Wednesday, August 17, 2011

Game Time: Custom Building Rules

A friend of mine recently purchased the complete 'Fortress Kit' from WarMill Gaming, which he plans on using at the next big get-together with all his assorted gaming buddies from up and down the east coast. While I can't comment on the quality of the kit or offer a complete product review on it, I can offer some advice on some custom rules for this new piece of terrain that will make for a more interesting game.

The War Mill fortress set

Wall sections count as AV 14 from front and AV 12 from the rear.

Gun towers count as AV 13 from front and sides, rear of tower is AV 12 not open-topped.

Glancing hits have no effect against the wall sections, they are designed to take huge amounts of damage and their modular construction renders any glancing hits ineffective.

Wall sections offer 4+ cover save.

Gun towers offer 3+ cover save.

Wall sections are open-topped and therefore must add +1 to any damage result.

Due to the modular construction of the wall sections, blast weapons have increased effect against them. Blast weapons add +1 to any damage result.

Ordnance weapons also wreak havoc on the modular construction of the fortress walls adding +1 to any damage result. (Yes, an ordnance blast weapon will add +3 to the damage result due to +1 blast, +1 Ordnance, +1 open topped)

Wall sections are of modular construction and as such are more resilient to damage, count each wall section as having two structure points for the purposes of destruction.

Main gate can be opened or closed by the defender during their movement phase, however gate cannot be opened and closed in the same movement phase. Any models directly under the gate when it closes are removed from play on a roll of a 1, otherwise they move into the fortress. Unfortunately vehicles don't move that fast and would be wrecked in place when the gate comes down. Yes, this does mean that the defender could close the gate and trap attackers inside...

Wall damage table:

2 or less: no serious damage to wall section

3: the wall section is rocked by the attack but sustains minimal damage, any models on the section may not shoot the following turn, but may move normally

4: the wall section is severely shaken by the attack, defenders loose their footing and struggle to their feet. Any defenders on the section may not move or shoot the following turn as they return to their feet.

5: the wall section buckles under the attack and suffers a minor structural weakening. Remove one structural point from the wall section. If the wall section is reduced to zero structural points the wall section collapses. Defenders jump from the wall section as it collapses and are placed within 1 inch of the inside edge of the wall section. The section now counts as dangerous terrain with jagged pieces of metal and debris from the collapse of the wall section.

6: the wall section suffers a catastrophic hit. Remove one structural point from the wall section, additionally any model on the wall section may move but not shoot the following turn as they survey the damage to the wall. If the wall section is reduced to zero structural points the wall section collapses. If the section is destroyed it now counts as difficult terrain. Models on the section when it is destroyed suffer a strength 3 ap - hit and must take a pinning test. Models will be placed in the rubble of the collapsed wall.


Tower damage table:

1 or less: no serious damage to tower

2: the tower is rocked by the attack but sustains minimal damage, any models in the tower may not shoot the following turn, but may move normally
3: the tower is severely shaken by the attack, defenders loose their footing and struggle to their feet. Any defenders in the tower may not move or shoot the following turn as they return to their feet.

4: the tower escapes any major damage, however the weapon teams using it for cover do not. Any models with a heavy weapon who are inside the tower at the time of attack are removed from play on the roll of a 4+, no saving throws allowed.

5: the tower buckles under the attack and suffers a structural collapse. Defenders jump from the tower as it collapses and are placed within 1 inch of the inside edge of the tower. The tower now counts as dangerous terrain with jagged pieces of metal and debris from the collapse of the tower.

6: the tower suffers a catastrophic hit. The tower now counts as difficult terrain. Models on the section when it is destroyed suffer a strength 3 ap - hit and must take a pinning test. Models will be placed in the rubble of the collapsed wall.

These are just some suggestions I came up with, if anyone else has some idea let them fly, I'm sure Kellen will appreciate it in his corner!

still practicing_

Tallarn

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