Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 18 posts ]  Go to page 1, 2  Next

Coastal Defense and Naval units (relating to campaign)

 Post subject: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 5:30 am 
Brood Brother
Brood Brother

Joined: Wed Jun 17, 2009 9:56 pm
Posts: 733
Location: San Jose, CA (Los Gatos)
So Im in this half-assed mode where I am looking through the WFB General's Compendium, looking for ways to take the map campaign into a way to run an Epic campaign on a Planetary Empires map, and I began to wonder about naval units and coastal emplacements, etc.

We already have everything from spaceship to bombers and artillery, so coastal guns shouldnt be hard, but what about boats and ships? Has anyone done this before in the past? Any thoughts on it?

For those "in the know" about the General's Compendium, I am considering doing the same "1 army per X spaces owned" thing, with each banner having a set point cost but not a roster or any other concerns over casualties, etc.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 7:22 am 
Brood Brother
Brood Brother

Joined: Thu Feb 13, 2003 4:26 pm
Posts: 7016
Location: Southfields, London, England
Do full on mighty empires rules - one of the best rulesets of all time.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 10:01 am 
Purestrain
Purestrain
User avatar

Joined: Thu Sep 24, 2009 4:17 am
Posts: 720
Location: Agri-World-NZ77
❤❤❤❤ Mighty Empires ❤❤❤❤

_________________
Uti possidetis, ita possideatis.
May your beer be laid under an enchantment of surpassing excellence for seven years!
An online epic force creator:
Armyforge


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 1:42 pm 
Brood Brother
Brood Brother

Joined: Thu Feb 13, 2003 4:26 pm
Posts: 7016
Location: Southfields, London, England
Air power does seem to be the way forwards when it comes to mobilisation over impassable terrain (eg. OCean)


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 4:10 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
Hena wrote:
I wonder how much one would really want to use naval assets if there is orbiting enemy space ships which can sink your ships with ease.


I think the same could be said of Superheavies and Titans. would you really be walking around in a 40m robot if you knew every 90min you'd be picked out by starship grade (Pinpoint) weapons? The fact is [space] navel assets are often unavailable, and air assets have a short loiter time in the absence of a forward base. Marine navel assets have a long loiter time, more powerful guns than aircraft, and can act as the forward base for aircraft to have a longer loiter time. In addition, given a 40m Titan has 8+ DC, how many DC would even a 700ft. Invincible-class have, let alone a 1000ft. Nimitz-class?

They would be tough targets, covered in Voids, which would regenerate before the next firing window of the SC, and have enough AA to bring down all but a determined Air assault. I think that the reasons marine naval assets have such importance today will only be slightly diminished by [space] naval assets.

EDIT: Consider the Ork Gargant crit mechanic for hits below the waterline.

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 5:10 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
No more vulnerable than a Gargant that catches fire when you look at it funny. Holes can be patched, just as fires can be put out. Like I said above - use the same mechanism for both, I think it fits well for any type of damage that can spread as easily as it can be repaired. And you have to get through the Voids first, without the advantages of companies of tanks and infantry.

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 6:40 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
The real question is: Are you thinking ships-of-the-line, or simply costal patrol boats? Do you have any tentative datafaxes?

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 8:59 pm 
Brood Brother
Brood Brother

Joined: Wed Jun 17, 2009 9:56 pm
Posts: 733
Location: San Jose, CA (Los Gatos)
I had been thinking of modern-style fleets, ranging from cutters and destroyers up to battleships and carriers. However, it was more of a idle thought than any actual data on paper. And no, I have no datafaxes on anything yet.

So, Mighty Empires actually has rules in it? I thought it was just neat map pieces. I would likely buy both ME and PE and combine the map pieces for variety.

Does anyone have anything typed with the Mighty Empires converted to Epic, or is this project going to be a build-from-scratch type of thing?


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Mon Apr 19, 2010 10:25 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
THe Mighty Empires rules are pretty portable, IIRC. Nothing to tie them down to any single system too much.

As for the ships, do your research on WWII surface combatants, they are likely to be more closely armed to their 40k counterparts, i.e. no VLS.

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Tue Apr 20, 2010 6:47 am 
Brood Brother
Brood Brother

Joined: Thu Feb 13, 2003 4:26 pm
Posts: 7016
Location: Southfields, London, England
Playing devils advocate and countering my own argument. A fleet of submersibles was used by the orks to devestating effect in the third war of Armageddon.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Tue Apr 20, 2010 11:07 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat May 13, 2006 7:31 am
Posts: 1099
Location: Australia
The main difficulty is that an ship is probably 3-4 foot long at Epic scale.

I am a fan of the idea (I certainly have some ship models ready to assemble for using with Epic. Wack on some void shields and they should be right. Its 40K it doesn't need to make sense.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Tue Apr 20, 2010 11:25 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Feb 24, 2009 12:57 pm
Posts: 491
Location: Liverpool
Naval assets would probably function nearly identical to spacecraft. Aircraft have a staging area off board that could be a carrier (Maybe providing a bonus to aircraft activation rolls). Then add in something like orbital bombardment and you're done. Scaling to have them on board (at least for the larger ships) would probably be problematic.


Top
 Profile Send private message  
 
 Post subject: Re: Coastal Defense and Naval units (relating to campaign)
PostPosted: Tue Apr 20, 2010 2:39 pm 
Purestrain
Purestrain
User avatar

Joined: Thu Nov 17, 2005 8:16 pm
Posts: 4682
Location: Wheaton, IL
Mark_Logue wrote:
The main difficulty is that an ship is probably 3-4 foot long at Epic scale.

I am a fan of the idea (I certainly have some ship models ready to assemble for using with Epic. Wack on some void shields and they should be right. Its 40K it doesn't need to make sense.


I have a 1/300 Destroyer Escort (USS DeLong) I got for cheap for the turrets. The hull measures just over 30cm Bow to Stern. Although, given Epics scale incinsistencies, smaller ships would be possible.

arkturas wrote:
Naval assets would probably function nearly identical to spacecraft. Aircraft have a staging area off board that could be a carrier (Maybe providing a bonus to aircraft activation rolls). Then add in something like orbital bombardment and you're done. Scaling to have them on board (at least for the larger ships) would probably be problematic.


I like this idea; however I also like the idea of Battleships on-board with battle titan weapons in their primary turrets, reinforcing the idea of titans as land battleships. In fact naval units "counts as" titans that cannot leave water features and have no CC stat might be interesting, though the aircraft carrier would need special rules.

---

Now you've done it, I'm thinking of how to make a Naval "counts as" AMTL list. ANd not finding any reason I can't.

Warlord = BB
Reaver = CC/DD
Warhound = FF
Forge Knight = Coastal Patrol/PT Boat
Sentinel = Riverine Fanboat

Mmmm... Watery.

_________________
SG

Ghost's Paint Blog, where everything goes that isn't something else.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 18 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 44 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