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E:A Hive warfare, a few initial ideas

 Post subject: E:A Hive warfare, a few initial ideas
PostPosted: Thu Jul 01, 2010 8:44 pm 
Purestrain
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Hey :)

I decided to stop harassing innocent flowerpots and instead jot down a few ideas for managing epic games within the multi-level urban environment of a 40k hive. Rule ideas range from minor things such as war engines barging infantry off ledges to their doom, to more serious changes such as blocking all planetfall/aircraft within enclosed hive areas.

I dont have much experaince with the epic rule system (i think i have a total game count of...2, both against myself ;D ) so any comments would be greatly appreciated.

See attached pdf:


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EA_Hive_Warfare_Draft.pdf [161.34 KiB]
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 Post subject: Re: E:A Hive warfare, a few initial ideas
PostPosted: Thu Jul 01, 2010 9:47 pm 
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Looks good so far. You might want to account for vertical movement, i.e. a unit with a 15cm move shouldn't be able to move from the ground level of one building to the spire of another really tall building that is 15cms away.

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 Post subject: Re: E:A Hive warfare, a few initial ideas
PostPosted: Fri Jul 02, 2010 5:38 pm 
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Well first of all you shouldn't play with yourself, you will go blind. I know. lol

With the hive world thing you have so many possabilities. Movement is going to be key in this type of enviroment. Moving up and down in the spires is going to be the toughest thing to figure out. I wish I had some ideas right now for you but I am kinda drawing a blank. lol The only thing I thought of was difficult terrain for traveling up or down. The idea behind it would be gangs and stuff fighting in the spires holding or even killing some of your troops or transports. I do like the idea of your warmachines pushing off. But I would think that would be a difficult thing to pull off for a war machine driver too. So I think there should be some sort of test to make sure he doesn't fall off too. But thats just an idea.

Well keep them ideas coming I will think of some too. Good luck sounds very cool.


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 Post subject: Re: E:A Hive warfare, a few initial ideas
PostPosted: Fri Jul 02, 2010 7:41 pm 
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Note that Tuffskull has been working on an urban combat 'bolt-on' for DRM's Seeds of War rules, you might find that interesting. http://hobbybrush.com/articles/suburbanpdf/
FWIW, he seems most focused on building destruction, which seems different from your approach. Perhaps this is why he's terming it "suburban warfare."

My general comment:

The temptation in dealing with a hive world is to design from the bottom up -- "how should buildings work?" "I've got ramps and flyways, how do I deal with them?" "What about multi-(flowerpot) level buildings? do they have elevators?" "How do I deal with elevators."

But I would advocate designing from top down:
"How should a hive environment shape battalion/regimental-level combat?"
"Is a hive-fight like the historical cityfights that we've seen?" (e.g. Stalingrad, Ortona, Arnhem or Hue, etc. all the way up through Mogadishu, Grozny, Fallujah, and Gaza)
"How can I capture the essence of that fighting by tweaking the Epic:A engine?"
"What would be the differences between Stalingrad and a hive city? How can I capture those differences by tweaking 'Epic:A/cityfight.'?

I'm not sure exactly how I'd answer these last questions, --- nor am I sure whether the below is 'top down' or 'middle out."

Still, one 'first cut' at dealing with Urban combat might be that it's characterized by extremely sharp distinctions between open and closed terrain. At the one hand, it's very friendly to PBI (poor bloody infantry) while at the other, extremely unfriendly -- life sucks (and it's very short) if you're in the street, life is pretty good if you're in a building (that is, aside from the rats, the stench, and the starvation). This dynamic might perhaps be only more distinct in the context of a hive city.

Another point: force to space ratios can become astronomical in cities -- in general, on the Eastern Front, a division or so was expected to cover (what?) ten miles of frontage or so. If I recall correctly, the Russians and Germans poured about five divisions into the Red Barricades factory on the volga river -- a big factory to be sure, but not likely to be more than a mile square.

And then there's the question of the characteristics of the hives themselves: just how restrictive are these environments? How and where are vehicles useful? Are we talking about an environment where a Space Marine in his suit run into trouble getting through doors, seeing behind himself, etc (think tunnels of cu chi)?


Last edited by Carrington on Fri Jul 02, 2010 10:03 pm, edited 1 time in total.

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 Post subject: Re: E:A Hive warfare, a few initial ideas
PostPosted: Fri Jul 02, 2010 9:53 pm 
Purestrain
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Thanks for the input. Those are very useful comments Carrington, definitely food for thought, ill check out the DRM rules as well :)

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