Re: [NetEpic ML] Warprat's CC
Hi All!
Here are my new and improved Warprat's Close Combat rules:
Note: If you see anything you recognize, it's because I have
shamelessly stolen it! ;)
1) Allow any number of units to attack the titan. New units just climb
over the dead bodies, or ram through the debrie.
2) Resolve titan close combat in the following order:
A) Infantry, and normal vehicles, this includes Greater Daemons. Follow
the procedure below.
B) Superheavy vehicles and above. Add +1d6 for every hit inflicted by
the infantry/normal vehicles, as if for a previous attack. Resolve the
attack using the normal Close Combat rules. Titans use thier normal
CAF.
Resolve infantry/normal vehicle Close Combat:
A) Roll 1d6, for every troop/vehicle involved in the combat, total the
result.
B) Total the CAF of all the infantry/normal vehicles involved.
C) Add the two numbers, to get the "Group CAF".
D) Total the titan's CAF, multiply the result by X2, +2d6. This is the
"Titan Defense" value.
F) Divide the Group CAF, by Titan Defense. Discard ANY fractions. The
result is the number of hits the titan takes.
H) Hits by infantry/vehicles are resolved on the front titan template.
Ground units attack legs/feet. Skimmers/jump attack any location.
Choose a location, and make an unmodified roll on the titan damage
table. Apply the dammage immediatly.
J) Any infantry stand (including Greater Daemons), involved in the
attack, may make an unmodified save based on the number of hits
inflicted on the titan. One hit, save on a one or less. Three hits,
save on a three or less, etc.
All infantry, not saved, are destroyed. Vehicles do not get saves.
Titans can't miss them.
Note: Elite units get better saves, naturally, by using thier CAF to
increase titan hits.
Examples:
a) 10 IG Tacticals VS. a Slasha Gargant.
Group CAF Titan Defence
(10d6 + 0 = 35 average) / (24 + 2d6 = 31 average)= 1 hit
Infantry save on a 1.
b) 6 Tactical Marines + 3 Rhinos VS. a Phantom Titan.
Group CAF Titan Defence
(9d6 + 12 = 43 average) / (24 + 2d6 = 31 average)= 1 hit
Infantry save on a 1. The Rhinos are destroyed.
c) 4 Exarchs VS. a Subjugator Titan with Hell Claws (+1d6 X2).
Group CAF Titan Defence
(4d6 + 32 = 46 average) / (10 + 4d6 = 24 average)= 1 hit (almost 2)
Infantry save on a 2 or less.
d) 4 Terminators + 6 Tactical Marines VS. a Chaos Warhound Titan.
Group CAF Titan Defence
(10d6 + 36 = 71 average) / (16 + 2d6 = 23 average)= 3 hits
Infantry save on a 3, or less.
e) Mortarion with Growth (Chaos Reward Card, CAF X2) + 5 Chaos Marines
with Long Spines, Tentacles, and Fangs (Chaos Reward Cards, +3CAF)
VS. A Warlord Titan.
Group CAF Titan Defence
(6d6 + 50 = 71 average) / (28 + 2d6 = 35 average)= 2 hits
Infantry save on a 2, or less.
OK, that's all there is folks. Let the comments begin!
(Please keep in mind the comments I made under the "Agreement?" post),
reposted below.
What does everyone else think?
Warprat ;)
Points I think we all agree on, and that ANY new rule should address:
1) Titans should not be all powerfull, infantry/vehicles should have a
chance against them. The difficulty is in striking a good ballance.
You don't want the infantry too powerfull either.
2) Titans need to be able to Close Combat any type of unit (except
flyers of course), and the rules should have provision for this.
3) Better units, in combat with a titan, should have a better chance to
damage it.
4) Troops in combat with a titan should have some small chance for
survival. The chance for survival should increase, the more damage is
done to the titan.
Keep in mind, that only titans, can pin titans. This means that the
chance of an infantry/vehicle swarm, will be rare. Most players tend to
move thier titans last.
Thunderhawks, and other fast units, are not THAT big a problem. Without
being able to pin, Marines must move AFTER the titan does, to engage it.
Unless it's on first fire. In THAT case, the titan gets to shoot the
troops, before they can close assault, should the titan wish to.
Did I miss anything?
Received on Tue Apr 18 2000 - 06:59:22 UTC
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: Tue Oct 22 2019 - 10:58:58 UTC