My thoughts................................
novemberrain wrote:
Sewer Rats: D3+1 Sewer tokens may be placed anywhere on the map.
Any all-infantry formation moving into contact with them is instantly
transported elsewhere. Roll a D6, on a 1 the opposing player gets to
choose a sewer token, on a 5-6 the controlling player chooses. The
formation must be placed in contact with the sewer token and counts as
having marched.
This could be powerful depending on how far apart these tokens are. What happens when a 2-4 is rolled? They stay in the sewers and roll again next turn? Placement restrictions on sewer tokens? Could they be placed next to an objective?
novemberrain wrote:
Demo Charges: D3+1 Demo locations are secretly recorded prior to
deployment. These must be some from of building or other location. The
controlling player can choose to activate them at any point, but must
have at least one formation within 30cm. Roll a D6, on a 1 the charge
token is removed with no effect. On a 5-6 use the small blast template
to apply a MW 4+ hit to all units under it.
I think a 4+MW hit is overpowered. At least allow an armour save by taking away the MW. Perhaps bumping up the to hit to a 5+
novemberrain wrote:
Fuel Dump: Any formation containing AV or LV that starts its move in
contact with this marker may add 10cm to the move of all Av or LV in
that formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.
This is a neat one. Does the 10cm apply to each segment of movement? Say, a unit taking a march action would get three 10cm bonuses? Combine that with a road bonus and your really moving.
novemberrain wrote:
Long Range Vox: The controlling player may use this as a Supreme
Commander re-roll on any Spacecraft or planetfalling formations in their
army. This cannot be used with the Supreme Commander re-roll on the same
formation. This marker counts as a 3DC, 4+ Reinforced Fearless WE.
Seems fine. You can't normally use SC rerolls for your spaceship?
novemberrain wrote:
Tactical Command Centre: The controlling player may use this as a Supreme
Commander re-roll for any formation within 15cm of the marker. This
cannot be used with the Supreme Commander re-roll on the same formation.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.
This could be overpowering. Is it a onetime use or a once a turn? Once a turn could be pretty powerful. Park a critical formation there e.g. an artillery company (in my case) and its effect is magnified, leaving the boardwide SC reroll for other units.
novemberrain wrote:
Ammunition Dump: Any formation containing one-shot weapons in contact with
this marker is reloaded. Any formation containing slow-firing weapons
counts as not having fired in the previous turn. Any formation not
containing either one-shot or slow-firing weapons gains a +1 to any
rolls to hit made when sustaining. These abilities may only be used once
per game each.
Ok, like lsrwolf and I were talking. One time use, not overwhelming. I would remove the +1 to hit for normal shooting units. Thats overpowering. A Leman Russ company on sustain with an additional +1 to hit. Or a Warlord? *shudder*
novemberrain wrote:
Infiltrators: D3+1 formations which only contain infantry may be nominated
as Infiltrators. They count as having the special rule 'Teleport' with all
the usual effects.
D3+1 I think is too many. Just make it a solid 1. Up to 4 additional units being given teleport is alot.
novemberrain wrote:
Camoflauge: D3+1 formations may be nominated to recieve +1 to any cover
save they recieve in any turn in which they have not moved. This modifier
is cumulative with any other cover save.
Make this a +1 to hit and I think it would reflect camouflage better. After all camouflage makes you harder to see (and thus, to hit).
novemberrain wrote:
Airfield: The controlling player may choose to have any aircraft return
to this marker at the disengagement phase instead of leaving the board.
Any aircraft that do so recieve +1 to activate in the following turn.
This marker counts as a 3DC, 4+ Reinforced Fearless WE.
Very similar to what lsrwolf and I were talking about. I like the idea of choosing to land there in the disengagement phase. Will have to consider this with lsrwolf.
novemberrain wrote:
Jamming Station: Any formations that teleport within 30cm of this marker
recieve a blast marker on the D6 roll of a 1 or a 2, rather than just on
a 1. Any formation attempting to use the 'Commander' special ability
recieves a -1 modifier to the activation roll.
Seems benign enough and not overpowering. Add an element of strategy to its placement to protect objectives from teleporters. Is it an installation like the other ones? 3DC, 4+ RA, Fearless WE?
novemberrain wrote:
Smoke Barrage: This strategem counts as a one-shot, 2+ activation. If
successful then the controlling player may place a smoke box (10cm x 30cm)
anywhere on the battlefield. This box scatters 2D6cm. Any units within
the box counts as having a LoS of 15cm, and LoS cannot be drawn through
or into the box.
Nice idea, but I think the scatter is unnecessary. Regular artillery barrages don't scatter at all. Even the orbital bombardments don't scatter.
novemberrain wrote:
Gas Barrage: This strategem counts as a one-shot, 2+ activation. If
successful the controlling player may place the large template anywhere
on the battlefield. Any units under the template must roll a D6. On a
roll of a 1 or a 2, their formation recieves a blast marker.
the battlefield.
I like this idea alot. The primary effect of chemical weapons is the disruption and entropy they cause to normal military functions.