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[Total War] Minefield rules preview

 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 12:53 am 
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One of the ideas on my mental workbench is an Epic supplement detailing other scenarios, special rules, campaigns, and new details.  I've taken to calling it "EPIC: Total War"; I brought it up in the "scenario supplement" voting thread and posted this little teaser there... but I think it's going to get lost in thread, so I'm reposting it here.

This is just a small sample of one of the types of things I look to be putting in the supplement; take a look and let me know what you think!

EDIT - Oh yeah, as I mentioned in the other thread, what do people think Necrons would use for "minefields", if anything.




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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 7:46 am 
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Necrons would probably use lurking Scarabs, scattered around the field.

edit: also that's "infantRy" :)





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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 1:03 pm 
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Quote: (vytzka @ 08 Jan. 2009, 06:46 )

edit: also that's "infantRy" :)

*SHEESH*...  I've corrected it!  *laugh*

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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 1:17 pm 
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Looking good!

And some proofreading:
"...the an Infestation marker..." for Tyranids, last row.

Necrons... Buried (what else?!) Scarabs.

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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 1:18 pm 
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Quote: (Erik M @ 08 Jan. 2009, 12:17 )

And some proofreading:
"...the an Infestation marker..." for Tyranids, last row.

Thanks!

Like I said... rough draft... *laugh*

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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 1:48 pm 
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Thanks for the taster.

I think that those rules for minefields look very good.

Although I don't know much about Necrons, I would agree with the others that Scarabs seems like the obvious choice to comprise a Necron 'minefield'.

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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 2:11 pm 
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Looks great! I'd love to see a supplement full of rules like this one.  :))


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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 2:16 pm 
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Quote: (Hojyn @ 08 Jan. 2009, 13:11 )

Looks great! I'd love to see a supplement full of rules like this one.  :))

I'm working on it... and ideas, suggestions, and submissions are welcome!   :agree:

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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 2:48 pm 
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CC to remove is quite odd.  I realize it's a quick and dirty abstraction, but the idea that Khorne Berzerkers are going to be really good at removing minefields while IG infantry is going to be terrible seems off.  I think I'd me more inclined to find a mechanic linked to Strategy Rating or formation Initiative, as those represent skillsets that would be applicable to mine removal.

Ork Chain Reaction probably won't work.  Normal movement is one move at a time.  This would require the player to do a partial move in order to determine what is in range of the barrage at the point the units enter the minefield.  There are no rules for how to do partial moves.   Maybe something like "Each unit in the formation takes X attack.  Remove the minefield." would work.

Aside from that, it looks neat.  I assume there will be some sort of "Minesweeper" ability?

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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 2:58 pm 
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You could use Armor stat instead of CC, representing stomping on mines and shrugging blows off :D Reinforced armor gives one extra attack in that case.

I also believe it's quite customary for orks to use masses of grotz to clear minefields. This could also be represented somehow.





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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 9:00 pm 
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Nice ideas Chroma.  

For the Necrons maybe they don't use minefields per se, but when someone stumbles upon their hidden tomb complexes the surrounding area could be laced with Scarabs that burst out of the ground and attack?  Simulates the same effect as a minefield but with suitable Necron flavor.

Or if sticking with a typical minefield is prefered, perhaps mines that discharge some sort of electrical energy that triggers as the area is moved over.


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 Post subject: [Total War] Minefield rules preview
PostPosted: Thu Jan 08, 2009 9:03 pm 
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Quote: (M4jumbo @ 08 Jan. 2009, 20:00 )

For the Necrons maybe they don't use minefields per se, but when someone stumbles upon their hidden tomb complexes the surrounding area could be laced with Scarabs that burst out of the ground and attack?

Yeah, with all the comments, I think I will go for a "Scarab Burst" type of thing...

It might be a bit before I update this, as it was just supposed to be a "sampler"... gotta focus on completing "Black Crusade" first, but some of the scenario rules will probably be making an appearance within it, so I've got to work on them as well.

Thanks for the interest, all!

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 Post subject: [Total War] Minefield rules preview
PostPosted: Fri Jan 09, 2009 2:01 pm 
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Quote: (vytzka @ 08 Jan. 2009, 13:58 )

You could use Armor stat instead of CC, representing stomping on mines and shrugging blows off :D Reinforced armor gives one extra attack in that case.

I also believe it's quite customary for orks to use masses of grotz to clear minefields. This could also be represented somehow.

Regarding using armour save with clearing minefields, I don't think that represents an improvement on using the CC value, as Eldar Aspect Warriors and specially trained Guardsmen are probably going to be very good at disabling mines, but they have poor saves on the whole, so I don't really think that this suggestion would work too well.

I think that Neal's suggestion of using formation initiative and/or strategy rating is a good idea though.  This would seem like a good way of determining how adept a unit is at removing minefields, but even then some units which are a bit crazed, e.g. Khorne Berzerkers, may cause problems when applying this idea.

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 Post subject: [Total War] Minefield rules preview
PostPosted: Fri Jan 09, 2009 2:39 pm 
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Or simply allow upgrading formations with a generic Mine Sweeping Equipment for +X points per infantry stand (and/or +Y points per vehicle).


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 Post subject: [Total War] Minefield rules preview
PostPosted: Fri Jan 09, 2009 2:55 pm 
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Quote: (vytzka @ 09 Jan. 2009, 13:39 )

Or simply allow upgrading formations with a generic Mine Sweeping Equipment for +X points per infantry stand (and/or +Y points per vehicle).

There will be a "combat engineer" special ability that can be added to certain units in the supplement.

Again, the mindfield doc isn't a finished piece, just a teaser.

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