House Rules (need your input)

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Aegis
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Re: House Rules (need your input)

Post by Aegis » Fri Mar 02, 2012 6:24 pm

Remember how disappointed we all were when Randy's Warlords did not go apocalyptic in year one...
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Vache Glace
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Re: House Rules (need your input)

Post by Vache Glace » Fri Mar 02, 2012 7:41 pm

Just need 20 of these:

http://www.games-workshop.com/MEDIA_Cus ... omsday.pdf

And get them all to go critical mass!

(Good thing all Daemons have invuls :twisted: )

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Re: House Rules (need your input)

Post by Aegis » Fri Mar 02, 2012 9:35 pm

Vache Glace wrote:Just need 20 of these:

http://www.games-workshop.com/MEDIA_Cus ... omsday.pdf

And get them all to go critical mass!

(Good thing all Daemons have invuls :twisted: )
Comments like that make me miss the old Witchhunter codex so much more... Especially with invulnerable faith...
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Re: House Rules (need your input)

Post by irishorks » Sat Mar 03, 2012 10:40 am

Maybe the player owning the super heavy can choose what is destroyed? Otherwise the shadow sword would be useless after one weapon destroyed.
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Re: House Rules (need your input)

Post by jj3 » Sun Mar 04, 2012 3:00 pm

We should almost have a "Add the turn number to your catastrophic damage roll" for super heavies when they are down to zero structure points...

So +1 on turn 1, +4 on turn 4 :) Bada Boom!

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Re: House Rules (need your input)

Post by Aegis » Sun Mar 04, 2012 5:56 pm

jj3 wrote:We should almost have a "Add the turn number to your catastrophic damage roll" for super heavies when they are down to zero structure points...

So +1 on turn 1, +4 on turn 4 :) Bada Boom!
I could get behind that. Would be awesome to see a number of the super heavies go up in a spectacular ball of flame.
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Re: House Rules (need your input)

Post by Randolph » Sun Mar 04, 2012 7:27 pm

Turn 4 and all of my Super-heavies are parked squarely on the objectives. I love range 6 D6 Apocalypse explosions at strength "D". It's like watching the sunrise on a misty morning - a red, misty morning!! :lol:
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Re: House Rules (need your input)

Post by KBelleau » Sun Mar 04, 2012 11:44 pm

jj3 wrote:We should almost have a "Add the turn number to your catastrophic damage roll" for super heavies when they are down to zero structure points...

So +1 on turn 1, +4 on turn 4 :) Bada Boom!
I like this idea as well...

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Re: House Rules (need your input)

Post by xzandrate » Tue Mar 06, 2012 1:13 am

Vache Glace wrote:Just need 20 of these:

http://www.games-workshop.com/MEDIA_Cus ... omsday.pdf

And get them all to go critical mass!

(Good thing all Daemons have invuls :twisted: )
I was just telling Kris a few weeks ago how I wanted to do just that. Alas, I only have one semi-finished, and I'm not sure if I could deep strike them onto other tables.
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Re: House Rules (need your input)

Post by Aegis » Fri Mar 16, 2012 9:40 pm

xzandrate wrote:
Vache Glace wrote:Just need 20 of these:

http://www.games-workshop.com/MEDIA_Cus ... omsday.pdf

And get them all to go critical mass!

(Good thing all Daemons have invuls :twisted: )
I was just telling Kris a few weeks ago how I wanted to do just that. Alas, I only have one semi-finished, and I'm not sure if I could deep strike them onto other tables.
The way deep striking has operated in the past for these games is that we can deep strike along adjacent tables to our own, but no further. Of course, this should not stop you from moving further along the way. Just remember to keep track of everything.
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Re: House Rules (need your input)

Post by miniwargaming » Thu Apr 19, 2012 2:18 pm

Added the following:

Super Heavies Going Critical

I propose we add a rule (as suggested by others) where you add the current turn number to the die rolls when super heavies roll on the Destroyed table.

Thoughts?

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Re: House Rules (need your input)

Post by Vache Glace » Thu Apr 19, 2012 3:07 pm

miniwargaming wrote:Added the following:

Super Heavies Going Critical

I propose we add a rule (as suggested by others) where you add the current turn number to the die rolls when super heavies roll on the Destroyed table.

Thoughts?
Sounds cool, I would say sure. Might be a bit overpowered for some models though like the brass scorpion who already has +2 to the table or http://www.games-workshop.com/MEDIA_Cus ... _Titan.pdf and any other model who explodes more fantastically. Maybe preexisting bonuses to the damage table could be applied to the results table as well, like +1 for AP1 or +1 for D strength.

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Re: House Rules (need your input)

Post by miniwargaming » Thu Apr 19, 2012 3:41 pm

That's a good consideration. I would say not to apply any other bonuses as well just because the turn bonus will already be huge (Turn 5 = automatic apocalyptic explosion).

Except for the +2 on the Brass Scorpion. Definitely add that one.

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Re: House Rules (need your input)

Post by Zweedish9 » Thu Apr 19, 2012 3:42 pm

I like it other than I worry when we get to turn 5 that any super-heavy destroyed is going to go apocalyptic. Maybe we should tone it down and have the turn number/2 rounding up?
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Re: House Rules (need your input)

Post by Randolph » Thu Apr 19, 2012 5:33 pm

miniwargaming wrote:That's a good consideration. I would say not to apply any other bonuses as well just because the turn bonus will already be huge (Turn 5 = automatic apocalyptic explosion).

Except for the +2 on the Brass Scorpion. Definitely add that one.
Could I further recommend that all Titans (including the Eldar Titans) explode at D-strength if an apocalyptic explosion result is rolled? Otherwise this puts the Imperium at a disadvantage. Or make it weird such that the energy they release is a huge psychic surge that kills all models with an initiative value (even in vehicles) but does not destroy vehicles or buildings. Basically everyone's head explodes in the range of the 6D6 - unless they have some kind of invulnerable save.
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