Re: [v5.0] Core rules: fortifications
Comments below, as usual... =)
--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> Hi!
>
> Since a consensus seems to have been reached regarding basic
buildings
> rules. We need to do the fortifications using those we have in the
> current core rules as a base.
>
> Note that the rules will be the SAME for basic and advance building
> rules the main difference between the two being that one uses
structural
> points and the other doesn't.
>
> Now, besides stating what these do, we need to come up with how to
> "thwart" a specific fortification since many questions would arise
on
> how to bypass or neutralize a given defense.
>
> I will discuss all the ones we have at present with recommendations
and
> then people can add more or modify the descriptions.
>
> Fortifications
>
> Roads and bridges
>
> Originally the rules gave these a save 6+ on 2d6. This still seem
> reasonable. This should be per segment of road or bridge. As I have
said
> before I'm leaving "segment" loosely defined because people need
leeway
> in building their terrain. In advanced rules terms each segment
gets ONE
> structural point.
>
> Bridges offer -1 penalty to fire. I'm not sure what bonus to give
for
> roads, but here are some suggestions:
>
> 1. Roads only benefit tracked/wheeled vehicles as well as those on
foot.
...and legged vehicles (walkers).
> Skimmer/titans and praetorians do not benefit.
>
> 2. If the entire movement is on roads model receives a +10 or 15cm
bonus
> move. If only partial movement on road (at least half of models
> movement) it gains +5cm.
Proposal: +10 for infantry/walkers +15 for wheeled/tracked vehicles
if entire movement on road, +5 for all if partial movement on road.
> 3. Units caught on the road are vulnerable to fire due to the clear
> path. Not sure what bonus to fire should apply (+1, re-roll, etc.)
+1 to hit is fair, IMHO.
> Stronghold
>
> The original rules seem okay, save 2+ on 2d6. Units within get a 4+
> (modifiable) save to incoming fire A(note if it has a save it can
choose
> the better of the two, not both) In addition the stronghold should
have
> some sort of weapon, perhaps a limited selection of titan type
weapons
> for the same price as a titan mount. This comes with the plasma
> generator to power it. IF the building is destroyed the generator
could
> explode in a 2d6 radius with units in the area making and unmodified
> save. It gives some incentive to take it instead of blowing it up
since
> the "takers" could use the weapon and keep the generator intact.
>
> Infantry use ONLY.
>
> In advanced terms a stronghold will have 6 structural points.
>
> Bunkers
>
> It has a save of 2+ (like all fortifications) and units within get
the
> 4+ save. Bunkers can't have weapons like a stronghold but we can let
> light artillery pieces be placed in them (thud guns, mole mortars,
> etc.). Infantry and light artillery use only.
>
> As a variant we can allow bunkers that will house heavier artillery.
How about bunkers with AA weapons?
> In advanced terms it has 3 structural point each.
>
> Emplacements
>
> These are usually made for heavy artillery or vehicles to be hull
down.
> The usually cover bonuses apply (-2). The emplacement has a save of
2+
> and offers the unit within a save of 4+ (use this one or the models
save
> if better). I wondered about this. Most vehicles have a higher save
than
> 4+ so the bonus isn't that great. I wondered if a +1 bonus to the
armor
> was a better representation? Opinions?
What about an Armor save re-roll?
>
> May be used by any non-titan/praetorian unit.
>
> In advance terns it has 2 structural points.
>
> Trenches
>
> Infantry and light artillery only. Cover modifier -2. I need
comments
> on:
>
> 1. How is a trench destroyed?
> 2. Does it have a standard fortification saving throw?
> 3. What can cross a trench (unit types)
1. Automatically by any barrage weapon?
2. No
3. Depends on the trench width...
>
> Razor wire
>
> Usually destroyed by models with deathrollers or bulldozer blade
(like a
> gorgon). Titan/praetorians destroy wire according to the width of
their
> base. Knights ignore wire (they walk over it), troops with
rocket/jump
> packs and skimmers do so too.
>
> All other units MUST cross on advance orders.
>
> Anything to add? Save?
-1 to hit if shooting through?
> Minefields
>
> Any unit that crosses a minefield is hit on a 4+ with a -2 modifier.
> Titans/praetorians receive d6 hits). Engineers, gorgons and
deathrollers
> may eliminate minefields, but they are first hit by them, if they
> survive the field is eliminated.
>
> Anything else to add?
Different type of mines? (barrage, immobilising, psychic...)
> Artillery in buildings
>
> Light artillery may be placed in buildings.
>
> Peter
Received on Tue Apr 30 2002 - 16:55:56 UTC
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