tag:blogger.com,1999:blog-2411380844112697158.post2018194434477842985..comments2023-12-29T00:38:30.197-08:00Comments on Galaxy in Flames: Rules from the Man-cave: 'Bogged Down' stuck in the mud; alternate rules for vehicles and terrainBig Jimhttp://www.blogger.com/profile/10363832056474538807noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-2411380844112697158.post-65237353274681389912010-05-29T22:17:59.261-07:002010-05-29T22:17:59.261-07:00Thanks for the comments.
I see what you are tryin...Thanks for the comments.<br /><br />I see what you are trying to accomplish, but it really defeats what I was doing with this rule.<br /><br />Now if we were to take the rule I presented and added your result of a 2 that could be interesting.<br /><br />So the extra rule would read like this:<br /><br />On the result of a 2 the vehicle becomes temporarily stuck, it immediately stops it's movement at the edge of the difficult terrain; but is free to move in the following game turn.<br /><br />JimBig Jimhttps://www.blogger.com/profile/10363832056474538807noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-42071357363285392182010-05-29T21:30:47.467-07:002010-05-29T21:30:47.467-07:00I kind of feel like terrain should be a little mor...I kind of feel like terrain should be a little more dangerous and unpredictable, whereas this makes it safer. Something I might kick around would be: When moving into, through, or out of difficult terrain, roll a D6 as usual. On a 1 the vehicle is immobilized as usual. On a 2 the vehicle is bogged down and cannot move any further this turn, but is not immobilized.<br /><br />That keeps it simple, but adds a little bit more terrain interaction without being overly punitive. You could consider things like halving speed as a third result type, but I think that just starts to over-complicate things.<br /><br />In any event, I think more terrain interaction with vehicles is definitely a good goal.Joe Kopenahttps://www.blogger.com/profile/13629085901176090088noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-82476620196894451292010-05-29T15:21:02.753-07:002010-05-29T15:21:02.753-07:00Thanks for the comments, Chris.
I have no clue wh...Thanks for the comments, Chris.<br /><br />I have no clue what the 'real time' would be for a standard game of 40k. It used to be stated that is was on sliding scale way back in the dark ages of rogue trader.<br /><br />In game a Rhino can fix any sort of immobilization on a 6+, so I would imagine a standard game is more than a few minutes of 'real time'.<br /><br />I know these rules won't be most peoples cup o' coffee. I am just offering an alternative way of doing things.<br /><br />Cheers <br />-JimBig Jimhttps://www.blogger.com/profile/10363832056474538807noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-7945756877160173992010-05-29T14:54:17.973-07:002010-05-29T14:54:17.973-07:00How much "real" time does a 5-7 turn gam...How much "real" time does a 5-7 turn game of 40k take up? With the number of infantry/vehicles on the table in a standard game, I'd wager it's measured in minutes rather than hours, which isn't a lot of time when you're talking about recovering a bogged-down fighting vehicle. I think the fastest we ever recovered a stuck Humvee in country was 10-15 minutes, recovering a tank that tossed its track took 1+ hours even with mechanic support.RAZhttps://www.blogger.com/profile/17519699812373438878noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-60767421835133937982010-05-29T14:38:31.073-07:002010-05-29T14:38:31.073-07:00That's a good point Flekkzo, but here in the M...That's a good point Flekkzo, but here in the Man-cave we actually have separate rules for mines.<br /><br />Mags, while I agree with you to a large extent, Flames of War handles bogging in a similar way and it is a thriving tourney game! <br /><br />Thanks for the comments!<br /><br />-JimBig Jimhttps://www.blogger.com/profile/10363832056474538807noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-8600771489495281342010-05-29T13:57:36.091-07:002010-05-29T13:57:36.091-07:00Realism. It can be very hard to make the game more...Realism. It can be very hard to make the game more realistic. The current rules for terrain tests are by their nature simple. Simple rules make it easier to run tournaments.<br />That being said, home rules like the ones above add a bit of realism to the game. To me, this could be a interesting addition to the rules set as I am constantly rolling ones for difficult terrain.Grizzled Gorillahttps://www.blogger.com/profile/16715567863938779627noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-52183011100860696952010-05-29T12:52:29.749-07:002010-05-29T12:52:29.749-07:00I think it adds more tactical value this way than ...I think it adds more tactical value this way than simply *poof*. Maybe if you get stuck you must reverse out the next turn?<br /><br />Dangerous isn't just concrete rubble, could be mines/explosives too. Something to think about:)Flekkzohttps://www.blogger.com/profile/14508641232973488303noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-10937961923759051802010-05-29T12:12:01.913-07:002010-05-29T12:12:01.913-07:00They have plenty of use fixing damage taken from s...They have plenty of use fixing damage taken from shooting!<br /><br />-JimBig Jimhttps://www.blogger.com/profile/10363832056474538807noreply@blogger.comtag:blogger.com,1999:blog-2411380844112697158.post-67253884741881638312010-05-29T11:22:26.796-07:002010-05-29T11:22:26.796-07:00Yep, good and simple. Now let's complicate it...Yep, good and simple. Now let's complicate it. ;-)<br /><br />Maybe not allow it for Dangerous terrain - that seems more to me like treads being blown off, etc. that could be harder to address in a battle. Besides, you want to leave at least some value to the poor Techmarines and Engineseers.sonsoftaurushttps://www.blogger.com/profile/08466971377569066201noreply@blogger.com