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#11 |
Join Date: Mar 2013
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Yeah, high armour divisor is the first and most obvious thing. What about ammo loads? Maybe they risk running out of bullets in extended fights. Also, there are a lot of (mainly silly) exotic hand weapons in 40K. You can beef up the marines melee equipment with chainswords and power hammers and whatever other OTT stuff they have.
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#12 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Many kinds of warfare have units that do greatly effect the outcome of the battle: Champions in pre-formation warfare, knights in medival europe, aircraft in many modern situations. Any of these will normally kill a lot of units, and you counter them by simply replying with your own. If that is the situation, and both sides have other enemies to worry about, its best to pit the units that will decide the battle against each other as a 'champions match'. Presumably the outcome of the battle is the same (as the deciding arm is the same), and you didn't loose all of the conscripts you would have in a pitched battle. Close Battles are costly affairs. If you are fighting an honest to goodness one on one war, that doesn't matter. If you are dealing with a complex political situation, its advantageous.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#13 |
Join Date: Jan 2010
Location: Brighton
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If you don't mind being too meta about it, remember that in the wargame, personal long arms have an maximum range of 48 yards, and heavy weapons about 120 yards!
If you do't want to just have hard and fast max range cut off. Have something like a setting switch that has AD drop by two steps once you get to say 50 yards. That actually works well for marines who are only in danger within very close range due to their high DR, and also for everyone else in low DR who will still be effected at higher ranges even at the reduced AD so will use more realistic tactics. (Not that the IG or Orks aren't likely to rush forward but they will at least die in droves when doing so) Given the high stats that Space marines will have they should be able to rush the effective range gap quickly and engage superior force sin CC where they might be protected from short range gun fire. Also with SM if you give them high enough stats melee will favour them anyway while also protecting them. Give H-Th weapons better AD than rifle equivalents (pretty in setting) Last edited by Tomsdad; 01-24-2015 at 12:54 AM. |
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#14 | |
Join Date: Jan 2010
Location: Brighton
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dedicated soldiers had one job to fight*. So while they are individually resource intensive to train, equip and maintain and you don't waste them by any means if they're fighting their earning their keep. Once warm bodies become a less critical resource (and equipping them less of a burden) to gamble the out come on your best chap not having an off day becomes less attractive. *and keep the chaps with the big hats in power. |
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#15 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#16 | |
Join Date: Jan 2010
Location: Brighton
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But ultimately the balance between DR and weapon damage is what going to matter here. (you can combine this all with lowering 1/2ranges as well of course which is an effective halve in AD anyway). What's nice about it, you can still have some weapon that either don't drop their AD as much or have much longer threshold range for doing so, so that you can mix the threats up a bit. Want to scare Mr. Chainsword wielding Space marine? Put him up against a sniper who can get past his brightly coloured power armour at 300 yards! Last edited by Tomsdad; 01-23-2015 at 12:30 AM. |
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#17 | |
Join Date: Aug 2005
Location: Portland, Oregon
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"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison Last edited by jason taylor; 01-22-2015 at 11:32 PM. |
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#18 | |
Join Date: Oct 2013
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I'm going to echo all the other posters that are saying that the key is to make sure that the armor to penetration setup is such that the heavily-armored marines can close without getting ripped to shreds. Maybe justify the absurdly-short ranges mentioned above (48/120 yards) with defensive jammers/point defense that make shooting beyond that range ineffective? |
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#19 | |
Join Date: Aug 2005
Location: Portland, Oregon
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__________________
"The navy could probably win a war without coffee but would prefer not to try"-Samuel Eliot Morrison |
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#20 |
Join Date: Sep 2004
Location: Montréal, Québec
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Why does it work in 40k?
Are effective weapon ranges incredibly low, or maybe weapons are incredibly inaccurate, jam all the time or hold very low ammo and reload or cycle very slowly? Then again, maybe it doesn't work in 40k either. How close to the source (which I barely know) do you want to stick? Misunderstood, badly maintained technology is easy to make cumbersome to use. Maybe firing a ranged weapon requires being stationary, drilling spikes into the ground, getting a lock-on (which registers on your target's sensors) and so on, making you melee bait. Give weapons a huge Bulk, and impose Bulk on unaimed shots (sort of like a better version of Third Edition Snapshot). Cap Move and Attack at 9 with ranged weapons. There's a ton of stuff you can do here. As an aside, GURPS rounds are 1 second. If you take the duration of a 40k round (6 seconds, 1 minute, I have no idea) and determine that this is the actual rate of fire, you can possibly both follow the lore and make ranged weapons stupidly slow. |
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Tags |
damage, guns, melee, warhammer, wh40k |
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