reacts to developments until a flaw in the opponent's battle plan causes them to lose the Initiative.
The Initiative is another way of saying whose turn it is. At the start of the battle, Initiative is determined using Strategy Ratings (as W40K rulebook - roll as many dice as Strategy Rating, highest total wins). From then on, that player holds the Initiative until one of the following happens:
1) All the player's units have been activated
2) One of the player's units fails a command check
3) The player misjudges a distance and an unit fails to complete an order as a direct result.
4) The enemy launches a successful Counterattack
The Initiative then passes to the other player, who begins his turn. Note that this can mean the Initiative changes hands very quickly and often, especially with ill-trained armies attempting to perform complex manouvres...
The control phase
The control phase takes place before any movement or shooting takes place. During the control phase, the player holding the Initiative may attempt to form or disband any groups that he might wish. Reserves are also rolled for this turn, as are Deep Strikers.
Designer's note: Bit of a stop-gap this, but it means that all the rolling that otherwise takes place piece-meal during the turn has a set phase. If we introduce set manouevres, random movement on initiative, etc, this will be where it happens.
During the course of a player's turn, once the Control Phase is finished, he activates Units or Unit Groups on a one-by-one basis. Each Unit/Unit Group then performs any actions the player wishes, and he activates the next unit, providing he retains the Initiative.
The activated unit or unit group must now choose a stance: Offensive or Defensive. What the unit can do depends upon its stance.
Offensive: The unit's stance is primarily aggressive, with units moving forward at full pace or moving forward at half pace to give some time to cover each other.
Defensive: The unit is either digging in to receive enemy attacks, manoeuvring to better firing positions and then firing, or firing at full capacity.
Note that Unit Groupsare activated and take stances, but Unitschoose what type of move to perform (within the umbrella of their group's stance). Units within Supervised Groups are activated individually.
The movement phase
Offensive Stance: the unit may move forward at either half pace or full pace. It may not hold.
Defensive Stance: The unit may move forward at half pace, or elect to hold or make a deferred move.
Half pace: The unit moves forwards up to the full distance it is allowed. Currently, this is 6" for infantry, 12" for jump infantry, 9" for cavalry, and 12" for bikes (vehicle movement is dealt with below). Fleet units add 2" to their move distances.
Designer's note: The reason why Fleet units have apparently been penalised is because it is possible for them to now move and shoot in the same phase. Although 2" is perhaps less than necessary, the fact that so many units are fleet in some armies would give them a significant advantage otherwise. The speed for vehicles is reduced because they have the potential to move at double pace, but mot so much as to be on a par with infantry (note this makes vehicles significantly faster... as it should be)
Full pace: The unit moves forward up to double its move at half pace. Remember to add in the Fleet bonus before doubling.
Hold: The unit, oddly, does not move.
Deferred move: The unit must first pass a Command Check. If the test is passed, the unit "counts as" moving for purposes of determining what it may do in the combat phase, but may make an immediate half pace move at the end of the Combat Phase. If the test is failed, the unit must move 6" and becomes Confused after moving. The Iniative then passes to the other player.
Designer's note: Deferred moves might not seem such a good idea at the outset, given that they can mess up a battleplan significantly. However, the option to fire and the move, whether out of the line of fire of enemies, into combat, or into a transport, should not be underestimated.
Contacting an enemy unit during moving: If an unit comes within 1" of an enemy unit during its move, it must use the rest of the move to get into base-to-base contact with that unit. It then becomes locked into contact and fights as normal. Note that no charge bonus is received.
Designer's note: This is so that units which have utilised the "deferred move" option can fire upon enemies before charging. This is more of a counterattack than a proper charge, though, so no charge bonus is received.
Disembarking from a transport: A unit in a transport may make a normal half-pace move to disembark; place the unit up to 6" from any of the access points (within coherency of course).
After movement has been completed, the unit passes over into the Combat phase. here, units may select certain actions, depending on stance:
Offensive: Charge, Shoot
Defensive: Shoot, Entrench, Indirect/Support Fire, Reform
In addition, units which moved at full pace may not do anything this phase, and units that moved at half pace may not entrench, reform, or perform Indirect/Support fire.
Charge: The unit may move up to 6" to get into contact with an enemy unit. They then fight a round of close combat, counting as charging. If the unit targeted is outside charge range, move the chargers 6" towards their target and leave them there. They become confused and the Initiative is passed to the player whose unit was charged.
Note: Each time the Initiative moves from one player to the next, all units involved in close combat fight another round of combat. In addition, every time a unit involved in combat is activated, another round of combat is fought.
Shoot: The unit must take a command check to perform this action, if it moved in the last Movement Phase. If the test is passed (or if the unit didn't move), the unit may fire once at any enemy within contact range. Declare target before measuring. In the event of the unit failing the command check or the target being out of range, the unit shooting misses automatically and becomes confused. The Initiative passes to the player whose unit was being shot at.
Indirect/Supporting fire: The unit may do one of the following:
1) Fire twice at an enemy unit within contact range
2) Fire at an enemy unit up to twice contact range away and within contact range of a friendly unit that is not pinned or routing.
3) Fire indirect fire weapons, tiwce, on an unseen target, under the Guess Range rules. The target must still be within Contact Range of a friendly unit, though.
Option 1 may be performed without a Command Check, but options 2 & 3 both require Command Checks. In the event of the Check being passed, resolve shooting normally; if it is failed, the unit may shoot once at one enemy unit within Contact Range, after which it becomes confused and the Initiative passes to the player whose unit was being targeted (originally). In addition, should it happen that the unit is out of Contact Range, all shots automatically miss, the Unit becomes confused, and the Initiative passes to the player being fired upon.
Designer's note: Indirect fire here is representing artillery-based units firing on enemies outside of Contact Range, not mortars firing with their squad or field peices being fired over open sights at visible enemies. Likewise, Support Fire at double contact range reprsents troops firing on enemies not normally visible to them, as they have been told that their opponent is there and look harder for him- bear in mind that Contact Range for most static troops is much the same as rabge for most long-arms, so this really represents using Hvy Weapons for fire support.
Entrench: The unit digs in. From now on, until it moves, the unit counts as having +1 Survivability (for lethal 40K), or +1 Cover Save (for regular 40K). It also has a +1 bonus to any command check made while occupying its present position (time to set up proper comm-links, etc).
Reform: The unit must take a command check. If passed, it is no longer confused/routing/whatever.
Units arriving as Reserves count as being ungrouped and moving at full pace. They may immediately move 6” from any section of their baseline, upon entering the table.
Deep Striking units count as moving at half pace, on an offensive stance. They may act as normal thereon, but may not charge.
Vehicles and Actions: Vehicles behave like other units, except that they may not entrench. Also, vehicles performing support fire to fire twice behave slightly differently. What they may do is summarised below:
1) All main and all defensive weapons, twice
2) All main and all defensive weapons, once + 1 Ordanance weapon
4) All ordance barrage weapons, twice
Designer's note: Double firing of ordanance barrage weapons is representing that loaders have enough time to set up a proper fire rythm, and are firing on known targets with given plots. Multiple ordanace barrage shots follow the standard rules for a barrage.
It surprises people who haven't been in the field how ridiculously easy it is for even well-trained troops to get confused, lost, disorganised, or simply misinterpret orders. Don't even get me started on irregular or poorly-trained troops. Over-complex orders, enemy fire, night conditions, or an host of other things, can cause a unit to become confused.
Becoming Confused: A unit can become confused when any of the following happens
1) It fails a command check
2) It moves outside of command range of its Lead Unit. Units acting outside of a group must pass a command check at the start of each term, or become confused
3) It fails a Ld test for coming under enemy fire
4) It finishes a close combat (units do not become confused on entering combat, unless otherwise specified, but they do on leaving it. This is because it is quite easy to hold together when attacking a position, but you typically end up in a mess when you leave.
Effects of Confusion: A confused unit cannot take command checks, except to reform, suffers a -1Ld penalty for any other checks it has to make, and has its contact range halved.
Designer's note: Confusion effectively replaces normal morale, it just happens much more often. Confused units become much less useful tactically, while remaining vaguely under a player's control - it's more true-to-life, as people quite rarely run away, but a confused unit might well have to withdraw if there are nearby enemies, to allow it to reform and function properly again.
Morale Checks: A unit must take a morale check under the following circumstances:
1) It comes under enemy fire
2) The lead unit of a Unit Group is destroyed
3) The unit loses a round of close combat
The following penalties apply:
-1 The unit has taken casualties from this bout of shooting
-1 The unit is below half strength
-1 The unit is outnumbered
-1, -2, -3 The unit is outnumbered 2:1, 3:1, 4:1 (non-stacking)
-1 The unit is confused
With the exception of outnumbering, all these penalties stack. Outnumbering only applies in combat.
The unit must test against the Ld of its [B]Lead Unit[B] (if one exists and is within contact range), or its own if no Lead Unit is present. In addition, units that re members of a Supervised Group must use their own Ld.
Failing a morale checkA unit that comes under fire and fails a morale check becomes confused, a confused unit coming under fire becomes pinned, and a unit beaten in combat that fails a morale check routs.
Pinned: A unit which is already confused and fails another morale check for coming under enemy fire becomes pinned. It may not move, may only fire once per turn, suffers a -2 penalty to all non-command checks, and suffers a -1 penalty to the command check to reform. It remains at half contact range, as per confusion - note that there is no further penalty. Also, a pinned unit can only be detected at half contact range (don't forget to apply other modifiers), as it is trying to become one with the ground and is hence a much smaller target.
Routing: In particularly desperate circumstances, a unit may break and flee. However, units tend to become pinned down rather than flee, as lying flat feels much safer than standing up and running around.... A unit which is beaten in combat, or suffers 75% casualties and becomes pinned, flees (note that this supersedes pinning). This is the ONLY way to cause a unit to rout. A routing unit immediately detaches itself from its group, and moves at double pace towards its own baseline. Its contact range remains at half, as per confusion.
Rallying routers: Routing units are notoriously hard to rally. A unit may not rally unless there are no enemies inside its contact range, and there is at least one friendly unit. The unit may then take an unmodified morale check, provided it is above half strength, and if it passes, the unit stops routing and becomes confused.
Designer's note: Morale is now designed to reflect the fact that units under fire are likely to dig and stay put, and become less easy to use (because they're scared). Units will only break and flee if they are really getting munched, and this is because lying down and disappearing into the ground is much more attractive than standing up and running away in an hail of fire.
The reason why unit groups exist is to make sure that commanders do more to control their troops. Individual units are less tied to the rest of their army, but are much more likely get confused or lost, especially at night. It also means for more command-and-control above squad level.
Move-Move doesn't require a command check because it's a very easy order, and very hard to misinterpret. Ditto Shoot-Shoot. More complex orders are easier to get confused about, or simply do the wrong thing. I haven't included the possibility of units doing entirely the wrong thing here, as I am treating the NCOs as if they are instinctively cautious and prefer to hold tight if they don't understand. There is possibility for initiative taking, and sheer randomness factor, but I wanted to keep the number of Look-Up tables to a minimum.
Entrench is designed to solve the problem of a unit sitting in a defensive position, doing absolutely nothing, waiting for the enemy to turn up. Perhaps entrenching units are particularly vulnerable to enemy shooting??
Morale: I am trying to move away from the idea of constant falling back, rallying, going forwards, falling back again. I've found, both from reading and personal experience, that scared soldiers take cover and try and wait it out, rather than run around screaming madly. It's actually what we're trained to do. Hence units get confused easily, get pinned down under heavy fire, and only rout if they are getting completely wasted or get beaten in combat (which is only natural). Equally, routing troops don't really come back.... good reason to keep them out of big crossfires...
Extra comments from author: I've already posted these on the Advanced 40K post, and am now submitting them alone - I'm sort of taking over this area, and would welcome the feedback. Also I have an unpleasant amount of filtering on my (school) internet access, so much of the Advanced 40K is currently off-limits to me.
Changes to morale to follow, probably tomorrow.
These rules are now becoming really quite complicated, so anyone who sees something I can streamline, input would be much appreciated.
Cheers to Valerian for the idea of Designer's Notes. I've noticed I've currently integrated my reasoning fairly thinkly into the rules, so you get great blocks of text - I will sort that out into a more readable form later on.
I've just made up vehicles and it's nearly 10pm, so they may well be a bit shocking. Please tell me if you think so.
Contact range: Currently this system is inadequate, but lacking access to my Codices I can't fix it. When I get home I'll endeavour to do the rest (possibly as a separate post in this poll), except Chaos, for which we don't possess the Codex, and Tyranids, which would be better done by someone who understands synapse, although the feedback I'm getting so far suggests that synapse is OK "as is".
I would welcome any feedback you can give me, especially along the lines of units acting on their own initiative (an area I've yet to cover). I've tried to make these compatible with both Regular and Lethal 40K, and would also welcome any tweaks so they "bolt-in" smoothly.
Last edited by Kabanov; December 7th, 2006 at 17:18. Reason: Integration of Lanrak's ideas (part 2)
If it ain't broke, it might need fixing.
The difficult we do immediately. The impossible may take a little longer.US Army Corps of EngineersMember of Advanced 40K development team (self-appointed)
Very realistic, it's interesting to here how real life compares.
All i'm wondering is how this would apply to the hive mind or necrons or chaos/space marines. I don't doubt your experiences at all mate, but I seriously doubt you've had orders which come straight to your spinal column from the hive mind or worked with veterans who have been fighting for a millenia.
Like i said, i like what you've done. It would be interesting to apply to 40 universe to it a bit more.
Necrons - Basic troops couldn't find their way out of a paper bag if they wanted to:wacko: - again basic troops are augmented upto a highly trained level by their HQ
Niether are 'super hero' status
CSM and SM are highly trained and have a high leadership test - this means they will pass more command checks and be less 'confused'
Confusion really represents the 'fog of war' - which is not the same as troops being 'scared' - in fact highly trained troops will know the importance of getting orders correct for the bigger picture to work and may delay that bit more to make sure they fully understand the instructions instead of rushing head long in.
Also for the hivemind and Necrons (well any army really) the communication is a two way thing - that is, the troops on the ground are the eyes and ears of the commanders - if the tyranid troops can't see or hear the enemy then the hive mind certainly can't either - ie the hive mind is not a 'god' - the hive mind is only as good as the information it gets (and digests )
In short command checks and confusion is all part of the battle experience for everyone - confusion and command checks should also not be confused with Morale or 'stupidity'.
I would appreciate some feedback on how to do the Synapse rules etc - I don't play with the bugs so don't know very well how they work.
Also, yes, this is the idea, FOW and all that. Not understanding an order because your comm-link is getting interference is not being stupid....
I would also like ideas for random behaviour when isolated from the command system, but don't currently know how to do it. I'll give it a try myself, but I tend to screw up royally with anything involving tables and dice - I'll check the quarter-copy of Lethal 40K I have, I think some of the ideas there are good.
Oh yeah, and sorry Macmoss, I think I've nicked something of yours (which I now can't find). It's just so good, can't resist......
Cheers for the feedback Karmoon, and no, I've yet to work with people who have millenia of experience or have orders directly to my spinal cord (although work on the neural jack is progressing quite well, thank you).
I think I'll stop now. It's past my bedtime and I am getting a bit silly..... Plus I have lessons tomorrow *groan*.
If it ain't broke, it might need fixing.
The difficult we do immediately. The impossible may take a little longer.US Army Corps of EngineersMember of Advanced 40K development team (self-appointed)
I'm sure they're out there, those crusty old vets of a thousand and more years. You just have to look under the right rocks.
As for nids and synapse, well, it probably already fits in well with your idea.
Basically, the hive mind synapse control is totally unmittigating and totally controlling, under the influence of the hive mind, the nids serve as nothing but thralls to the hive mind's will. Hence, even if a T3 2wound nid takes a S7 hit, he won't be instakilled because the hive mind drives him on.
Under synapse Nids autopass all leadership based tests.
OUT of synapse, however, most nids have to take leadership base tests to see if they can act or if they fall back to the nearest synapse creature. This represents them regressing back to their natural intelligence and instincts. For many higher order creatures, they can still normally move under their own intelligence though.
They can lurk without a problem, (lurk = sitting around and picking their noses).
Obviously, this is very basic, but that's the jist of it and the fluff.
OK, quick-and-easy fix for the bugs. This isn't in the main post yet, as I'm not 100% sure of it (well, OK, neither am I 100% sure of the rest of the project, but I'm even less sure of this).
Synapse remains as it is.
While within synapse range, all creatures under the control of the big critter count as being part of a Supervised Group. Ergo they are one group for activation purposes but perform independently.
All the old rules for synapse and morale apply, i.e. creatures never need to take morale checks, immune to instant death.
When outside of synapse range, creatures automatically become confused and must take a morale check at the start of each turn (with the -1 modifier for being confused, of course). If they pass, they may act as normal, remembering of course that they are confused. If they fail, the must fall back towards the nearest creature within 24" (I would use Contact Range, but I don't think the Psychic Beacon of the Hive Mind is quite the thing Contact Range covers....). If there is none, they become pinned.
Basically, this means that the Tyranid command structure is completely different to everyone else's, which is how it should be. It also means that a Tyranid army without Synapse creatures is immediately very limited tactically, and quite likely fall apart a bit as lower order creatures grind to an halt (start lurking).
Please would someone who plays Tyranids give me something on how well these would work.
I've also thought of an idea for Necrons. Necrons have few characters and no unit leaders as such, so they are unlikely to form groups. This means that there will be a lot of very confused Necrons in most games, which is unfair and a bit unneccessary.
So, another "quick-fix".
Necrons are the epitome of soulless killing machine, and don't get confused. EVER. However, even Necrons can be occasionally fooled, or left without direction for a moment, so they can occasionally be outwitted by cleverer commanders. They also are immune to such foolish notions as fear or self-preservation, making them an extremely difficult army to stop or pin down. However, they are not the most perceptive of soldiery, and their complete lack of initiative (read: independent thought, or thought at all) makes them inadept at reacting to a rapidly changing battlefield situation.
In game terms, this means Necrons will never become Confused. They are also totally immune to pinning and routing. Necrons will only fall back because they wish to. Necrons are also not allowed to form groups of any form, as they lack the coordination and ability.
However, Necrons now have Ld 6, except Pariahs, the Lord, and C'Tan. The Lord and C'Tan are now defined as Controlling Intelligence. Provided a Necron army has at least one unit of Controlling Intelligence left alive and on the table, all Necrons may use it's Ld for any Command Checks they have to take. once the Controlling Intelligence is destroyed, the Necrons revert to their basic Ld (normally 6, with the new rule above).
I'm trying here to create an army of completely implacable killing machines - once they're somewhere, they become extremely hard to get rid of. However, I'm also trying to create a situation where the Necrons are dependent on the Lord (the only free-thinker they have) to keep the battleplan going. If he dies, the whole thing degenerates into rather stationary clumps of Necrons incapable of complex manouvre.
The Imperial Guard has one of the most rigidly defined command structures in the galaxy, and while this makes for extremely efficient execution of training manouvres, it is rather vulnerable to disruption in the heat of battle. Guardsmen without officers can often become rather disorientated and lose combat efficiency....
Vox-Casters: The typical vox-caster is an extremely useful tool. It allows you to communicate with anyone, anywhere. However, it is limited in that radio discipline as taught to the Guard forces them to follow proper channels - this is mainly to avoid having the comm-net cluttered up with unnecessary transmits. In game terms, this has the following effects:
1) The master vox no longer exists
2) Squads that are part of a platoon may now only use their vox-casters to "talk" to their platoon Command Section and other members of their platoon
3) Platoon Command Sections may use Company Command's Ld for Command and Morale Checks, provided both have vox-casters.
4) Two units in the same Platoon may use each other's contact ranges for determining whether they can see the enemy, subject to the maximum on contact ranges.
Platoons: Platoons are the backbone of the Guard, and are treated as such. All units in a platoon count as being part of a Unit Group, and remain so until the platoon Command Section is killed. Any Armoured Fist Squads must be assigned to platoons at the start of the game. Once the platoon Command Section is destroyed, the platoon fragments and all squads act as individual sections from that point forward. They may still use vox-casters to communicate with each other though, for purposes of fire coordination.
Ancillary Units: All infantry units not part of a platoon function as part of a Supervised Group, under Company Command. The normal rules for supervised groups apply. However, if Company Command is destroyed, the units revert to being individual units, and may not group togethor again.
Exception: Once Company Command has been destroyed, Storm Trooper units led by a Veteran Sergeant may form Unit Groups with members of regular platoons who have also lost their Platoon Command.
Vehicles: Non-transport vehicles follow the normal rules on organisation.
Voila! A much more inflexible command structure. Units function well when command is intact, and disastrously when it isn't (consider that individual units must take Command Checks or become confused every turn when not part of a unit group or supervised group). Suddenly protecting your HQ units becomes much more important...
Last edited by Kabanov; December 6th, 2006 at 16:04. Reason: Modding necrons, adding in Guard
If it ain't broke, it might need fixing.
The difficult we do immediately. The impossible may take a little longer.US Army Corps of EngineersMember of Advanced 40K development team (self-appointed)
It appears to me that the current version of 40k has a oversimplified moral system,roll2D6.And adds common sence well established concepts on an army by army basis.
Rather than develop a moral system that covers all types of unit, and reasonable unit reactions that affect all armies to some degree.
The basic way I see unit behaviour is,at the start of the battle the CIC,will outline deployment and tactical objectives to all units.
The units will carry out these orders ,untill something stops them from doing so.
This is usualy the enemy units being nasty, and shooting or assaulting them,which can put a real crimp in thier day.And makes the unit less than enthusiastic about boldly advancing towards certain death.(LOL. )
SO units that recieve heavy fire, or a vicious assault can be suppresed,(shaken),dispersed/neutralised(stunned),or even destroyed or perminently dispersed (fall back).
Units that are suppressed are generaly keeping thier heads down ,and trying to avoid enemy attension.But will respond to direct nemy threats.(Shoot back if shot at and defend themselves in an assault.).And are more than happy to move away from any enemy units or into cover.
Units that are stunned ,are severly disoriented and/ or in shock.They will not shoot at all,and will ONLY fight back if assaulted.
Units that are falling back ,have totaly lost the will to fight.They will ONLY move as fast as they are able to, away from any located enemy if possible.If they are surrounded they WILL NOT move.
They will not shoot at all,and if assaulted they will be automaticaly destroyed.
Do these definitions of 4 moral states seem ok?
OK,shaken ,stunned,fall back.
Ok then .If we say a unit on less than Ok moral ,can only improve its moral ,if a friendly HQ unit is within a set distance.(12''?)To motivate the unit to bigger and better things.
And initial moral is given a fixed numerical value.(like the LD value.)
And units test moral after certain events 'trigger ' a posible change in moral state.
And each negative or positive event that effects moral is given a +/- modifier.
Things like numerical superiority, bieng in command control,(contact with a HQ),having a unit leader, would be all positive moral modifiers.
However bieng out numbered ,out gunned,all alone ,out of command control,taking heavy casualties, would all be negative moral modifiers.
And for those that like D6 rolls, add a D6 roll to add the random factors in determining moral.(D6 roll off 1 or 2 -1,3 or 4 0,and 5 or 6 +1.perhaps?)
Classing unit moral grades ,as Fanatical(Ld 10), elite(Ld9) ,veteran(Ld ,average(Ld 7),and conscripted.(Ld 6).
Thats just some basic ideas,what do you think?
This is an idea I came across when playing against a friend and managed to miss a shot at a tank 3" away and missed.
BS has a normal value used for most shots it then applies the modifiers
+1 if the target is a vehicle
+1 if the enemy is within 12"
-1 if the unit is more than 24" away
-1 if the unit is more than 48" away
These modifiers are stacking
Please include these if you wish and sudjest changes if you wish.
As reguards to the way weapons are used in 40k.
Is a BS skill realy necissary?
If all troops have an awarness range,could we not limit the accuracy of weapons by giving them an effective range ,dependant on the unit using them?
Because all the firers accuracy does, in effect, is increase/decrease the effective range of the weapon.
And if we say that all weapons will automaticaly cause a 'variable' amount of dammage within thier effective range .
If we broadly divide weapons in to area effect.(Spray of projetiles ,chemicals ,or blast effect.)
Or single point contact weapons.(A single powerfull projectile hitting one point on one target model.)
And firing modes are 'snap' fire, the weapon requires next to no time to lock onto a target /target area.
So models equiped with snap fire weapons can move and shoot.
Or 'aimed' fire.The weapon requires a fair amount of time to set up reload/recharge, or 'lock on' to a specific target.
So models eqiuipped with aim fire weapons need to take an 'Aim' action, before shooting.
Working from these basic assupmtions we could negate to hit rolls,and armour save rolls,
and go straight to rolling for effects on 2 dammage charts.Depenant on weapon/target combinations.
A possible way of replacing lots of dice rolling, for tactical interplay between players and thus improving the speed and quality of game play?
Having done some shooting with some people who actually are good at it i even miss. It is not like riding a bike you cannot do it perfectly with great accuracy as soon as you learn to fire even with a fair bit of practice as well. This is the difference betweent veteran fighters and normal soldiers. The effective range of the weapon is the distance over which it can fire and do significant damage. Your accuaracy is affected by your own movement the targets movement the range and the size of the target to get accurate shots you have to spend time aiming especially when using a scope. This would also mean that a raider travelling 36" at once is harder to hit than a landraider moving 12.