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DailyDose

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  1. I just finished reading Know No Fear, from the Horus Heresy series, and I was wondering if anybody could shed some light on zero-g/void combat as it occurs toward the end of the book. Do any of the rule books cover it in more detail? If not, does anybody have any house rules. Thanks. Sorry if this has already been addressed in another thread.
  2. Never used Roll20, but here is something that I do sometimes to create a tactically varied situation. Using grid paper or something similar, make a bunch of small zones (like rooms, hallways, staircases, cul-de-sacs, cluttered areas etc.) ahead of time, then put them together semi-randomly during the battle. It's not perfect, and there are situations that it does not work for, especially outdoor combat, but it's something.
  3. Interesting. Is the Space Wolves Company in question a rogue company, or do they have the approval of the rest of the chapter? Also, does the situation affect the game rules at all? You could really mess with the Kill-team's Cohesion and Squad-Mode.
  4. If you want your players to think more tactically, you may need to pit them against more powerful enemies, or more challenging combat scenarios. For example, try making stealth a necessity, or place hostages in the area. I find that books about real-world special operations are good inspiration for this sort of thing. One thing to remember, however: Your players are portraying 8-foot tall, acid-spitting, superhuman giants with access to the best armor and weapons in the galaxy. Sometimes, the best option for them is to wade in and start destroying things.
  5. It's like "Monty Python does Deathwatch"
  6. Personally, it seems to me that, aside from the fluff possibility of the ancient Terminator spirit rejecting a new weapon (with catastrophic results), there is the in-game possibility of your whole team gearing up with custom-loaded Terminators and kicking much more butt than intended. Thus, unless you start throwing more powerful foes at your kill-team, or hitting them with non-combat tests, the challenge could be deadened. I don't know for sure. Most of my experience is with lower-level players, and it sounds like you're dealing with more powerful characters. I have wondered the same thing, though, just for the record. I think it just balances out the innately powerful Terminator armor.
  7. Awesome. Especially the medals. They look really realistic. Did you actually serve in the Imperial Navy?
  8. Drake56 said: oops forgot i went all chaos with new avatar doh… here is what my original one was… LO DO I SEE MY FATHER< LO DO I SEE MY MOTHER, LO DO I SEE MY BROTHERS ANDSISTERS LO DO I SEE THE LINE OF MY PEOPLE BACK TO THE BEGINING AND THEY BID ME JOIN THEM IN THE ALL-FATHERS HALL WHERE THE BRAVE SHALL LIVE FOREVER A truly awesome film.
  9. I'm going to have to side with Plushy, here. It's an interesting idea, but it just seems to go too heavily against so many tenets of the 40k universe. Definitely seems more like a Chaos legion than a Space Marine chapter. That said, if the "vampire" side were a little less extreme, I think it would be a compelling Blood Angels successor chapter.
  10. The novel "The Purging of Kadillus," from the Space Marine Battles series, was pretty much dedicated to combat against the Orks all the way through. There are several scenes that could be changed a bit to feature the Deathwatch, and it ends with a cliff-hanger that could be spun into a longer campaign.
  11. In addition to the purely rules/setting objections that have been voiced, at least 50% of the combat in my games takes place at close quarters. A "true sniper" runs the risk of being overwhelmed in melee, if I'm interpreting the phrase properly.
  12. I always sort of figured that the hive fleets were a tool for a larger being or power, like the Flood or the necromorphs (Halo and Dead Space, respectively.) I sort of like the idea that they are anti-Chaos engines, though. The problem that I routinely run into is this: If there is a larger objective to the hive fleets than simply consuming bio-matter for survival, then why do they display so little strategy or tactical acumen? It seems like, if they were working to advance some sort of god, there would be more movement of armies, transportation of bio-matter, etc. I don't know, but it's intriguing.
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