Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 23 posts ]  Go to page Previous  1, 2

Tunneler Discussion - Termites, Moles, and Hellbores

 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 2:56 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
I have always thought a variation on the drop pod rules would be best.

So start of game set up carriages after objectives and fortifications are placed. The carriages for each transported formation are set up as separate formations within normal coherency but cannot hold or contest objectives. Record exit points secretly.
These vehicles may be attacked and destroyed/broken/suppressed.

From turn 2 onwards tunnelling formations may surface as part of that formations activation if they have picked engage, advance, double or march. If an unbroken and not suppressed tunneller carriage can see this preselected location you arrive within 2d6 (use scatter dice) of this point. Mark with the tunneller model. Each subsequent tunneller model from that formations transport must be placed within 5cm. These are treated as markers and not as part of the transported formation. Units begin their movement from their transports in the same way as units exiting the eldar webway and complete the rest of their activation as normal.
At the end of the activation the carriages and tunnellers for that formation are removed from the table and have no further effect.

If the exit point is not within the LOS of an unbroken and unsuppressed carriage from that formation the formation has a -3 to its activation. If passed proceed as above. If failed scatter and determine the exit point and mark with tunneller models as above, then remove the carriages. The formation may not enter the table and instead must try to activate normally in future turns having now revealed their exit location. Exit as above and once the formation gets above ground remove the tunnellers in the same way.


Last edited by The_Real_Chris on Fri Nov 07, 2014 3:00 am, edited 1 time in total.

Top
 Profile Send private message  
 
 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 3:00 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Can obviously change things (autofail activation if carriage destroyed, if in case one you fail to activate treat as if carriage destroyed etc). But that is the general idea. Carraiges move 0, can't be activated?, no weapons?, suggest termites AV6+, moles AV5+, hellbores WE DC3 4+ crit destroyed.


Top
 Profile Send private message  
 
 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 2:42 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
The_Real_Chris wrote:
I have always thought a variation on the drop pod rules would be best.


TRC, have you read the tunneler rules? They already are a variation on the drop pod rule.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 2:46 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
A better variation...


Top
 Profile Send private message  
 
 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 2:50 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Ahhh. Okay. I understand now.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 4:09 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
I would think the rules should achieve 4 objectives.
They use the planetfall hidden entry point mechanic.
They are usable (turn 2 entry) - that means you have to be able to tunnel up in turn 2 anywhere on board.
They have a use for the models we have (launcher and tunneller).
They have an element of unpredictablity and allow the enemy to be able to proactively effect what happens.


Top
 Profile Send private message  
 
 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 4:41 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
If you REALLY want the carriages to remain, you could have them add some extra benefit to the list. Keep the rules as they are, but have the carriages eliminate any scatter on the surfacing. Some fluff about them guiding the tunnelers to their location. If the carriages move, are broken, or are destroyed, the tunnelers scatter 3d6.

Benefit - extra formation on the board to hold/claim objectives.
Drawback - losing them causes potential mayhem on surfacing models.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Re: Tunneler Discussion - Termites, Moles, and Hellbores
PostPosted: Fri Nov 07, 2014 5:22 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
I think the formation surfacing as part of an activation and leaving the tunnellors as if they are eldar gates allows the inability of a launcher to be modeled with either an auto fail on the activation or a hefty modifier.

(They should still scatter regardless as the shouldn't be that reliable.)


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 23 posts ]  Go to page Previous  1, 2


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net