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Rules & Scenario Development House rules - whose rules? Make your own rules, or read up some experiments others have made.

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Old 04-02-2007   #1 (permalink)
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Default Doctrine: Acceptable Casualties

Ha Haaa!

Hello folks, well my friend Joe whom plays IG has come to the conclusion, that he is sick of my nids infiltrating, and fleet of claw-ing up to his lines and generally getting into CC before he can get a shot off.

Commander Joe also realizes he doesn't give a rats *** about his average gaurdsmen. So Joe and I came up with an idea for a diddy called:

Doctrine: Acceptable Casualties

It basically is an idea that your fighting thousands of crazy squiggles and if the first wave of gaurdsmen are holding them back in CC for a turn or two, well...they are going to take one for the team.

So it allows firing into CC against nids.

What we are working on is, how do you decide what damage is inflicted on your own troops?

1-With a blast radius it would be easy! No problem there!

2-Now say a squad fires into another squad?
-Do I find a way to roll more casualties on my nids, inferring that the gaurdsmen are taking shots that mostly hit the enemies?
-Would it even out on the nids and the gaurdsmen, equally, simply because of the chaos of melee fighting?


I know its a MAJOR change in how the game normally works but, I honestly have never lost to my friend by much at all, and hes tried many tactics against me, his tanks and gaurdsmen just seem to die I think Nids are just kind of overpowered with the new codex or something and Im trying to tone them down so he doesnt get frusterated so often. Its about having fun!

If anyone has any ideas on how to roll for this, or other extras that could go with this doctrine, point values, or what not, please feel free to respond.

Ha Haaa! Birdman!
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Old 04-02-2007   #2 (permalink)
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If you really want to use this, I would suggest it working like this.

Roll to hit with shooting as normal. Then, roll a dice for each hit. On a 1 or a 2 one of the shooters own men are hit. On a 3 - 6 the opponent is hit. Then carry on, rolling to wound for each of the models hit. I would suggest this having no influence on the actuall combat (if the play killed 3 enemy models in the shooting phase, they wouldn't count as kills for the assault phase).

So, thats how I would see it working!
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Old 04-02-2007   #3 (permalink)
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well i think it would work out like this.

count the number of models in the assault.

if you outnumber the enemy by 25% then 1-3 your men are hit if by 50% 1-4 your men are hit. if by 75%(which you shouldnt be shooting into by the way) 1-5.


also i believe the person shooting into combat should have to roll a leadership test to fire into his own men (you evil man)

if you are outnumbered by 25% 3-6 the enemy is hit, if by 50% and up 2-6

this i believe can accuratly depict the chaos that can occur when shooting into combat. it also helps display the fact that if you outnumber the enemy more accidents can happen. if the enemy outnumbers you your men have better chance of hitting the enemy.

i believe you should roll to see who is hit. then roll for bs and continue on as normal.
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Old 04-02-2007   #4 (permalink)
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Ah, MSgaurdsman is right, that would make more sense. Its like my idea, just more detailed.

Also, I agree, they should have to take a leadership test. Who is really going to open fire on their comrades without a second thought?
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Old 04-02-2007   #5 (permalink)
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well thats easy killermoose a commissar would!
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Old 04-02-2007   #6 (permalink)
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Ok, let me rephrase that:

What sane, rational man, with a good sense of decency is really going to open fire on his comrades without a second thought?

Sorry, Commissars are not my most favourite of people...
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Old 04-02-2007   #7 (permalink)
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well that rules out stitch, chaos, xenos. well no orks fight each other all the time............ schaeffer is insane/paranoid. so i guess no one is that merciless.
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Old 04-03-2007   #8 (permalink)
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Ha Haa~! Good IDEAS!

I really like the morale checks! IG will definitely have to check to see if they will fire into their own comrades. Thats good. Yeah and maybe based on that system of outnumbered 25%, 50%, 75% will determine where the casualties alocate. I don't think Joes evil, I think he's just desperate to destroy my nids. Those poor IG...

My nids arent sure what to think about this...but hey! I dont pay them to think! Come to think of it I don't pay them at all.

Thanks for the comments!

Ha Haa!
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Old 04-03-2007   #9 (permalink)
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There's a rule for this exact thing in The Lord of the Rings rulebook. The shooting in that game is more complicated, but maybe thats just because they're using bows not bolters...Anyway, evil players may fire their bows into a close combat. Basiclly, if it hits, on a 1,2 or 3 it hits the enemy, 4,5 or 6 it hits a friend. If it misses it misses comletelty. I'm sure this rule could be adapted to fit the 40k style of play since LotR is a lot different.
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Old 04-10-2007   #10 (permalink)
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Ok. Here's a thought: Leadership test to see if they can, roll a dice. 1-3 hits your boys, 4-6 hit the enemy. It's simpler, will lead to hilarious consequences in my case, and makes the person THINK about what their doing. Oh, and guard can beat 'nids normally. You just need a feckload of heavy armour troops a la storm troops and genadiers. Always worked for me.
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Old 04-10-2007   #11 (permalink)
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Quote:
Originally Posted by Khadhar'phak View Post
Ok. Here's a thought: Leadership test to see if they can, roll a dice. 1-3 hits your boys, 4-6 hit the enemy. It's simpler, will lead to hilarious consequences in my case, and makes the person THINK about what their doing. Oh, and guard can beat 'nids normally. You just need a feckload of heavy armour troops a la storm troops and genadiers. Always worked for me.
Going along your lines of thought, I would say that firing into close combat means you automatically hit. A real hit means that you hit an enemy. A miss means you hit on of your own troops. I suggest this as an amendment because troops like Storm Troopers are a little more accurate than a normal line trooper and would hit the enemy more often.
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Old 04-10-2007   #12 (permalink)
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well you see the problem with that hypothesis is that hand to hand combat is a huge mass of movement. you might have a soldier there one second the next hes gone. or you might have joe no where near your sights then when you pull the trigger bam you shoot your best friend in the back.


also use hellhounds against nids beats them everytime
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Old 04-11-2007   #13 (permalink)
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I like the passing leadership and then 1-3 your guys and 4-6 theirs!
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Old 06-19-2007   #14 (permalink)
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Leman russ with a heavy bolter and 2 heavy flamer will rape nids
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