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ok any units infantry my use theese except +2 armoiur save thing avatars daemons use common sense


CRAWLING if a unit is crawiling models shooting it use night figh rules (night vision dose not work) but it looses 2" movement

RUNING if a model runs it gains 2+d6" extra movemet and looses 2BS for that turn

HIDING if a unit hides it looses 2BS must be in cover it gains +1 cover save (eg 4+ cover would be 3+)


feel free to add more :D
 

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What I miss is a better turn sequence.

Example:

... before turn, place markers on units (upside down)
* move/charge (6" move + 6" charge if possible. No shooting)
* move/shoot
* overwatch

Then Player 1 selects a unit and makes move/shooting etc (and removes marker)
Then player 2 selects a unit and makes move/shooting etc (and remove marker)

repeat til all done

Start next turn.


overwatch units may interrupt the sequence and fire at units passing by LOS (work out shooting and remove marker)

Edit: If charging a unit with "charge"-marker, then both sides counts as charging.
If charging a unit with overwatch, then the overwatch unit may fire once before combat but with -1 BS (if not having used their overwatch that is).
 

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I played a couple games where each side could only activate one SQUAD per turn. The game was played exactly the same, but only one squad per turn. Obviously the game went many more turns, but the overall time was about the same. None of the games were played with a turn limit, only with scenario objectives. What was really cool is no side gained the huge first turn advantage of blasting away with everything before the other side got to do anything. It was also much more like a chess game with plenty of moving and maneuvering. I found it MUCH more enjoyable.

We played with lots of terrain, so none of the heavy weapons could shoot everywhere on the board. They became very important for controlling sectors. Foot troops were more useful and the Rhino Rush was not nearly an all or nothing venture. Since only one squad could burst out at a time, you had to carefully maneuver your forces into position. Of course your opponent is working to do the same. I'd highly recommend trying it out if you want a change to the game without changing or unbalancing it with test rules.
 

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If you want more realistic rules go find the 2nd edition rules. They incorporated lots of those things. Here are a few i can name.

Overwatch : You can fire your guys during the oponients turn provided they didnt move or shoot in your turn. (usefull for shooting guys coming out of transports and charging you in the same turn)

Cover : It subtracted balistic skill when shooting into it. Ex behind hard cover a marine would need a 5+ to hit not a 3+. Made bunkers and such much better for almost everybody.

Armor penetration : It worked in increments. Nothing completly ignored armor. A 6 always saved. The neet thing is that every weapon had a modifer. Ex bolter was a +1 meaning marines geting hit by bolters roled a 4+ for armor. Invunrable saves were unaffected. Las cannons were +7 i think.

Vehicles could move 12 inches and fire everything. Just couldnt turn much if they moved fast.

You could hit different parts of a vehicle. On land raiders i think it was 1,2 hits tread 3,4 hits closest weapon mount and 5,6 hits body. Everything had its own armor value and its own dammage table. Made tanks last longer usually.

Well thats all I can think of. Search arround there are lots more cool rules out there.
 

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They droped those rules cause they made the game far more complex. A 1500 pt game now takes 2 houres if your taking your time. In the old rules that would be insanly fast. 3-4 hours would be general. Also you needed far more charts memorized or you slowed down even more. Think of this. Vehicle damage in the 2nd edition rules was almost the same as damage tables for super heavy tanks in this one. Just a little more complex and no structure points.
 

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Yeah 2nd edition rules were nice, a lot more complex but nice, personally i prefer the new rules, it makes for a more simple game, but you dont have to ready yourself for a whole days battling on 3000 points lol
 

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If you really want complexity, try applying the "Advanced Squad Leader" 4th addition rules, my friends and I played this for a total of 14 hrs around Christmas of 1998. I really enjoyed the artillary barrage rules of 2nd addition, ahh the thumper gun....I remember SM blasting away whole squads with these 4 barrled go-cart mounted cannons, or how about the original assaault cannon rules, bane of all chaos marines.
 

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I think the new cover rules are better. Shooting into cover would not make you less accurate, it would just make a higher chance that that bullet would ricochet off trees, vines, etc.
 

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If you want more stuff like that, check out VOID by I-kore (www.i-kore.com). It has an excellent turn sequence and is generally a better game. And the rules are free, so you can try it with 40K minis at no extra cost, barring a few sheets of A4. :D
 

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dosen't the rule book give you a few ideas for moving in the way back of the book? (i think). It mentions stuff like being on a low gravity world and giving your troops +2" or in a muddie forest and having -d6? But for your runnihn rule the proble is that some races have a BS of to 2 (orks!) maby if you said that you could only move in a stright line it would put a disadvantage in to it.
 

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I have to say, I have just played my first game in about 13 years using the 4 ed rules and I lost 900 pts worth of guard in 2 turns, which as you can guess is a bit of a pain in the ass :huh:

I still think the 2nd and 3rd ed rules are a lot better, as some one above said, it does take a lot longer to play the game but I found it better, plus its more drinking time :)

Anyway, thats just my humble opinion
 
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