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Old 03-13-2008   #13 (permalink)
lynxrpken
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Default Re: new senerio hostage negoation

Quote:
Originally Posted by Sir_Servo View Post
Reguardless of whom chooses the model to be the hostage it still out blanances points. I have played a much more dumbed down version of this senario in a Tournament called Traiter that a friend of mine created in witch each side gave up one model from one of their Troops choices. Sense both sides gave up one model and they were troops choices no one lost out on to many points.

I could not see it being better and still make sence this way unless the attacker does not pay for the model in that event the model would be a dummy model used to resresent a abbassator. in that event it would have no attack charistrics just movment and standard transport rules would apply

I can see your point on the variable game length, I was just suggesting the standard 6 turn game to try out see if it works better/worse/no difference.

on this note I would say that there is only a 40% chance on the standard table that the game would actually end on turn 5 most likley it would continue

Perhaps instead of limiting the weapon to Rapid Fire/Assault/what have you, a points limit might be a better option, just food for thought. I know you want a sniper rifle in your HQ squad, but you can do that with the Light Infantry Doctorine from the Dex.

I dont want a sniper rifel for the HQ it was just the best example I came up with. I may consiter a 10-15 point limit on the chosen weapon

Fleet is still to powerful, even for just one turn, I say take away the stipulation of a one shot wonder and just charge them points. That way the attacker has a choice and it cuts down on the confusion of whom has it and when they can or can not use it. Trust me in general sticking with the KISS system is the best way to go. Gamers have a tendacy to find loop holes if things are to wordy or long winded.

on second thought this is a very good seguestion and will be modified in my nrxt posted revision assuming it passes in game testing. I think codex nids says 20 per squad for fleet. assuming this is right they would have the option to fleet or fire not both. regardless of upgrade or special ability. to counteract the possibility of a unit that gets two shooting phases or a special upgrade coming out with this ability in 5th which I doubt.

My two cents,
Servo
thanks for the oppinions though
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Quote:
Originally Posted by DeAd_cOmMaNdO View Post
if at all possible try get them in the rear.

can the inquisition tell why kids love cinniman toast crunch?

vote http://www.40kterra.com/forums/f195/...eath-7471.html
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