Tactical Command
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Rays MMS
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=123&t=9464
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Author:  Raysokuk [ Tue May 15, 2007 3:30 pm ]
Post subject:  Rays MMS

Okay that's it, I've got too many notions floating around in my head that I feel I have to throw them on the forum. ?:)

Corsairs and CWE using all normal rules changes noted where necessary.

MMS instead of MSM using sunward edges as normal with the following change: ?reducing the speed of the 2 highest speed bands by 5cm when in Outer Reaches and Deep Space and increasing them by 5cm when in the Flare Region and Mercurial Zone.

Special fire arcs: To represent the manoeuvrability of the ships all weapons have firing arcs of LFR if not on Lock-on (if on Lock-on the weapon reverts to Front only). However the voidstalker being a BB does not benefit from this rule and has standard fire arcs.

Holofields: Complete change! Unmodifiable 6+ armour (so lances will have to hit on a 6+).

Nova Cannons/AG/area affect weaponary: may ride the wave as with solar flare to ignore the effect, but counts as moving through a BM so may take damage on a 6+.

Critical hits
(same= same as 'normal' critical hit table):
2Keel
3Keel
4Prow
5same(Prow)
6can only turn in one of its movements (specifically the first?)
7same
8same, but reduced by 5cm.
9same
10revert to 4+ armour
11same
12same
The crits can keep their eldar influence for names and reasons for the effect. They'd still suffer crits on a 4+!

EWB's don't suffer from long range modifiers.

Corsairs ships:
Voidstalker: 3 turrets.
Eclipse: Pulsars upgraded to 45cm range, 2 turrets.
Shadow: WB's upgraded to 45cm range, 2 turrets.
Aurora: lower lowest speed band to 10cm, 1 turret.
Solaris: lower lowest speed band to 10cm, 4 Keel WB's, 1 turret.
Hellebore: +1 hit, 1 turret.
Aconite: 1 turret.
Nightshade: lower lowest speed band to 10cm, 1 turret.
Hemlock: lower lowest speed band to 10cm, 1 WB, 1 turret.

CWE ships:
Capitalships speed: Increase lowest speed band to 15cm, decrease middle speed band to 15cm (this does not decrease further in the outereaches).
Yriels flagship: Range of direct weapons increased to 45cm range. Pulsars allocated to the Keel. +2 hits, +3 turrets.
Dragonship: Range of direct weapons increased to 45cm range. WB's reduced to Str12, Keel torps increasd to Str8. +2 hits, +3 turrets.
Wraithship: +2 hits, +2 turrets.
Shadow Hunter: Different speed bands; 20/25/30. Equiped with shinning lance; pulsar that hits on a 5+ OR 3 WB's. 3 turrets!

This all definately needs polishing, but right now I don't have the time.

Cheers,

RayB

Author:  blackhorizon [ Wed May 16, 2007 8:13 am ]
Post subject:  Rays MMS

Okay that's it, I've got too many notions floating around in my head that I feel I have to throw them on the forum.    

Corsairs and CWE using all normal rules changes noted where necessary.

MMS instead of MSM using sunward edges as normal with the following change:  reducing the speed of the 2 highest speed bands by 5cm when in Outer Reaches and Deep Space and increasing them by 5cm when in the Flare Region and Mercurial Zone.
I understead the +5cm/-5cm changes and it balances the love for outer reaches Eldar have. However I do not know if people will like it overall.

Special fire arcs: To represent the manoeuvrability of the ships all weapons have firing arcs of LFR if not on Lock-on (if on Lock-on the weapon reverts to Front only). However the voidstalker being a BB does not benefit from this rule and has standard fire arcs.
Special Rule. With ?my? MMS this Lock-On does not exist, but I?ll check it on the SG site.

Holofields: Complete change! Unmodifiable 6+ armour (so lances will have to hit on a 6+).
There are people who do not like modifying lances to hit roll (4+ should be kept).

Nova Cannons/AG/area affect weaponary: may ride the wave as with solar flare to ignore the effect, but counts as moving through a BM so may take damage on a 6+.
Also against batteries? Hmm, no shields? Kinda cool.

EWB's don't suffer from long range modifiers.
I like the left column shift.

Corsairs ships:
Voidstalker: 3 turrets.
Eclipse: Pulsars upgraded to 45cm range, 2 turrets.
Shadow: WB's upgraded to 45cm range, 2 turrets.
Aurora: lower lowest speed band to 10cm, 1 turret.
Solaris: lower lowest speed band to 10cm, 4 Keel WB's, 1 turret.
Hellebore: +1 hit, 1 turret.
Aconite: 1 turret.
Nightshade: lower lowest speed band to 10cm, 1 turret.
Hemlock: lower lowest speed band to 10cm, 1 WB, 1 turret.
hmhmhm

CWE ships:
Capitalships speed: Increase lowest speed band to 15cm, decrease middle speed band to 15cm (this does not decrease further in the outereaches).
Odd?not an immediate fan

Yriels flagship: Range of direct weapons increased to 45cm range. Pulsars allocated to the Keel. +2 hits, +3 turrets.
10 hits? 45cm batteries? Cool.
Pulsars keel? No! They are port/starboard.
Keel = Launch Bay

Dragonship: Range of direct weapons increased to 45cm range. WB's reduced to Str12, Keel torps increasd to Str8. +2 hits, +3 turrets.
Wraithship: +2 hits, +2 turrets.
Ok.

Shadow Hunter: Different speed bands; 20/25/30. Equiped with shinning lance; pulsar that hits on a 5+ OR 3 WB's. 3 turrets!
Just use the DE lance.

Good proposal in general but I see the same amount of special rules then in the ?unofficial? existing MMS. I do like the Holofield idea!
But ride the wave: That means IN shoots and Eldar ships moves 2d6cm afterwards! That is? strange? I?ll let it sink in.
How do you allocate batteries? Ld test against salvo? Hit?

Author:  Raysokuk [ Wed May 16, 2007 1:29 pm ]
Post subject:  Rays MMS

Firstly this isn't really a set of rules to 'please' people per say, it's just to make balanced fleet lists that get rid of some annoying quirks that either slow the game down too much or to 'simplify' certain rules, like holofields.

The changing speed bands: I really like this, I'm not so sure its completely necessary anymore though as the fleet is MMS.

Special Fire arcs: This is a steal from my DE fleet list, it works a treat for them I don't see why it would be any different for these guys.

Unmodifable armour: I know some will sneer at this but they have to keep in mind that that is what Eldar do with having armour 4+, and then an amazing save as well!

Area affect weaponary: Okay I need to be more clear, any direct weapon with an area affect! WB's don't have an area affect. Also it was not my intention for them to move 2D6, only 1 D6 beyond the edge of the weapons area! (I simply forgot to put that bit in!)

EWB's: A left shift doesn't really mean much, its almost exactly the same as having more WB's so I don't really see the point (for BFG, WoT would be good though).

Differing speed bands between CWE and Corsairs: Right I want the CWE to be more dependable in deep space where most CW's are! And so I'm imagining them to have additional engines instead of more sails. (then you move on to DE who don't have any sails at all). The special rule for the middle speed band came up because in deep space it would end up slower than the 'lowest' speed band.

Yriels flagship: I know the Pulsars are in the port and starborad but on the crit table there is no allowance for them so that's why they were transfered to keel!

Shining lance: A weak Pulsar Lance seems preferable to a Phantom lance, simply because a Phantom is so much stronger!

Cheers,

RayB

Author:  blackhorizon [ Wed May 16, 2007 2:07 pm ]
Post subject:  Rays MMS

So holofield against batteries = 6+ armour.
No shift? Or?

Ride the Wave is fun though I think, but a speciality.

Left shift batteries vs no distance shift batteries.
---Left shift batteries are better! At a distance they neutralize the right shift and up short they get more effective.

Personally I think mms v1.6 is heading towards a good CWE/CE distinction, especially regarding cruisers.

The different speed bands are WoT!

Author:  Raysokuk [ Wed May 16, 2007 11:21 pm ]
Post subject:  Rays MMS

No shift just 6+ armour.

Left shift has the same affect as just having more WB's, which seems a little fruitless unless as a refit! My rules also have the normal EWB rules aswell as having enemy always closing means you're encouraged to use different tactics than a normal fleet.

mms v1.6? Where is this?

Cheers,

RayB

Author:  blackhorizon [ Thu May 17, 2007 10:08 am ]
Post subject:  Rays MMS

http://forum.specialist-games.com/topic ... C_ID=10744

above thread discusses mms v1.5 and changes for v1.6.

Author:  Raysokuk [ Fri May 18, 2007 8:58 pm ]
Post subject:  Rays MMS

Just thought I'd post a comparison between normal holofields and mine:

Normal vs Mine
Lance: 0.16.. (including the roll of a 6 from BM's) vs 0.16.. (the original is tougher as you only have to roll once for BM's, but your opponent should split his fire between multiple targets to spread those BM's about!)
WB (escort moving away): 0.083.. vs 0.05..

Ordnance is far stronger however, that's why I want turrets! :O)

Cheers,

RayB

Author:  blackhorizon [ Sat May 19, 2007 5:44 pm ]
Post subject:  Rays MMS

Eldar should have turrets.
Obvious.

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