View unanswered posts | View active topics It is currently Sun Feb 25, 2018 9:27 am



Reply to topic  [ 6 posts ] 
The Sardus Reclamation: Campaign Rules 
Author Message

Joined: Sun Jul 16, 2017 1:00 pm
Posts: 23
Hi all,

Some of you may have been following the Sardus Reclamation: Logistics log. That log is to get the fluff right, this log is for getting our campaign rules right. I'll be putting a link to a Google drive document below which contains the rules. This will be a living document that gets updated with your suggestions.

For now we're only making the campaign rules for the Battle Of the Spine. Hopefully these rules will be transferable to later battlefronts as well though! If it works right, all we'd need to do is adjust the scales.

The rules are very much work in progress. The language needs tightening up and not everything is in there, but hopefully what I've got at the moment is a good core.

Couple of guidelines for development:
- complexity is okay if it means realism. There's only two of us playing so we have no problem with it being complex.
- this campaign has a long timeline to it. We don't mind doing this for months.
- balance is good, but not essential. We don't mind there being a chance certain battles are horribly imbalanced if the campaign is still interesting.
- Each turn is meant to represent about 12 hours of activity.

Link here: https://docs.google.com/document/d/1Whp ... p=drivesdk

Be brutal guys, we can't really pilot this so we need it to work from the off.


Thu Jul 27, 2017 11:48 am
Profile
User avatar

Joined: Sat Jul 08, 2017 8:55 am
Posts: 90
Unstoppable Advance - while Astartes are a tough (and, in case of some Chapters, resourcefull) bunch, they aren't mountain troops and lack any specialised equipment (can be disputed with lists made purely of troops equipped with jumppacks and no vehicles/support weapons). Thus the rule seems kinda irrelevant to them.

However, their area of expertise is sudden strikes, be it via teleport, droppods or shuttles. So shouldn't they rather have some bonus to broadly understood planetstrike actions, with (depending on orbital situation) capability of being lifted off planet for another planetstrike?

_________________
The correct answer is: This is our job.


Thu Jul 27, 2017 1:02 pm
Profile

Joined: Sun Jul 16, 2017 1:00 pm
Posts: 23
Any vehicle units are only allowed on certain paths, unless they are skimmers or walkers, so most of this will be infantry. The anti-orbit weaponry prevents orbital redployment.

However I disagree that Space Marines aren't as good, and would likely be better, than mortal mountain troops;

- they are stronger, and so can climb more efficiently.
- they are more durable, so can deal with the colossal demands mountain warfare puts on a soldiers body.
- they have power armour and barely feel the cold anyway
- they are durable enough to survive falls, predators, rockslides and more.
- they can carry their own equipment and more, with little hindrance. Logistics are a little easier for space marines.

If you're worried about balance dont worry; in later campaigns the Nurgle get Death Guard....


Thu Jul 27, 2017 1:58 pm
Profile
User avatar

Joined: Sat Jul 08, 2017 8:55 am
Posts: 90
Except it's not about physical provess, but about specialised skillset and equipment. Granted, Astartes do have some basic knowledge about everything, but apart from skillset brought from their homeworld and own, not inconsiderable experience (though again, there's the small matter of skills getting rusty over time), they lack specialised skills - simply because it's impossible to be specialised in everything.
Thus, while they can and will endure far more than mortal mountaineerers, they won't be faster, because they don't know the terrain as intimately as mountain troops (or jungle troops as far as forests go. Or dedicated underwater units as underwater fighting goes.).

So, if You really feel Astrtes do need some USR about movement speed, why not make it "pay 1 less MP for every special terrain hex" rather than "treat mountains as open terrain"? Although truth be told I'd say effectively ignoring rest rules is powerfull enough a trait.

_________________
The correct answer is: This is our job.


Fri Jul 28, 2017 11:53 am
Profile

Joined: Sun Jul 16, 2017 1:00 pm
Posts: 23
Hmmm what skills in particular are you thinking of, navigation, surviving, climbing?

+1 in any specialist terrain may work. Current thinking is most infantry only armies get 4MP a turn (so unmolested across open ground they can cover 20km in a day), Space Marines get 6MP. Mechanised units will of course get a LOT of MPs a turn but will be limited to roads.

Mountain terrain will half that (although if anyone knows how many KM a mountain specialist regiment would be expected to march in a day I'd be much obliged), which may be a bit generous but I don't want any infantry reinforcements brought in to be totally stuck.

Mountain regiments could either get +1 or (if it wouldn't be too unrealistic) ignore the effect.

Damn, I want to do an underwater front now... With some OUTRAGEOUS aquamarines.


Fri Jul 28, 2017 2:51 pm
Profile
User avatar

Joined: Sat Jul 08, 2017 8:55 am
Posts: 90
Captain Mike wrote:
Hmmm what skills in particular are you thinking of, navigation, surviving, climbing?

Mostly ability to read terrain and weather, knowing which path looks easy, and which actually is easy, all the stuff that comes from spending most of one's life in an environment rather than from hypno-conditioning.

Captain Mike wrote:
Current thinking is most infantry only armies get 4MP a turn (so unmolested across open ground they can cover 20km in a day), Space Marines get 6MP. Mechanised units will of course get a LOT of MPs a turn but will be limited to roads.

I'd suggest making this "can increase MP by 2 at the cost of gaining double fatigue this turn" - after all armies move slow not because of fatigue, but rather because there's a lot of things to be done before and after marching, and marching longer cuts heavily into logistics and what comforts can be provided to the troops.

Also, I'd be very carefull with giving vehicles "lots of" MP, this is what plagues B-35 (an otherwise very good WW2 board game system by Taktyka i Strategia, a Polish publisher) - most mechanised units have enough MP to allow easy breaking of scenarios via "player moving first creates roadblocks with mechanised units and bottles up the opponent".
And I recall a particular campaign we played back in 3rd ed, where everyone was pissed at me, because I mounted all of my infantry onto civilian trucks (from old genestealer cult rules), thus making each and every stack of mine Fast, and swiftly turned campaign from maneuvering and race for the objectives into costly assaults against dug in brood brothers and Guard infantry.

Captain Mike wrote:
Damn, I want to do an underwater front now... With some OUTRAGEOUS aquamarines.

Battletech has some solid rules for underwater fighting. Plus with fusion engines and environmental sealing You can have tanks roaming on seabed. Just remember even heaviest machines can be disabled with single hit via flooding rules. And rules for retrieving pilots after orbital engagements might be usefull for attempts at rescuing personel from downed Mechs, ships and tanks.

_________________
The correct answer is: This is our job.


Sun Jul 30, 2017 3:01 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 6 posts ] 

Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Thought for the Day: "Blessed is the mind too small to doubt"
Forum hosting by ProphpBB | Software by phpBB | Report Abuse | Privacy