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Bombot's rules for allies
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=1457
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Author:  Bombot [ Thu May 11, 2006 3:37 pm ]
Post subject:  Bombot's rules for allies

Hello,

I have been thinking up rules for using allies, as I quite fancied taking some Imperial Guard troops alongside my Space Marines, just because I think it would look cool. ?Whilst pondering how this would work, a few questions popped into my head. ?I also realise there is potential abusing the use of such distinctly different forces alongside each other. ?The following are the rules I came up with that should make using allies simple, but not too abusive.


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Bombot's rules for using allies

The following rules apply should you wish to field units from one army alongside units from another army list.


1) Allies are taken from an army's titans/aircraft allowance. ?

? ?e.g. a 3,000 Space Marine army could spend up to 1,000 points on a mixture of titans, Imperial Navy craft and allies, not 1,000 points on titans and/or Navy plus another 1,000 points on allies.


2) Allies must still follow their force structure

? ?e.g. Biel-Tan Eldar taken as allies must take a Warhost before they may take any Troupes. ?A third of the total value of Biel-Tan Eldar taken could be Eldar spacecraft, aircraft of titans.


3) Allies may not take free units.

? ?e.g. Imperial Guard take no Commissars, Orks take no Warlord, Eldar take no Avatar.


4) Allied supreme commanders lose the supreme commander ability (they defer their command to the main force's commanders)


5) Allied formations may not utilise the main force's supreme commander re-roll if they fail an activation


6) Allies utilise the strategy rating of the main army.


7) Commanders from one army list may not use their commander ability on troops from another army list.

? ?e.g. a Space Marine captain in a tactical detachment cannot use his commander ability to enable an allied Imperial Guard infantry company to participate in a combined assault with the tactical detachment. ?The Infantry Company could still offer supporting fire if it is in range, however.

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So there you go. ?Comments on and questions about the rules are very welcome.

Author:  Irondeath [ Fri May 12, 2006 6:52 pm ]
Post subject:  Bombot's rules for allies

Looks good! Can?t find any obvious exploit...

Author:  Lord Inquisitor [ Fri May 12, 2006 7:04 pm ]
Post subject:  Bombot's rules for allies

Quote (Bombot @ 11 May 2006 (10:37))
6) Allies utilise the strategy rating of the main army.

Looks good! One suggestion:

How about the whole army uses either the parent's strategy or the ally's, whichever is lower?

Stops you from adding SR5 guard to a Marine army...

Author:  Bombot [ Sun May 14, 2006 7:24 pm ]
Post subject:  Bombot's rules for allies

Quote (Lord Inquisitor @ 12 May 2006 (19:04))
Quote (Bombot @ 11 May 2006 (10:37))
6) Allies utilise the strategy rating of the main army.

Looks good! One suggestion:

How about the whole army uses either the parent's strategy or the ally's, whichever is lower?

Stops you from adding SR5 guard to a Marine army...

I thought about this but I thought the lack of Commissars for the IG would be adequate compensation for the boost to their SR.

I am mindful of the power of an SR5 Imperial Guard artillery salvo, but I think if it proved too powerful I would add a rule saying something like the units with the (usually) lower SR must not take the first action if their side wins the roll to see who takes first action.  

I don?t want to nerf Marines too much just for taking some IG lackeys along  :laugh:

Author:  Lord Inquisitor [ Mon May 15, 2006 10:33 pm ]
Post subject:  Bombot's rules for allies

I think with ally rules, the objective should be to allow some more diversity or interesting combinations without giving some kind of advantage. And SR5 imperial guard look a bit good to me - as it is, hydra or shadowswords in a marine army, or a tank company in Eldar are a bonus. There needs to be a disadvantage, and 'no free commissars' isn't much of a disadvantage!

I think there needs to be some kind of SR disadvantage, and it doesn't need to be constrained to preventing low SR troops in a high SR army. Maybe -1 to SR for the host army, with an additional -1 if the allies are lower SR than the host?

Some kind of disincentive to prevent 'cherry picking' just a couple of units from the ally.

Lord =I=

Author:  Ilushia [ Tue May 16, 2006 1:03 am ]
Post subject:  Bombot's rules for allies

What about imposing a 1 point penalty on allies Initiative? To represent the problems with inter-mingled communications? Eldar and IG aren't going to coordinated with one another very well after all! And I wouldn't imagine that an IG leader answering to Space Marines would be able to keep up with the Marines' standards of orders either, and the IG would likely be seriously over-tasked as what, canonically, happened in the Great Crusade. It could be imagined as translation problems, conflicting orders or any number of other things being an issue when two forces which don't normally mesh take to the field together.

Author:  Bombot [ Tue May 16, 2006 10:53 pm ]
Post subject:  Bombot's rules for allies

I think I would be more inclined to adopt modifiers to SR than a -1 initiative.  I?m just wary of modifying initiative because this affects the value of formations and I think it?s best to steer clear of anything that should in theory directly impact the points cost of a forrmation.  



So ok let?s say -1 to SR plus another -1 if the allies SR is lower.  With that, I might strike out rules 5 or 7 (as well as 6, obviously).  Should I?

Author:  Lord Inquisitor [ Tue May 16, 2006 10:57 pm ]
Post subject:  Bombot's rules for allies

Na, 5 and 7 are fine. Don't forget the fundamental advantage of being able to field units from other lists to 'plug' weaknesses in the parent list.

Lord =I=

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