Tactical Command http://www.tacticalwargames.net/taccmd/ |
|
sustained fire and 2+ hits http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=1326 |
Page 1 of 2 |
Author: | Freshmetal [ Wed Sep 29, 2004 11:55 pm ] |
Post subject: | sustained fire and 2+ hits |
Hi, I've begun gathering and building/painting a Speed Freek force (as part one of three of my Ork Horde, more on this later), and have been throwing around ideas for new units. First up, "Da Rokkitboyz". Primarily drawn up as a unit that I could bung into a Landa, or just to give the Speed Freeks some more infantry. I've scribbled a few ideas down which I would appreciate comments on, so that I can develop them further. Da RokkitBoyz Speed-crazed Orks that are thrown out of the Stormboy Korps for their undisciplined attitude and inability to follow orders join in bands with others who have developed a taste for all things loud,fast and dangerous, to form units know as RokkitBoyz. Severely lacking the discipline and control over their Rokkitpacks that the regular Stormboyz display, the RokkitBoyz simply put their Jump Packs into top gear and head maniacally towards the enemy. Putting what little concentration they have into steering, the RokkitBoyz don't have time to operate any long range weaponry. However, upon reaching their target, the RokkitBoyz plough into them at top speed, wildly swinging choppas and spraying Shoota fire at anything that gets in their way. This kamikaze-esque (sp?) charge has given the RokkitBoyz a formidable reputation, and their attacks have broken the lines of many opponents. Here is my initial datafile: ---------- Type: INF ? ? Speed: 35cm ? ? Armour 6+ ? ? CC 4+ ? ? FF 6+ Weapons: Shootas (15cm) Small Arms Choppas (base contact) Assault Weapons Notes: Jump Packs ---------- Changes from regular Stormboyz: +5cm move - Purely a Speed Freek trait. Crazed speed-hungry Orks strapped to huge rokkits, it seemed logical. ![]() Removal of Scouts ability - since they aren't disciplined like the Stormboyz, the Rokkitboyz cannot operate as such. Taking away this ability represents this quite well. I was considering removing the Jump Packs ability (without removing the Packs themselves ? ![]() ![]() Unit size: 8 (not too certain about this until I playtest them.) And limiting 0-1 (possibly 0-2) per army. Any feedback or comments is appreciated. They're made purely as a non-tourney formation, so I havn't considered points cost yet, but any thoughts on this are also welcome. Thanks in advance. Cheers, Freshmetal |
Author: | iblisdrax [ Thu Sep 30, 2004 1:00 am ] |
Post subject: | sustained fire and 2+ hits |
You should add a note that on a failed intiative roll, they shoot off in a random direction D6 cm. ![]() my 2cents, iblisdrax |
Author: | netepic [ Thu Sep 30, 2004 8:58 am ] |
Post subject: | sustained fire and 2+ hits |
Yep adds to the overall feel of the list too... good rule iblisdrax |
Author: | Freshmetal [ Thu Sep 30, 2004 1:10 pm ] |
Post subject: | sustained fire and 2+ hits |
Hi, I was trying to think of someway I could do similar, but couldn't think of a way to implement it. Thanks Iblisdrax, I'll add that to the unit as a special rule. I've got a game planned for this weekend, so I shall give them their first airing. ![]() Cheers, Freshmetal |
Author: | iblisdrax [ Thu Sep 30, 2004 11:52 pm ] |
Post subject: | sustained fire and 2+ hits |
Well, I played a short game of Necromunda last week, and we had a Wyrd that succumbed to Chaos and changed into a Demon. Horrifying! You just cant kill those things. It finally left of its own will. Anyhow, back to the subject, it moved via the random roll thing like I mentioned above. ![]() my 2cents, iblisdrax |
Author: | Yuber Okami [ Thu Aug 11, 2005 10:50 pm ] |
Post subject: | sustained fire and 2+ hits |
Hello from a new member! i have a question about the rules. I don't know if this is the place to put it, so if it isn't please move this thread to wherever it's ok. If you have a unit which only has (or can only use) weapons wich require a 2+ to hit roll, does the Sustained fire action serve them, or it's a foolishness to give them that order? i say it because the rules state that an unmodified roll of 1 is always a failure, so the +1 to hit which the Sustained fire action is useless... maybe the Sustained fire action could make these units to repeat those unmodified 1 rolls or something else... Your comments, please ? ![]() |
Author: | Killed by Death [ Fri Aug 12, 2005 4:00 am ] | ||
Post subject: | sustained fire and 2+ hits | ||
Well if they're shooting at something in cover it would make sense. Infantry standing still, buildings, armoured vehicles.. well - there are plenty of ways for inf to be in cover so I guess this will be the most obvious reason for the unit to sustain. If they wanted to do indirect fire they'd have to be on sustained too. |
Author: | Markconz [ Sat Aug 13, 2005 1:27 am ] |
Post subject: | sustained fire and 2+ hits |
I often have titans in forests/ruins to claim cover from them. |
Author: | cx2 [ Tue Aug 16, 2005 11:41 am ] |
Post subject: | sustained fire and 2+ hits |
I would use sustained fire or overwatch if I wanted them to stay still. I think you're right about a 1 always being a miss BTW. Remember if your enemy shoots at a unit on overwatch they're -1 to hit. |
Author: | nealhunt [ Tue Aug 16, 2005 2:29 pm ] |
Post subject: | sustained fire and 2+ hits |
Only infatnry gain cover bonuses on OW, not vehicles. |
Author: | Legion 4 [ Tue Aug 16, 2005 4:13 pm ] |
Post subject: | sustained fire and 2+ hits |
Neal is correct ! And to paraphrase the E:A rules, "apply the cover bonus liberally" ... ![]() |
Author: | Yuber Okami [ Thu Aug 18, 2005 5:51 am ] |
Post subject: | sustained fire and 2+ hits |
OK, thanks for the comments, as i didn't remember the -1 to hit due to overwatch (it's an order my enemies rarely use). All this matter remembers me another question: if an infantry stand is in contact with a tank/vehicle, you get a -1 to hit it because it's supposed that the infantry unit gets behind the tank when it's under fire. My question is, do they get this bonus if they are in contact with a skimmer vehicle (like an eldar waveserpent or gravtank)? |
Author: | nealhunt [ Thu Aug 18, 2005 1:25 pm ] |
Post subject: | sustained fire and 2+ hits |
Yes. Any AV counts. Incidentally, LVs do not count. They are too small and/or use too much maneuver for infantry to use them for cover. |
Author: | Killed by Death [ Fri Aug 19, 2005 1:35 pm ] | ||
Post subject: | sustained fire and 2+ hits | ||
What! I must have misunderstood that part... that means you can't hide behind or next to a squiggoth... but that you can do it next to a orkeosaurus. |
Author: | nealhunt [ Fri Aug 19, 2005 2:27 pm ] |
Post subject: | sustained fire and 2+ hits |
Yep. The cover chart in 1.8.4 specifies AV and WE for cover saves. No LVs. It's probably stated explicitly in the FAQ somewhere, but I won't swear to it. The Squiggoth is an anomaly with respect to the vehicle classification rules. It seems like it should be big enough to take cover behind it but honestly, if you were an ork, would YOU want to take cover where that big beastie might step on you? On a more practical note, with a transport capacity of 4, the most points that would be loaded in the thing might be ~100. The Squiggoth has RA. It's probably not worth it to unload. Just leave the troops in the doggone thing. We're Orks. Kill all you want. We'll grow more. ![]() |
Page 1 of 2 | All times are UTC [ DST ] |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |