Jump to content



Photo

House rule I thought concerning destroyed vehicules


  • Please log in to reply
3 replies to this topic

#1 SolennelBern

SolennelBern

    Member

  • Members
  • 956 posts

Posted 23 August 2012 - 06:55 AM

Ok, for some time I was thinking about a way to make our games and especially our maps more interactive.

VEHICULES: Each time a vehicule (walker, tank) is destroyed, you leave the unit on the space.  This space is considered impassable by units (same as if the vehicule was still there) but can now provide corner cover.

AIRCRAFTS: When an aircraft unit is destroyed you randomly select on which space the aircraft will crash by rolling 1D8, representing the 8 spaces around the aircraft (the space the aircraft is on doesn't count) while at the same time simulating the path the aircraft travelled in the air before crashing.  This space is considered impassable by units (same as if a vehicule was there) but can now provide corner cover.

This was, scenery and cover elements will randomly appear on the battlefield and make it more "alive" with the destroyed vehicules and aircrafts!

What do you guys think about this?
 



#2 Loophole Master

Loophole Master

    Member

  • Members
  • 1,938 posts

Posted 23 August 2012 - 07:00 AM

Making vehicle wreckage impassable is very dangerous, it could potentially break the scenario.

What we do in our games is that a destroyed vehicle leaves in its square a piece of wreckage that acts like an ammo crate. If you want to be a bit more extreme you could make it the equivalent of a tank trap, this way it's still impassable for vehicles, but can be destroyed.



#3 SolennelBern

SolennelBern

    Member

  • Members
  • 956 posts

Posted 23 August 2012 - 07:20 AM

Loophole Master said:

Making vehicle wreckage impassable is very dangerous, it could potentially break the scenario.

What we do in our games is that a destroyed vehicle leaves in its square a piece of wreckage that acts like an ammo crate. If you want to be a bit more extreme you could make it the equivalent of a tank trap, this way it's still impassable for vehicles, but can be destroyed.

Yes that's what I thought at first and I think it would be best.

As far as scenarios, the more we play the more we simply create a map and simply stump at each other's face, no objectives whatsoever.  But we're starting to create different objectives for us to make some nice scenarios.

Great idea about leaving a piece of a vehicle acting as soft cover.



#4 Loophole Master

Loophole Master

    Member

  • Members
  • 1,938 posts

Posted 23 August 2012 - 07:52 AM

With the allied mediums you can just pop the turret and leave on the ground. For the others you can use the leftover weaponry from the walker boxes.






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS