Post by naugredhel on Nov 5, 2007 18:04:40 GMT
I'm going to publish all parts of the Megabattles idea starting with the tactics (It is based on the regiments idea units of 3-15 models with a Lieutenant or higher officer leading them. More on that later)
I dug up the old BGiME 44, where strategies are discussed. For each hero you get a strategy point( In my opinnion you should get a point for every hero up to 100 points and two for hero's worth more). You need to chose the tactics before the game. And in the article you're able to spend them on the following:
Commanding presence (1 strategy point)
When used: Beginning of a turn
Effect: In this turn and only this turn your units don't need to take courage tests
Decisive (2 strategy points)
When used: At the beginning of a players move shoot or fight phase in case of a heroic action or during the fightphase in fighting.
Effect: In this turn you win all the dice throws of a certain kind. To decide who wins a heroicaction when players use one at the same time or to win all the fights (Seems a bit stark to me but thats what it says)
Inspiring Leadership (3 strategy points)
When used: A players move, shoot or fight phase
Effect: A normal warrior can call a Heroïc action once and only once.
Hidden Deployment (1 strategy point)
When used: Before beginning deployment.
Effect: Forces your enemy to deploy his whole army first before you start deploying.
Forced March (2 strategy points)
When used: After deployment but before the first turn
Effect: your troops can make a full move before the first turn
Delaying tactics (3 strategy points)
When used: Before deployment
Effect: by using ambushes and such your commanders have delayed some of your opponents troops. Before deploying select 100 points of enemy troops. These troops may not be deployed but arrive from your opponents board edge in the second movement turn (D6+1 turn is more suitable I think)
And Here are some tactics I thought up
Prelimenary bombardment (4 strategypoints)
When used: After deployment but before the game begins.
Effect: Siege engines from outside the board fire D3 shots. Work them out as you would a trebuchet.
Thoroughly scouting ( 1 strategy point)
When used: All of your movementphases
Effect: Thanks to your rangers and scouts you know every ridge, rockwall and foxhole on the field. You may reroll any climb and fall test concerning the terrain.
Opening Volley ( 2 strategy points)
When used:After deployment but before the game begins.
Effect:You can fire D3 volleys before the game begins. Each volley has a total number of shots equal to the quantity of defenders with bows of any kind and follows the normal rules for Volley Fire, with the exception that the defenders do not need to be in base contact with one another.
Strategy: Traps (3strategy points)
When used: Deployment phase after chosing sides
Effect:
While scouting the terrain some of the troops have already left a few suprises on the Battlefield
You can buy up to a 100 points of traps. For every trap you place you get a free dummy.(Mark the downside of the trap to show wether it is a dummy or not)
Placing traps
You just place 'em on the field with the following exceptions:
-You can't place traps in your enemies deployment zone
- You can't place traps within 14 cm of onanother
Discovering traps
As soon as a model is within 4 cm of the trap marker look on the downside to see wether it is a trap or a dummy. When it is a trap it can activated.
Activating traps.
When a model comes within 4 cm of the trap marker( it marks an area of traps rather than just one trap) you must throw a D6. When its equal to or higher than the trap value, the trap is activated.
-Throw every time when you enter the trap zone or end your movement fase in one
-Due to Hobbit Nimblenes they can easily dodge the traps. They get a -1 on their dice
Trap Effects
Pitfall (10 pts)
Trapvalue: 4+
Effect: Hit with strength 3
Tripwire (5 pts)
Trapvalue: 2+
Effect: Strength 1 hit and is knocked down and can't get up till next turn.
Noose (5pts)
Trapvalue: 5+
Effect: The unit is pulled into the air and cannot move until it throws a D6 equal to or lower than his S-value at the beginning of a movement turn.
Beartrap (15 pts)
Trapvalue: 5+
Effect: model is hit with S4
Crow's feet (5 pts)
Trapvalue: 2+
Effect: Once activated all terain within 4 cm of the marker is permanently difficult terain
Mine (Isengard only) (20 pts)
Trapvalue: 4+
Effect: Model is hit with strength 6. If it dies all models within 14 cm must take a courage test. One use Only
Baricades (2 strategiepoints)
When used: Deploymentphase after chosing sides
Effect: You've seen this battle coming for some time and have ordered your engineers to start building defences. You can place one baricade of 24cm, 2 0f 12 cm or 3 of 8cm in your deploymentzone or the area between the two deploymentzones.
Heavy fortification (5 strategypoints)
When used: Deploymentphase after chosing sides
This is as much contested place and so some defences are already in place, and of course your sappers can enhance them. You place D2 Towers and D3 barricades of 12 cm within your deploymentzone or between your zone and your oponents
Ambush (3 strategy points)
When used: After an enemy has entered the board from the reserve
Effect:If a regiment out of the reserve enters from the board edge every model in the unit is hit with one S3 hit.
Assasination (5 strategy points)
When used: After deployment but before the first turn
Effect: Every enemy captain or hero higher in point cost gets D2 S3 hits
Flank Attack (3 strategy points)
When used: as soon as your units enter from the reserve
Effect: Your regiments can enter play from any board edge
Fooling the Chain of Command 2 spts
When used: When your opponent brings a reserveregiment on the board
Effect: You can choose for one regiment where it enters play
Disturbing the chain of command 4spts
When used: When your opponents start bringing reserves on the field
Effect: For every reserveregiment that enters play throw a D6 on a 2+ you decide where it comes on the board
Cover 3 spts
When used: Beginning of the game
Effect: When being shot at your models count as being behind a obstacle for the first D3 turns
Redeploying (2 strategy points)
when used: at the begining of a move fase
Effect: You can move one regiment infinetely as long as it does't get within 30 cm of the oponent
Burning the forest (3 strategypoints)
When used: Before the game begins
Effect: Your artillery is fireing burning ammo on the bushes. Throw a dice for every piece of forestterrain on a 3+ it's been burned down so no cover. Units already in a burned down forest suffer a S3 hit
Tunnels (4 strategypoints)
When used: Deployment fase
Effect: You can place D3 +1 tunnel markers on the board(outside the enemies deployment zone). Your reserves can enter play through these. Also you can let a regiment go into one of your tunnels to come out on another entrance after 2 turns
I dug up the old BGiME 44, where strategies are discussed. For each hero you get a strategy point( In my opinnion you should get a point for every hero up to 100 points and two for hero's worth more). You need to chose the tactics before the game. And in the article you're able to spend them on the following:
Commanding presence (1 strategy point)
When used: Beginning of a turn
Effect: In this turn and only this turn your units don't need to take courage tests
Decisive (2 strategy points)
When used: At the beginning of a players move shoot or fight phase in case of a heroic action or during the fightphase in fighting.
Effect: In this turn you win all the dice throws of a certain kind. To decide who wins a heroicaction when players use one at the same time or to win all the fights (Seems a bit stark to me but thats what it says)
Inspiring Leadership (3 strategy points)
When used: A players move, shoot or fight phase
Effect: A normal warrior can call a Heroïc action once and only once.
Hidden Deployment (1 strategy point)
When used: Before beginning deployment.
Effect: Forces your enemy to deploy his whole army first before you start deploying.
Forced March (2 strategy points)
When used: After deployment but before the first turn
Effect: your troops can make a full move before the first turn
Delaying tactics (3 strategy points)
When used: Before deployment
Effect: by using ambushes and such your commanders have delayed some of your opponents troops. Before deploying select 100 points of enemy troops. These troops may not be deployed but arrive from your opponents board edge in the second movement turn (D6+1 turn is more suitable I think)
And Here are some tactics I thought up
Prelimenary bombardment (4 strategypoints)
When used: After deployment but before the game begins.
Effect: Siege engines from outside the board fire D3 shots. Work them out as you would a trebuchet.
Thoroughly scouting ( 1 strategy point)
When used: All of your movementphases
Effect: Thanks to your rangers and scouts you know every ridge, rockwall and foxhole on the field. You may reroll any climb and fall test concerning the terrain.
Opening Volley ( 2 strategy points)
When used:After deployment but before the game begins.
Effect:You can fire D3 volleys before the game begins. Each volley has a total number of shots equal to the quantity of defenders with bows of any kind and follows the normal rules for Volley Fire, with the exception that the defenders do not need to be in base contact with one another.
Strategy: Traps (3strategy points)
When used: Deployment phase after chosing sides
Effect:
While scouting the terrain some of the troops have already left a few suprises on the Battlefield
You can buy up to a 100 points of traps. For every trap you place you get a free dummy.(Mark the downside of the trap to show wether it is a dummy or not)
Placing traps
You just place 'em on the field with the following exceptions:
-You can't place traps in your enemies deployment zone
- You can't place traps within 14 cm of onanother
Discovering traps
As soon as a model is within 4 cm of the trap marker look on the downside to see wether it is a trap or a dummy. When it is a trap it can activated.
Activating traps.
When a model comes within 4 cm of the trap marker( it marks an area of traps rather than just one trap) you must throw a D6. When its equal to or higher than the trap value, the trap is activated.
-Throw every time when you enter the trap zone or end your movement fase in one
-Due to Hobbit Nimblenes they can easily dodge the traps. They get a -1 on their dice
Trap Effects
Pitfall (10 pts)
Trapvalue: 4+
Effect: Hit with strength 3
Tripwire (5 pts)
Trapvalue: 2+
Effect: Strength 1 hit and is knocked down and can't get up till next turn.
Noose (5pts)
Trapvalue: 5+
Effect: The unit is pulled into the air and cannot move until it throws a D6 equal to or lower than his S-value at the beginning of a movement turn.
Beartrap (15 pts)
Trapvalue: 5+
Effect: model is hit with S4
Crow's feet (5 pts)
Trapvalue: 2+
Effect: Once activated all terain within 4 cm of the marker is permanently difficult terain
Mine (Isengard only) (20 pts)
Trapvalue: 4+
Effect: Model is hit with strength 6. If it dies all models within 14 cm must take a courage test. One use Only
Baricades (2 strategiepoints)
When used: Deploymentphase after chosing sides
Effect: You've seen this battle coming for some time and have ordered your engineers to start building defences. You can place one baricade of 24cm, 2 0f 12 cm or 3 of 8cm in your deploymentzone or the area between the two deploymentzones.
Heavy fortification (5 strategypoints)
When used: Deploymentphase after chosing sides
This is as much contested place and so some defences are already in place, and of course your sappers can enhance them. You place D2 Towers and D3 barricades of 12 cm within your deploymentzone or between your zone and your oponents
Ambush (3 strategy points)
When used: After an enemy has entered the board from the reserve
Effect:If a regiment out of the reserve enters from the board edge every model in the unit is hit with one S3 hit.
Assasination (5 strategy points)
When used: After deployment but before the first turn
Effect: Every enemy captain or hero higher in point cost gets D2 S3 hits
Flank Attack (3 strategy points)
When used: as soon as your units enter from the reserve
Effect: Your regiments can enter play from any board edge
Fooling the Chain of Command 2 spts
When used: When your opponent brings a reserveregiment on the board
Effect: You can choose for one regiment where it enters play
Disturbing the chain of command 4spts
When used: When your opponents start bringing reserves on the field
Effect: For every reserveregiment that enters play throw a D6 on a 2+ you decide where it comes on the board
Cover 3 spts
When used: Beginning of the game
Effect: When being shot at your models count as being behind a obstacle for the first D3 turns
Redeploying (2 strategy points)
when used: at the begining of a move fase
Effect: You can move one regiment infinetely as long as it does't get within 30 cm of the oponent
Burning the forest (3 strategypoints)
When used: Before the game begins
Effect: Your artillery is fireing burning ammo on the bushes. Throw a dice for every piece of forestterrain on a 3+ it's been burned down so no cover. Units already in a burned down forest suffer a S3 hit
Tunnels (4 strategypoints)
When used: Deployment fase
Effect: You can place D3 +1 tunnel markers on the board(outside the enemies deployment zone). Your reserves can enter play through these. Also you can let a regiment go into one of your tunnels to come out on another entrance after 2 turns