Changing Tactics to a Basic Skill

By HappyDaze, in Deathwatch House Rules

I'm considering changing Tactics over to a Basic Skill, at least for Space Marines. I don't like that, by RAW, most Space Marines are only taught as single aspect of tactics. That the assault-trained guy knows nothing about defensive tactics nor about orbital drops just seems wrong to me.

So rather than provide training in all of the various Tactics, I'm thinking of making it a Basic Skill. This way the guys with it Trained still know more, but every SM has at least some ability to use all of the Tactics.

Thoughts?

Tactics is a rank 3 basic space marine skill, i this is a good rank to put a veteran sergeant to. And a sergeant is the rank were something like tactical planning and decision making on the fly could be applicable in a normal space marine unit. So i am fine with RAW in this case, i want more specialisation and less jack of all trades, in order to support flexible leadership, and to give each battlebrother an are to excell in.

However, your option would make every space marine perfectly suited for any kind of tactical situation and battleground, they dont always excel at their tactical decisions, but they potentially can succeed everywhere, that could be a good representation of the uniqueness and flexibility of each deathwatch battlebrothers mindset when compared to normal members of their chapter.

Both cases are fine i guess, it just a question of personal preference, and every GM is free to adjust the rules to suit his needs and the needs of his group.

tkis said:

However, your option would make every space marine perfectly suited for any kind of tactical situation and battleground, they dont always excel at their tactical decisions, but they potentially can succeed everywhere, that could be a good representation of the uniqueness and flexibility of each deathwatch battlebrothers mindset when compared to normal members of their chapter.

I wouldn't call reliance upon an untrained Basic Skill "perfectly suited" - not unless your average SM is also "perfectly suited" to Charm, Deceive, etc. It just gives them a very rough chance of success even outside of their areas of training. If it stays Advanced, the SM literally knows nothing outside of his limited range of trained Tactics areas.

HappyDaze said:

If it stays Advanced, the SM literally knows nothing outside of his limited range of trained Tactics areas.

I wouldn't interpret it that way. The way I'd run it they do know all kinds of Tactics, they just don't get to roll on any to get any bonuses, etc. They can study the enemy's defences but they have no chance of the Gm giving them a hint as to the weak points. Or they get no roll to discern hints about the enemy's assault plan and the like.

They are still trained (in non-game terms) in battlefield tactics but having the skill as a trained skill (in game terms) means you are so capable that you can get an extra bonus out of it. Without it, you only get general remarks from me as a GM. Or they get various alternatives and the players have to choose by intuition which is best.

Alex

ak-73 said:

HappyDaze said:

If it stays Advanced, the SM literally knows nothing outside of his limited range of trained Tactics areas.

I wouldn't interpret it that way. The way I'd run it they do know all kinds of Tactics, they just don't get to roll on any to get any bonuses, etc. They can study the enemy's defences but they have no chance of the Gm giving them a hint as to the weak points. Or they get no roll to discern hints about the enemy's assault plan and the like.

They are still trained (in non-game terms) in battlefield tactics but having the skill as a trained skill (in game terms) means you are so capable that you can get an extra bonus out of it. Without it, you only get general remarks from me as a GM. Or they get various alternatives and the players have to choose by intuition which is best.

Alex

I see it like the description of climb- you don't have to make a climb check to climb a ladder, rope, etc., you have to roll it when climbing a sheer surface or the like.

If want to add to it initially, perhaps do it by chapter. For instance Space-Wolfs might get Tactics:Recon and Stealth and Imperial Fists might get Tactics:Defense Doctrine. This would give a small bonus to something specific and allow for some more roleplaying situations. For instance a commander might order a forced march ahead, the space wolf might roll tactics and suggest attempting to hide thier sent by travling near highly scented flora and not against the wind.

Nimon said:

If want to add to it initially, perhaps do it by chapter. For instance Space-Wolfs might get Tactics:Recon and Stealth and Imperial Fists might get Tactics:Defense Doctrine. This would give a small bonus to something specific and allow for some more roleplaying situations. For instance a commander might order a forced march ahead, the space wolf might roll tactics and suggest attempting to hide thier sent by travling near highly scented flora and not against the wind.

Often overlooked but all Space Marines know one tactics doctrine anyway.

Alex

ak-73 said:

Nimon said:

If want to add to it initially, perhaps do it by chapter. For instance Space-Wolfs might get Tactics:Recon and Stealth and Imperial Fists might get Tactics:Defense Doctrine. This would give a small bonus to something specific and allow for some more roleplaying situations. For instance a commander might order a forced march ahead, the space wolf might roll tactics and suggest attempting to hide thier sent by travling near highly scented flora and not against the wind.

Often overlooked but all Space Marines know one tactics doctrine anyway.

Alex

Ya I just noticed the icon on the charcter sheet after looking into it, So maybe give them one for chapter and one of thier choice would be a nice bonus/comprimise.