Tactical Command
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[Total War] Major Fortifications
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=18440
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Author:  Chroma [ Sun May 23, 2010 9:13 pm ]
Post subject:  [Total War] Major Fortifications

Thought I'd posted this earlier, but can't seem to find it and Apocolocyntosis's post in the terrain section has moved me to post it again, just in case!

Take a look and let me know what you think!

Attachments:
EPIC - Major Fortifications.pdf [33.9 KiB]
Downloaded 523 times

Author:  mattthemuppet [ Mon May 24, 2010 6:30 pm ]
Post subject:  Re: [Total War] Major Fortifications

looks interesting, I like they way they become rubble afterwards so reinforcements can rush forward and try to defend the breach. Be a bit scary to have a pricey unit in them when facing some Zzap Oddboys or other Tk weaponry though - makes no sense to fire on the occupants when destroying the section destroys all units on it.

Author:  Onyx [ Sat Jul 03, 2010 8:09 am ]
Post subject:  Re: [Total War] Major Fortifications

Hey Chroma, these rules look very interesting.

Is there any thought as to how much defensive structures like these are worth in game points?
Is this purely scenario driven?
Are there any scenarios that you've been working on that use these wall sections?

I have quite a few of the old ForgeWorld 40K Firing Line sections that I'm converting into Epic wall sections. I was thinking of trying to find a way to get them onto the battlefield during our campaign (9 players signed up with a few more interested). It would make for a very interesting battle.

Here's some of what I'm working on at the moment.
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I've ordered one of ForgeWorlds 40K Underground bunker entrances to use as a gate.

I'd love to hear any thoughts on making all this playable and fair.

Author:  Chroma [ Sat Jul 24, 2010 11:00 pm ]
Post subject:  Re: [Total War] Major Fortifications

Onyx wrote:
Is there any thought as to how much defensive structures like these are worth in game points?
Is this purely scenario driven?
Are there any scenarios that you've been working on that use these wall sections?

Those walls look awesome, Onyx!

I haven't worked out point values for what are being called "advanced defensive structures", such as these walls and defense lasers and such, yet, and they have mostly been purely scenario driven vs a "Defense Structure Allies Army List" approach, though the latter is what I'd prefer.

There is the potential use of such walls and things in a "Cityfight" scenario as well as a planetary invasion and assault scenarios.

More to come!

Author:  Onyx [ Fri Jul 30, 2010 5:56 am ]
Post subject:  Re: [Total War] Major Fortifications

Well I've finished the Imperial Fortress so we should be able to use it in our campaign.
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Anyone got any ideas how to make it all work?

I was thinking along the following lines:
- Attacker builds an army at 3000pts.
- Defender has 2000pts to spend.
- The fortress is set up as shown above (the attacker does not recieve any trenches etc).
- The defender can place all their formations within the walls (at least 1 formation must start in the Fortress).
- Up to 2 formations may start on Overwatch.
- Infantry can move onto the walls at no movement penalty.
- Vehicles can be placed on the walls during set up but they cannot move once in place.
- Any defensive unit can move through the gate (even titans) freely.
- The center of the gate is the Blitz objective.
- The middle of the 2 bastions (forward & either side of the gate) are the other objectives.
- The attacker has no objectives on their side of the board.
- The gate section is counted as a 4DC War Engine with 4+ reinforced armour (critical = instant destruction).
- The wall sections are counted as 5DC War Engines with 4+ reinforced armour (critical = instant destruction).
- If a wall section is destroyed, all units on it are also destroyed (Inv saves allowed).
- The remains of the destroyed wall section count as ruins/rubble.
- Units on the walls are counted as being in cover and recieve a 4+ cover save.
- Game runs for 3+ turns as normal.
- The attacker cannot recieve the They Shall Not Pass or the Defend The Flag victory conditions.
- The defender cannot recieve the Blitzkrieg or the Take and Hold victory conditions.

Both players could make specific lists for either attacking or defending and then we could randomly decide who is the attacker/defender before the game. I'm trying to cap the armies at 3000pts because we have a few new players in our campain and their collections are not as extensive as some others.

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How does that sound?

Steve.

Author:  Dobbsy [ Fri Jul 30, 2010 6:55 am ]
Post subject:  Re: [Total War] Major Fortifications

Top stuff Steve. Looks awesome!

Hmm... tanks on the walls??? If you're going attack/defense I think I'd prefer to see tank pits out front etc artillery pits behind with FOs calling from the walls etc. or Wall gun Battery emplacements instead. Wasn't the old WD article calling for defenders having half points or the like? I forget.

Author:  Onyx [ Fri Jul 30, 2010 7:35 am ]
Post subject:  Re: [Total War] Major Fortifications

Thanks mate.
The vehicles on the walls was just to help those players that wanted wall mounted guns and didn't have the correct miniatures.
I've never heard of a WD article about all this. That would great to know.

Author:  Dobbsy [ Fri Jul 30, 2010 9:08 am ]
Post subject:  Re: [Total War] Major Fortifications

It's WD144 from memory. It may be the same article in the Swordwind book too though not sure. It's SM Epic era so it's totally different but they do mention defender's troops cost double but they get fortifications (razorwire, minefields etc) as well.

Thinking about real life assaults we were always taught 2 or 3 to 1 were the odds you should aim for.

Author:  caregadras [ Sun Nov 28, 2010 10:07 pm ]
Post subject:  Re: [Total War] Major Fortifications

...because a cool idea, is a cool idea.

Thanks gentleman!

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