Crablezworth Posted July 29 Share Posted July 29 (edited) Rough work in progress, idea is to bring tank shock to tanks and a similar mechanic to knights and titans. Now I want to stress this is only even possible for targeting infantry in the open. If any of these bases were entirely within a piece of area terrain or behind an obstacle like a low wall, they cannot be the target of a tank shock. For anyone concerned about the power of this ability, also understand it has a limiting factor built in, so don't worry, a single tank can't run down a whole detachment, in fact if spaced out it could only ever run down a single base of infantry. The idea here is the strength of tank shock is directly proportional to the detachment size and in some cases physical size of tanks. Also consider that anyone running msu/small detachments of tanks will struggle to cause a morale tests because you'd need to remove at least half an infantry detachment's bases and without numbers that may be impossible. Knights will likely work in a similar fashion to tanks, however as base size increases, the likelihood of partial hits also increase, but there's only ever one targeted base that for sure would be removed assuming enough movement, the rest of the bases would only get stomped on a 4+, and if surviving moved the shortest distance to be 1 inch away. Titans will likely work the same, but obviously ever bigger bases, ever more partials, in addition titans will be able to step on not just infantry, but vehicles, walkers and cavalry as well. But stopping short at scale 3 and up, so super heavies are safe for now. Edited July 29 by Crablezworth error DuskRaider and Oxydo 1 1 Back to top Link to comment https://bolterandchainsword.com/topic/383382-tank-shock/ Share on other sites More sharing options...
LameBeard Posted July 29 Share Posted July 29 I like the elegant simplicity - almost no dice roll, it’s an auto-delete. I assume you’ve done this to make infantry less powerful and to encourage difficult terrain boards which would also slow infantry down. This is also quite elegant: infantry speed comes at the cost of vulnerability. I have no idea if this is too powerful though. Link to comment https://bolterandchainsword.com/topic/383382-tank-shock/#findComment-6052808 Share on other sites More sharing options...
Crablezworth Posted July 29 Author Share Posted July 29 (edited) 30 minutes ago, LameBeard said: I like the elegant simplicity - almost no dice roll, it’s an auto-delete. I assume you’ve done this to make infantry less powerful and to encourage difficult terrain boards which would also slow infantry down. This is also quite elegant: infantry speed comes at the cost of vulnerability. I have no idea if this is too powerful though. Yeah that's the intent, especially with the difficult terrain likely affecting infantry as well, we've tried it in a few games and, at least it made walkers feel special a bit. Tank shock or stomp shock can hopefully exist overtop of the existing rules, doesn't take away anything, but adds giving vehicles and big stuff a way to bully infantry. I also have a subtle way to expand on it for knights and titans, knights will function largely the same as tanks just likely cover more than one base if not an armiger/moirax. And for titans, I think they will be allowed where appropriate to target infantry anywhere outside of a structure, provided their base doesn't end over impassable or some kind of obstacle that can't be removed. (some area terrain like obstructing have some weird rules interactions, but that can be mitigated with planning and communication) Idea is just to make infantry less king of all things. If they survive the shock they're likely still in a good position to make problems. It certainly doesn't fix how strong infantry are in combat, but does hopefully make the game feel a bit more "right". I can't think of a video game that has combat/vehicles where infantry are immune to being run over, it wouldn't make sense. I also feel like if demoing li for friends, the hardest part to sorta not highlight is the less than fun combat res system, it'd feel real un-intuitive if my buddy wanted to move his tanks into my infantry in the open to just tell him he can't and needs charge order. The other thing that makes vehicles and kights and titans feel less special is everything in this damn game practically can move and shoot with no penalty an there's often little incentive not to move and shoot so tanks/vehicles get left feeling a little bit less special/unique with missile marines running around no-scoping everything. One idea im still trying to decide on is, currently just he main target is scooped, all others its a 4+ or they get moved shortest distance to be 1 inch away. I think for titans, perhaps all under the base entirely get scooped and just real partials on a 4+. I can see it both ways though, original way more of the infantry and other stuff just try and scatter but because titans will be able to stomp on more than infantry, i don't want to over complicate it and give infantry a carve out so probably just gonna be that whatever is under the base just gets scooped and rest on 4+ because that at least fits with how blasts largely work. But perhaps there are other ideas I had not considered. Some people may want titans to be able to step on ever larger things like super-heavies. Edited July 29 by Crablezworth Link to comment https://bolterandchainsword.com/topic/383382-tank-shock/#findComment-6052814 Share on other sites More sharing options...
Crablezworth Posted August 2 Author Share Posted August 2 (edited) Ok so the kinda feedback that'd be helpful is any potential issues that aren't addressed or anything I may have missed or not considered Edited August 2 by Crablezworth DuskRaider 1 Back to top Link to comment https://bolterandchainsword.com/topic/383382-tank-shock/#findComment-6053627 Share on other sites More sharing options...
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