Coopdevil
Vassal
Golgfag1":1rv0v6ls said:OK Coop,
As I'm currently looking at various options for the type of race and vessel I'm considering bringing to this bun fight - can I have a Mine-layer (work in the same fashion as cannon but only hitting the hull), on the basis that If I do, I don't take any other large missile weapons (bolt thrower, cannon or stone thrower); or an aircraft carrier on the basis - it's just that after seeing the eight gyro-copters in the army picture section - I thought it might be quite fun to have something similar buzzing around the sky's above the table or even balloons trailing behind my empire ship dropping barrels of napalm from above? All just ideas at the moment - but as others are /were considering submarine type creatures/ swimming giants - I think them worth considering - as others might want something to counter these innovations!![]()
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Oh, and can we have flying creatures (harpies and the like) or even flying boats otherwise how are we to hit the ship on the giants head?
All grist to the mill, all grist to the mill![]()
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Paul / Golgfag1
I'm a great fan, for games like this, of making models conform to the rules not the other way around. I know that's not very 1980s add-a-new-table-for-every-new-model in style (known as Ameritrash in boardgaming) but there you go. Big games need to keep it simple.
Minelayer - When I wrote Axles and Alloys (http://axlesalloys2.blogspot.co.uk/) I allowed mines as round counters that were placed behind the car at any point during the move. If somebody then drove over them there was a Saving Throw allowed otherwise it was an automatic hit to the car's wheels. I'd consider something with aquatic mines - a counter dropped behind the ship, a Saving Throw based upon the class of the ship that ran across them, and if that fails an automatic cannon hit to the hull. Would probably limit ammo for this though, otherwise you get a table seeded with so many death-traps that it ceases to be fun.
Aircraft Carrier - With infinite fuel and ammo for Gyrocopters, a flat-top seems superfluous. However then I realised what it could be used for is it spawn new Gyrocopters, such that in the End Phase roll d6 per lost Gyrocopter - on a 4+ one respawns on the flat-top. Airfields could be done in the same manner with a structure present (control tower etc.) the loss of which knocks the airfield out of action. I probably wouldn't give crew on an aircraft carrier soft cover or hard cover though - it's just open.
Flyers/Wading Giants - if the T and W of ships match up with that of land structures (such that they appear to be on the same scale) then any creature that smacks a ship is using existing WFB rules which is good. A Dragon simply moves when activated and it's attacks all work against crew or hull in the usual fashion.
Subs - In my experience once you add hidden subs and the resulting ASW to naval wargames the complexity increases exponentially to the point where it is not worth it.
Time Bandits ship- I'd just treat the head as part of the hull. Probably not a wind-powered ship.
Coop