Apocalypse (WIP homebrews and houserules etc)
(Rewritten 27/10/07)
OK I figured I'd tidy up by adding a contents post so stuff didn't get swamped by 'hot' topics currently, we've got:
Houserules - large work in progress which I'll collate latest points after contents here, still a work in progress- nothing set in stone, just a collation of points where we currently stand (ish)
A tzeentch infantry heavydatasheet at post 23 (finished, in my mind, I also submitted it to the comp they are having over in warseer general)
Combined Hellhounds one (has many variants as we chew over all the possibilities) I think we are currently tweaking the one listed in post 70 (latest variant) and jlong is rewording the torch em rule.(I think we have been at 95% for 3 pages but I've found it fun working out each time a bubble pops up)
I scribbled out some ideas for a warhound titan primarch (5% done, still just a pub concept) post 41, I'm letting it settle until I know more about titans.
Ljundhammer put up one on IG veteran platoons (post 30) Seemed to meet with all round approval.
A demonhost (for demonhunters) datasheet at post44 but has been tweaked a fair bit, I think its now near on 80-90% done if we work out how\if they form a unit of sorts. (my last comment on it was post 69)
A penitent engines sheet at post 51 which I think we all kind of put on hold argueing over the fire.(and kb sizes) So maybe we re approach this one after finishing the hellhound and demonhost ones.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
houserules after debate (modified through discourse)
1) Special abilities unique to or effecting only members of an army from a specific codex, stay only effecting members of that codex (e.g. no nid pheromone trail allowing landraiders to turn up, no cannonness making gaunts near fearless etc)
*RAW as per page 20 of apocolypse
2) Superheavies may transport creatures from various different species reliant on their capacity and load(see p198 Wink ), in the upcoming game, will you both agree to the use of codex specific non dedicated transports (non super heavy)by other races within your army, or will you both agree to keep codex specific transport options only available for members of that codex, note this should be agreed in early pregame discussion.
*Kind of against the RAI of p198, but it helps for a friendly agreement in advance.
3) Standard games (near me) will be 3000-4500 points a side (larger (in our lot)becomes silly and puts pressure on those who have less to field unefficiently,)Standard time up to5 hours max otherwise its just a chore.Arranged at least 7 days in advance,(declare which datasheets we’ll use at that time (and point 2), that will help with agreement over scratch home built ones(and scratch home built units) but also would stop nasty surprises (e.g. maelstrom of gore stops all other races fleeting- I’ve already said I’m not going to use that part of it, but that’s one of those things that should be discussed long before the kick off)
*Personal rule on reveal.(any differences of opinion on p117 traitor formations and using dtatasheets in different armies can be out the way before the battle begins)
4) Codexs will normally be the current printing of the current edition (so I’ll have to use the new chaos, booo) unless explicitly agreed to by the opponent.(no Mr 6- No 2nd ed elder….evar evar evar)But squats are ok (teehee)
5) Some strategic assets may be reviewed due to ingame un funnyness (e.g. I’m already hearing about fights breaking out when ‘flank attack’ is used… and I’ve got my eye on it, if it causes trouble we’ll remove it from the deck)
6) Although No FOC limits apply, I would suggest capping the number of armies\chapters\ differing forces allied on a single side (in the 4500 and under bracket) to 3 armies, to prevent confusion and codex juggling and speed up general game play.
Speed up rules currently
Tim has suggested (and had positive response from)
"
Fleet should be rolled as the unit moves in the Movement phase, and added to the normal move. it takes long enough to move massed infantry formations - it doesnt help if you have to pick each model up twice.
if Jetpack/Eldar Jetbike owners decide they dont want to shoot that turn with such models, then they could use their bonus move in the Movement Phase too (adding it to the normal movement allowance), in order to save time.
"
I added using turbo boost markers to signify jetbikes had done its stuff for the following phases in advance.(although this is actually kind of dumb as implies they'll get an invulnerable save.But the idea of marking it is sound.
there are still a few suggestions on p37 we haven't brought up or discussed yet and a few more that we probably could string together.
IJW has an interesting sheet over at warseer with some nice markers ready for apocolypse.
http://warseer.com/forums/rules-develop ... weaks.html
Still struggling with the 'problem' of traits and how will people deal with two detachments of smurfs with different traits (or 1 traited smurf with any other force), e.g. 1 company says no drop pods no heavy tanks, 1 says no termies and no allies- meaning in 3000 they still have everything…but since we'll be taking nids and necrons, wulfen and chaos etc I think i had ants in my pants and I just have to let that bit wash over me.Hopefully limiting to only 3 forces will curb a little of it.
OK I figured I'd tidy up by adding a contents post so stuff didn't get swamped by 'hot' topics currently, we've got:
Houserules - large work in progress which I'll collate latest points after contents here, still a work in progress- nothing set in stone, just a collation of points where we currently stand (ish)
A tzeentch infantry heavydatasheet at post 23 (finished, in my mind, I also submitted it to the comp they are having over in warseer general)
Combined Hellhounds one (has many variants as we chew over all the possibilities) I think we are currently tweaking the one listed in post 70 (latest variant) and jlong is rewording the torch em rule.(I think we have been at 95% for 3 pages but I've found it fun working out each time a bubble pops up)
I scribbled out some ideas for a warhound titan primarch (5% done, still just a pub concept) post 41, I'm letting it settle until I know more about titans.
Ljundhammer put up one on IG veteran platoons (post 30) Seemed to meet with all round approval.
A demonhost (for demonhunters) datasheet at post44 but has been tweaked a fair bit, I think its now near on 80-90% done if we work out how\if they form a unit of sorts. (my last comment on it was post 69)
A penitent engines sheet at post 51 which I think we all kind of put on hold argueing over the fire.(and kb sizes) So maybe we re approach this one after finishing the hellhound and demonhost ones.
>>>>>>>>>>>>>>>>>>>>>>>>>>>
houserules after debate (modified through discourse)
1) Special abilities unique to or effecting only members of an army from a specific codex, stay only effecting members of that codex (e.g. no nid pheromone trail allowing landraiders to turn up, no cannonness making gaunts near fearless etc)
*RAW as per page 20 of apocolypse
2) Superheavies may transport creatures from various different species reliant on their capacity and load(see p198 Wink ), in the upcoming game, will you both agree to the use of codex specific non dedicated transports (non super heavy)by other races within your army, or will you both agree to keep codex specific transport options only available for members of that codex, note this should be agreed in early pregame discussion.
*Kind of against the RAI of p198, but it helps for a friendly agreement in advance.
3) Standard games (near me) will be 3000-4500 points a side (larger (in our lot)becomes silly and puts pressure on those who have less to field unefficiently,)Standard time up to5 hours max otherwise its just a chore.Arranged at least 7 days in advance,(declare which datasheets we’ll use at that time (and point 2), that will help with agreement over scratch home built ones(and scratch home built units) but also would stop nasty surprises (e.g. maelstrom of gore stops all other races fleeting- I’ve already said I’m not going to use that part of it, but that’s one of those things that should be discussed long before the kick off)
*Personal rule on reveal.(any differences of opinion on p117 traitor formations and using dtatasheets in different armies can be out the way before the battle begins)
4) Codexs will normally be the current printing of the current edition (so I’ll have to use the new chaos, booo) unless explicitly agreed to by the opponent.(no Mr 6- No 2nd ed elder….evar evar evar)But squats are ok (teehee)
5) Some strategic assets may be reviewed due to ingame un funnyness (e.g. I’m already hearing about fights breaking out when ‘flank attack’ is used… and I’ve got my eye on it, if it causes trouble we’ll remove it from the deck)
6) Although No FOC limits apply, I would suggest capping the number of armies\chapters\ differing forces allied on a single side (in the 4500 and under bracket) to 3 armies, to prevent confusion and codex juggling and speed up general game play.
Speed up rules currently
Tim has suggested (and had positive response from)
"
Fleet should be rolled as the unit moves in the Movement phase, and added to the normal move. it takes long enough to move massed infantry formations - it doesnt help if you have to pick each model up twice.
if Jetpack/Eldar Jetbike owners decide they dont want to shoot that turn with such models, then they could use their bonus move in the Movement Phase too (adding it to the normal movement allowance), in order to save time.
"
I added using turbo boost markers to signify jetbikes had done its stuff for the following phases in advance.(although this is actually kind of dumb as implies they'll get an invulnerable save.But the idea of marking it is sound.
there are still a few suggestions on p37 we haven't brought up or discussed yet and a few more that we probably could string together.
IJW has an interesting sheet over at warseer with some nice markers ready for apocolypse.
http://warseer.com/forums/rules-develop ... weaks.html
Still struggling with the 'problem' of traits and how will people deal with two detachments of smurfs with different traits (or 1 traited smurf with any other force), e.g. 1 company says no drop pods no heavy tanks, 1 says no termies and no allies- meaning in 3000 they still have everything…but since we'll be taking nids and necrons, wulfen and chaos etc I think i had ants in my pants and I just have to let that bit wash over me.Hopefully limiting to only 3 forces will curb a little of it.