Just some house rules I thought up.

By Panzer soldier, in Dust Tactics Rules Discussion


Dust Tactics Addenda

CHANGES TO STATS: Unless otherwise mentioned there is no change to the rule.

RANGED WEAPONS: is the normal Dust range x6"or 12cm= the weapons range.
Unlimited range is still unlimited. Artillery has no minimum range.

Movement: is the regular dust movement rate x4" or 8cm per movement action taken.

Unit cohesion: Unit cohesion for infantry is 2". The size of the unit and number of units in the unit is the same.
Vehicles or independent models are considered to be units unto themselves and therefore do not have to maintain cohesion.

TERRAIN EFFECTS ON MOVEMENT:
The types of movement different terrain features represent on the board should be discussed and defined before the game begins

Easy going: This is open fields, roads, fords. All units move as normal.

Rough going: This is rough broken terrain, snow, mud, sand, shallow rivers and streams. All units accept fliers, hover vehicles, and units with the Jump Skill, may only move half their normal movement rate while in Rough going.

Impassable: This is cliffs, lava, swamps, deep gullies, rivers and streams. Impassable terrain may only be crossed by flyers. Units with the jump skill may pass over Impassible terrain as long as they have enough movement to Passover it in one turn.

Moral: Once a player has lost 60% of his entire force he or she must make a moral check to continue playing at the end of each turn.
To pass the moral check the player must roll 2 out of 3 bulls eyes on 3 dice. If the moral check is passed the game continues as normal. If it failed the player must begin to withdraw all of his surviving forces of his deployment board edge.
Alternately the layer that failed the moral check may admit defeat and end the game.

Terrain
V.K. Ore:

Small ore is equal to a tank trap.

Large Ore is equal to an impassable terrain.

Forest Tiles:

1. Blocks Line Of Sight, except for a unit occupying the space.

2. Units adjacent to a forest tile may see and engage a unit in the forest tile.

3. Once a unit attacks from a forest tile it may be seen and attacked normally. (The unit's weapons fire has given its position to the enemy.)

4. Blocks Vehicle Movement
5. No Cover Elements may be placed on this tile

6. Provides Soft Cover for Infantry Units.

7. Dozer blades may remove one tile of forest terrain per movement action used.

*8. Forests may not set on fire flame throwers or any other weapons.

*For those that must Kill Trees, the alternate forest fire rules.

1. Phasers, Lasers, Flamethrowers, and Molotov Cocktails, may start forest fires.

2. A fire is considered to have started whenever one of the above weapons is used
on a forest tile or on the models in it.

3. A unit occupying the forest tile must move out of it during its next activation or suffer 1+ hit per model in the unit.

4. At the begging of each turn roll 1 dice for every forest tile that is adjacent to the forest fire tile. If a hit is rolled the fire has spread to this adjacent tile.

5. Once a forest tile is on fire it is considered to be an impassable terrain marker for the rest of the game.

6. The fire may not be put out.

Obstacles

Jersey Barriers functions the same as tank traps.

Barbed Wire Stats: Infantry-3, Wounds-3, Damage Resistant.

Bunkers give any unit inside of them hard covers and damage resistance. If the unit already has damage resistance then the unit may save on blanks with its damage resistance roll. Bunker otherwise function like building for all other game purposes.


Alternate Battlefield Conditions

Hidden Movement:
Players may opt for hidden movement at the begging of a game. This will limit the "Gods eye view", as well as simulate the "Fog of War".
Players will use numbered blank counters to represent each of their units. They may also use one third more counters to further confuse the enemy. Players write down the unit that each counter represents on a piece of paper. Players begin the game moving these counters just like a regular unit.

Spotting Checks:
At the end of the each movement phase, players may make a spotting check. Models have a spotting distance equal to the range of their weapons. Only one spotting roll may be made per unit per turn. If the unit has several types of weapons, use the one with the greatest range as the spotting distance. If the hidden counter is within range, the player rolls one dust dice. If a bull's eye is rolled the hidden unit has been spotted. The player controlling the hidden counter must then deploy the unit it represents, or reveal it as a fake.

Night Fighting:
Units may spot enemy units at a maximum range of 4 squares,24" or 96cm. If the unit posses some sort of night vision technology they may spot as normal.

Reserve Deployment:
Some scenarios may require troops to enter the board from reserve, or at staggered times. This is simulated as follows. No reserves will arrive on turn one of a game. Starting on turn two roll one die for each unit that is in reserve. On a bull's eye the unit may deploy this round.

I like reading these house rules and save them in a folder. My problem is getting in enough regular games to eventually transit to trying out these house rules.

Thank you for sharing.

Aren't those for Dust Warfare?

No they are for tactics. You see I was hoping Warfare would just expound upon the game system that already exist in Tactics. Believe I am far from alone.
Tactics is fairly limited as sort of a cross between a board game and a miniatures game.
Warfare in my opinion is to needlessly complicated. The house rules turn Tactics into a true miniatures game.

Hmm the best part of tactics in my opinion is not using any measurment system. It makes the game too long and arises too much problems for such a quciky-nice game. Also the range and visibility ale clear and simple in tactics. Changing the movment system arises questions about when you see the units, when you can fire at them, who can shoot etc. After playing a few Warfare games i can't say it was badly made there but on the other hand tactics is much more fun and less problematic.

Allot of what we like is personal taste and what we are used too. Personally I think Tactics in it's current form is limited as I said. They seem to be slowly adding things though.

That's one side of the medal ;) On the other new ppl can jump in game very quickly thx to that;) But gentelmen's don't discuss the topic of taste ;)

Lska said:

That's one side of the medal ;) On the other new ppl can jump in game very quickly thx to that;) But gentelmen's don't discuss the topic of taste ;)

Sorry I don't follow what you are trying to say.

Panzer soldier said:

Lska said:

That's one side of the medal ;) On the other new ppl can jump in game very quickly thx to that;) But gentelmen's don't discuss the topic of taste ;)

Sorry I don't follow what you are trying to say.

I think what he is saying is the game is set up to be simple and fast playing. Adding house rules is a matter of taste and not what the forum is really about unless it is a rules glitch not in the FAQ section.

This is is free venue for sharing ideas. At least I take the time to add something. While most just ***** and tear things down. If you don't like them then don't use them.

It's no wonder their is so little activety on this sight!

I for one appreciate your efforts. Seeing folks house rules is always interesting to me, even if I don't plan on using them.

Also I'm usually happy to post things to Front-Toward-Enemy.us, just keep in mind I don't do any proofing for you. If you ever want to send me somthing, just follow the link in my signature, and the submission info is in the top menu on the site.

My wife and I tried a house rule that reactive fire is simultanous just like CC attacks.

Thanks for the kind words they are appreciated.