Out of boredom and and the desire to conquer a planet I made new ground combat rules. My Gm asked me to post them so here they are
Out of boredom and and the desire to conquer a planet I made new ground combat rules. My Gm asked me to post them so here they are
I've made a few chances so i reposted the rules
if anyone has any critiques i would like to hear them
This is pretty great. the original rules for mass combat are interesting, but have some large problems, some of which you have addressed.
It still has to be at a scale of 1 inch = 10 kilometers, but I guess that's the point.
Interesting. I am a little unclear as to how fortifications work though. Do fortifications take damage as normal units and must be destroyed before the unit "inside" can be attacked? Also if I read this correctly digging in will provide 1 point of cover to the unit until it is destroyed anyway (just checking my understanding of how the system works)?
I see some definite improvements over the base system, solved the Str 1 artillery unit problem for example.
Here's some questions
Eventually, it's possible to get damage to 1d5+X where X numbers in the 10s and hundreds. This does not seem nearly as random as the original system, or any of the warhammer wargames. is this intentional? It makes the original dice roll inconsequential.
The movement speeds are still ridiculous, especially when compared to engagement ranges. Why not shorten the turn to 1 hour, or even half an hour, like space strategic time?
The original book has the proposition of playing it out on a board with 1 inch being a kilometer, but having mech infantry travel 23.3 feet a turn is a tad bit on the impossible side. at half an hour they'd move 35 inches, which is still alot, but not nearly as impossible. The ranges of artillery become similar scale to the movement ranges then.
To llsoth: You still attack the unit inside of the fortifications and not the fortifications itself. Every time a unit in the fort is attacked the fort has a 50% chance of losing 1 pt of hardness so you are chipping at both the fort and the unit at the same time.
Yes Diging in would provide 1 pt of cover for most units, 2pts for infantry and 3points if the infantry has a sapper upgrade and there is a chance that the fortifications are still up after the unit is killed or retreats to be captured by the enemy or occupied by a diffrent allied unit
To Mike: I forgot to add that there is a str cap of 500 for a single unit so that's a max of 1d5+19+other modifiers for the first 3 unit types. The more advanced units roll more dice instead of having a set increase. Personally I have never played any other warhammer game so i do not know what the rules are for any of them. I am more a of HOI3 man myself.
And for the speed i didn't really feel like doing any research on realistic army movements at the time so i might get around to fixing that. My main concern was not to have my armsmen easily slaughtered by waves musketmen
how big is a minefield? 1 km by 1 km? is it placed in contact with the sappers or in the tile they are in? It would make sense fortifications are built with the infantry in them, but the sappers would get hurt by their own minefield if it's done that way.
is getting in and out of mech infanrty a specific order, or does a unit in the same tile as mech infantry just increase it's move speed so long as they're together?
I personally intended for the minefields to be small defensive fields that would work when the unit is attacked but i don't see why a big enough force couldn't mine the entire square. I was thinking of having some freindly fire rules for minefields but just didn't get around to it.
I was thinking of have units have a two orders per round a major order and a minor order. The major orders would just be the standard orders that were in the book while the minor orders would be things like deploy minefields, deploy infantry, flashpoints, and some other things i thought of. But if i don't make and rules for them then the Inf get a speed boost from the Mech Inf aslong as they move together
And thanks for the questions and complements, I'll get around to editing the rules when my summer semester finishes
Got around to updating the rules added doubled the number of specializations, added penal regiments, clarrified a few things and added some new moral rules. There are some optional rules at the bottom that I made but aren't required