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Mass Combat Rules test for CMQ
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So, I've worked out a new mass combat system for 40k, specifically Chapter Master Quest. Anyone is welcome to participate.
+++
Test Battles:
I. Imperial Guard vs. Orks
II. Space Marines vs. Imperial Guard
III. Space Marines vs. Orks
+++
>>
>>44731742
Oh boy, lets see how Space Marines get wreckt this time
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>>44731742
Stats:
http://chapterquest.wikia.com/wiki/Mass_Combat_Mechanics?venotify=created
+++
546.301.M41
126th Tachionian Imperial Guard regiment engages Blood Axes on the plains of Pexar.

=Order of Battle=
+126th Tachionian+
9000 guardsmen
80 Chimera transports
32 Leman Russ battle tanks
100 stormtroopers under command of the major Holm himself

+Blood Axes+
7000 Ork boyz
800 Nobz
80 Meganobz
20 Killa Kans

I hope that's not too one-sided
>>
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Can i get two players to take sides or will i have to play against myself? first come first served basis.

Roll d100 for your luck when you pick a side for the first engagement and then decide on one of the following actions:

Advance - task force advances forward trying to minimise casualties and gain ground.

Assault - task force charges forward trying to break enemy resistance and inflict greater casualties. If possible, they will attempt to engage them in melee.

Skirmish - task force engages enemy in ranged combat without trying to push them. Can be used with melee-oriented troops too, but there's a greater chance of skirmish turning into a proper engagement.

Maneouvre - task force will try to flank or surround enemies.

Defend - task force will take up positions to defend their location.

Retreat - task force will attempt to orderly leave the battlefield.

Deep Strike - task force will rapidly deploy in hostile territory while trying to maintain their organisation, can be combined with other actions. Usable for boarding actions and planetfalls.

Surgical Strike - task force will attempt to perform one specific objective such as assassination, sabotage, destruction or capture of designated target.

Infiltrate - task force will attempt to penetrate enemy lines without fighting them and then emerge behind their backs. Size of the task force is an important factor for this tactical action.

Shatter - task force will advance in tight formation, using their superior firepower to break the enemy. Used by the Astartes Legions, benefits from numbers.
>>
>>44732031
Controlling IG.
Skirmish with the orks to start with.
>>
Rolled 16 (1d100)

>>44732069
forgot to roll
>>
>>44732031
So, how exactly would I go about (Being IG, that is) creating a defensive trench-line, with a minefield and other such traps (I assume we get that, since you didn't specify any ordnance) and allowing for a speedy get-away using the transports with the Lemans providing ranged fire support?
>>
Rolled 59 (1d100)

>>44732031
Orks.
Assault with all forces while deepstriking Meganobs in.
>>
>>44731939
>Ork boy
>0.5 toughness over IG
U wot m8?
Orks are known for being tough, tough like space marines. I'd personally put them all above the IG, including storm trooper. But in return they'd have nearly no killing potential at range and only in melee would they be able to shine.
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+IG KP(killing potential)+
9000 guardsmen = 900
80 Chimera transports = 160
32 Leman Russ battle tanks = 640
100 stormtroopers = 100
Total = 1800
Total TH =14500

+BA KP+
7000 Ork boyz = 700
800 Nobz = 1200
80 Meganobz = 640
20 Killa Kans = 360
Total = 2700
Total TH = 17600

///
IG is considerably outgunned, however they get +10 modifier from Very Good Morale, and Major Holm is a good leader with both Strategy and Tactics being at 60. Meanwhile Orks are suffering from the panic induced by recent orbital bombardment, their Morale is poor (-10) and their leader Throat Rippa is more interested in fighting himself rather than plannning, his Tactics is 55 and his Strategy is 20.

Strategy skill will be contested by both sides and difference in % will increase winner's damage.

Tactics skill is also contested and winner can direct his killing power to a single specific segment of enemy army, for example to try to kill best enemy units first. You can direct % of your total KP which is equal to the number of points you win contest. The rest of damage is assigned by defender (most likely to his least valuable units).

Luck can either increase or decrease your damage by up to 50%. When you roll d100:
>1 to 50 = +1% to +50%
>51 to 100 = -1%to -50%

>>44732086
Imperial Guard KP will be increased by +16% for the first round, they have caught Orks by suprise!

>>44732126
Orks are slightly confused, but not too much, their damage will be decreased by -9%

Does everything make sense so far?
>>
Rolled 3, 63 = 66 (2d100)

>>44732333
>Does everything make sense so far?
Mostly.

Rolling for strategy then tactics for IG.
>>
>>44732333
Taking into consideration what you've said, all forces will assault into the enemy with the exception of all of the meganobz and Rippa himself deepstriking straight into the fight to kill the 'umie leader himself.

I trust this addendum is fine?
>>
Rolled 49, 53 = 102 (2d100)

>>44732400
Rolling.
>>
>>44732333
Maybe you might wanna find a good way to automate the process if it's taking too long or just simplify the system?
>>
>>44732400
>>44732093
>>44732126
For now I am testing this system without air support and deep strike options, Throat Rippa controls a roaming semi-feral splinter band, so their orktek level is not high enough for deepstrikes. Closest to what you can imagine is probably Assault - higher casualties, but higher damage as well. Also if you'll decide to keep some forces in reserve, they will not be dealing any damage, so there's no point really, unless you assume that you will lose Tactics and you want to save them from that. "keeping something back" in this ruleset would be represented by choosing to send your worst troops to die first, while everyone is fighting.

>>44732394
>>44732400
+Strategy+
IG = 57 success +10
Orks = 29 failure
Total modifier = +86% for Imperial Guard
(whew, that's a serious critical success)

+Tactics+
IG = 3 failure
Orks = 2 success
Orks will be able to allocate 5% of their KP against any segment of enemy force you wish. Then IG player will allocate the rest of 95% damage against another type of units. If that type of units would be exterminated by this attack, he would choose the next target and so on. Ork player will do the same.

Total damage:
Imperial Guard = 1800
Modifiers = +16%(luck), +86(strategy), +10(morale), enemy assault (+10%) = +112%
Final = 3816 KP

Orks = 2700
Modifiers: -9% (Luck), Assault (+20%), -10%(enemy Skirmish)
Final = 2727 KP
Tactical winner [5%] = 136 (ork player, allocate now)

+++

Imperial Guard strategy proved to be the key factor in their gamble to outsmart superior Ork force. At least during the initial clash on the plain Imperial Guard was winning, using it's tank force to harass enemy while decreasing casualties to themselves. Meanwhile Throat Rippa decided to strike at the heart of the enemy and seized intiative, driving his attack very close to enemy command centre...
>>
>>44732753
If the options weren't available then please tell me when I posted it all the way back 40 minutes ago.

Considering you're being so vague and half-posting mechanics here and there, is it even possible to eliminate the enemy commander? What happens if you do so? What KP or toughness is the commander?
>>
>>44732753
disperse the other 95% of the ork's damage among chimeras and guardsmen, so a roughly equal proportion of both are lost.
>>
>>44732824
>>44732861
To be honest, these rules are still under construction, so I didn't prepare any way to kill enemy commander. I'd say if this was a quest and you would play for properly fleshed out characters, I would require 50%+ Tactics victory to corner enemy commander and force him into single combat.
>>44732861
55 Chimeras and 1364 guardsmen perish.
Where does ork commander want to concentrate his Tactics 136 damage? And how do you disperse enemy damage?
>>
>>44733074
>I would require 50%+ Tactics victory
That kind of relies ultra-heavily on the dice, doesn't it? Even if they're leading from the front line personally by cutting up the enemy you're looking at getting 5 DoS over the enemy.

And, well, I guess I'll hit the lemans then? Honestly not sure what would be good to hit here, I have no idea how toughness even factors in.

As for my troops getting hit, I guess il go for Ork boys and Kans getting hit
>>
>>44733169
As another note, do things normally go this slow? It's been almost an entire hour and we've gotten a single turn done.

Is this for a play by post thing or something?
>>
OP?
>>
>>44733212
>>44733169
My apologies, I am being distracted by my flatmates. I am afraid I can't run this just now, but I should be back later in the evening to finish it, I will understand if you will not be sticking around, but if you want to, we can continue this later. No, usually my turns are about 20-30 minutes long on average.

To answer your questions:
>That kind of relies ultra-heavily on the dice, doesn't it? Even if they're leading from the front line personally by cutting up the enemy you're looking at getting 5 DoS over the enemy.
Good point, however if it would be clearly stated that commander is participating in the battle, you could target him and his command squad and would get bonuses to your Tactics. At the moment neither of the commanders is participating in the battle (Throat Rippa is a formidable warlord with stats similar to a Leman Russ)
+++
Toughness represents how many KP's you need to destroy one unit of that type. with 136 KP's you killed 1 Leman Russ in addition to all the casualties listed above.

All of the Killa Kans were destroyed during the assault (20) and 2304 Ork boyz perish.
+++
Will either of you want to retreat or shall you pursue other tactics/ways to deal with the enemy?

New stat - Leadership
Holm - 40
Throat Rippa - 50

Roll 4d100 each - Luck, Strategy, Tactics, Leadership

I'll resolve once I am back
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>>44733418
SORRY, here, have a kitten
>>
Rolled 74, 90, 51, 13 = 228 (4d100)

>>44733550
Orks being orks PRESS THE ATTACK. Straight into the enemy!
>>
Rolled 7, 1, 82, 84 = 174 (4d100)

>>44733550
For IG
>>
>>44733572
That's not even a kitten. Just a fat cat.

>>44733594
These are some hilariously swingy rolls. Absurdly lucky and impossibly good at strategy but can't command his own troops and fails at tactics
>>
Guess you're not one for chatting IG commander?
>>
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+IG KP(killing potential)+
7600 guardsmen = 760
25 Chimera transports = 50
31 Leman Russ battle tanks = 620
100 stormtroopers = 100
Total = 1530

+BA KP+
4696 Ork boyz = 470
800 Nobz = 1200
80 Meganobz = 640
Total = 2310

>>44733591
>>44733594

+Luck+
IG = +7%
Orks = -24%

+Strategy+
IG = +59%
Orks = -70%
Total = +129%

+Tactics+
IG = -22%
Orks = +4%
Total = 26%
Tactical winner - Orks!

+Leadership+
Orks = 3 DoS
IG = 4 DoF
Orks, inspired by their furious assault, gain +10 Morale bonus, while IG loses their morale after they realise that their initial strike didn't have as much impact as they wanted.

+++
Well, having more dice rolls was supposed to average them out... But I guess just like inr real life it is hard to predict how Fate will swing. Nonetheless, Orks are still winning.
+++
Orks, where do you concentrate your attack?
Orks, Humans, whom do you designate to take losses?
>>
Chimeras then guardsmen take losses.
>>
>>44735152
for
>>44735093
>>
>>44735093
Ork KP = 2310
Modifiers = Luck(-24%), Morale (+10%), Assault(+20%), -10 (enemy Skirmish) = -4%
Final = 2218 KP
Tactics strike [26%] = 577
Remainder = 1641

IG KP = 1530
Modifiers = +7%(Luck), +10% (enemy Assault) = +17%
Final = 1790

+++

Waiting for orks to declare their selection
>>
>>44735318
+updated+
IG KP = 1530
Modifiers = +7%(Luck), +10% (enemy Assault), +129%(Strategy) = +146%
Final = 3764
>>
>>44735411
Kill stormtroopers, they have highest toughness/killing power ratio. Good to see that puny humies have to rely on luck to beat mighty ork warmachine.
>>
>>44735318
Boyz can take the damage.
>>
>>44735569
>>44735491
>>44735152
All of the stormtroopers(100) perish, so do the rest of the Chimeras (25) and another 1293 guardsmen.

Meanwhile Imperial guard kills 2509 ork boyz, a serious blow to the enemy!

+++

+IG KP(killing potential)+
6307 guardsmen = 631
31 Leman Russ battle tanks = 620
Total = 1251

+BA KP+
2587 Ork boyz = 259
800 Nobz = 1200
80 Meganobz = 640
Total = 1899

Both forces have bled heavily, but orks despite serious setbacks keep initiative on their side and keep attacking the enemy with unseen fury. in the battle of body for body, Imperial Guard is bound to lose sooner or later... Especially with enemy still keeping their elite forces ready. Nonetheless, the battle is not yet decided... Anyone wants to try to retreat? If not, please roll 4d100 for each side - Luck, Strategy, Tactics and Leadership
>>
Rolled 22, 58, 65, 56 = 201 (4d100)

>>44735699
For IG
>>
Rolled 61, 100, 23, 70 = 254 (4d100)

>>44735699
Rolling for Orks.
Tankbustas to konkentrate fiahpowah on da tanks.
>>
>>44735827
The Guard units, with the vehicles, should have the advantage of mobility on the open battlefield compared to close range units like the boyz. So, A guard commander would likely want to increase the range of his armored elements away from the ork forces, unless the maneuver would threaten a rout from the infantry. The Orks conversely would want to focus ranged units on the tanks to prevent being outranged. Then again, orks aren't good at strategy. Correct me if I'm wrong.
>>
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>>44735827
>>44735787
+Luck+
IG = +22%
Orks = -11%
It seems that the God Emperor smiles upon the Imperials today...

+Strategy+
IG = +2%
Orks = -80%
Total = +82% for IG

+Tactics+
IG = -5%
Orks = +32%
Total = 37%
Tactical winner - Orks!

+Leadership+
Orks = 2 DoF
IG = 0 DoS
Both sides are locked in a deadly clash, neither can give up, but Orks lose their fervour that was inspired by Throat Rippa... Neither side has Morale bonus this turn.

+IG+
Damage:1251
Modifiers: +82% (Strategy), +22%(Luck), +10% (enemy Assault) = +114%
Total: 2677

+Orkz+
Damage = 1899
Modifiers: -11%(Luck), Assault(+20%), -10 (enemy Skirmish) = -1%
Total = 1880
Where do Orkz want to allocate Tactics damage? Where does everyone want to take the rest of the damage?
>>
>>44736059
Guardsmen take damage.
>>
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>>44736059
>>44736088
After casualties...

+IG KP(killing potential)+
4527 guardsmen = 453
31 Leman Russ battle tanks = 620
Total = 1073

+BA KP+
803 Ork boyz = 80
800 Nobz = 1200
80 Meganobz = 640
Total = 1920

While Orks had the upper hand, Imperial Guard triumphed as Throat Rippa fled the field of battle. Thank you to all of you who have participated in this testing. If you have any comments, you can either post here or join us at the chat here:

https://client01.chat.mibbit.com/?channel=%23RisingSons&server=irc.Rizon.net

Good night!
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