Experimentelle Regeln für Teamweises Spielen

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Registriert: Mi 30. Jul 2014, 16:08

Experimentelle Regeln für Teamweises Spielen

Beitragvon Ghazkull » Mo 8. Mai 2017, 10:07


ich habe das hier am Wochenende gefunden - und möchte es euch präsentieren.
Es ist quasi eine Regelergänzung, mit der man mehr oder weniger abwechselnd Einheiten abarbeitet. Somit fallen die langen Wartezeiten weg - und auch "1. Turn Auslöschungen" sollte es nicht mehr so einfach gegeben:

https://www.gw-fanworld.net/showthread. ... es-spielen
WAAAAGH! - Warum kompliziert wenn's auch einfach geht?

Beiträge: 561
Registriert: Mi 30. Jul 2014, 16:08

Re: Experimentelle Regeln für Teamweises Spielen

Beitragvon Ghazkull » Mo 8. Mai 2017, 10:08

Team: Operations

An operation is a way to coordinate multiple teams into achieving one greater goal.
Often, Operations are cut down in sub-operations.


Army building

1. You build an army, and you use one or several formations, as usual according to what the players agree on. After you have finished building a normal army, the difference is that you will have to cut your army into teams.
2. One “Team” has more than 290 points. It is built in a very simple way: You put units in a team until the team has more than 290 points.
A team is not a “super unit”. The units are used in the game just like before. It is only a way to cut your army list in some pieces.
3. How many teams do you make: You divide the army points by 400.
...o 1200 points you make 3 teams,
...o 1600 points you make 4 teams,
...o 2000 points you make 5 teams,
...o 2400 points you make 6 teams,
...o 2800 points you make 7 teams.
4. You can mix units from different Detachments into one team. If you mix races in your army list, you can put only one race per team

Remark: I choose 400 points average because I think 300 is too small for some armies (Grey Knights, looking at you) and 500 is already quite big for others. The range 290+ is just to allow some flexibility in the army building in case you have a superunit.
In point 4, the remark with the races is a little bit fluff and not necessary. Hope it annoys nobody.

5. Transports can be used only by the team they belong to.
Remark: to be tested and discussed. I fear without this it will become complicated in the next point. But maybe that fear is without reason – wait for the test.

6. Instead of deploying your complete army, you only deploy one Team at a time, alternating between the players.
If you are playing an apocalypse style battle, use the deployment rules of apocalypse instead.

Gameplay and turn sequence
7. Wording: Units you have used this turn are called “active”. Before using they are called “inactive”. At the start of a turn, all units are “inactive”.
There is one playcard per team, to remember which team was activated already and which not.

8. Player turns: Players now don’t play the entire army.
They just play one single card and activate the team for this card. Then the other player uses a card and activates one team. They alternate to activate one team until all teams have been played. When all teams have been played, the turn is over.

9. Team Activation: When a player activates a team, the following phases are done in this order:
...o Roll for reserves for this team’s units
...o If the roll is a success, the unit arrives immediately as per the unit’s rule (outflank, move on board, deep strike…)
...o Move
...o Psy (v8. V7 does all the psy before team activation starts)
...o Shoot (including psi shooting powers)
...o Charge (and overwatch)
......o If an active unit is charged, it may fire overwatch as normal.
......o If an inactive unit is charged, it may fire overwatch at full BS.
......o Templates are not allowed to be fired in overwatch, except templates that can be fired in charge response as per rulebook.
...o First fight phase
......o The charging unit attacks as per the first fight phase in 40k V8.
......o If the defender is inactive and will be activated after the attack, it may decide to step out of the combat, with normal disadvantages (v8 rules).

10. Turn End: When all teams were activated, the turn is over. Now you resolve:
...o the remaining fight phases in the close combats
...o the rolls for morale. (v8. In v7, do morale rolls all the time)

Games with more than 2 players, but 2 sides only (apocalyptic mode)

11. Each player of one side plays one single team card. Then the players of the other side play one team card each. Repeat until all teams are done.

Field effects

Beginning of the turn, the field gets glued on any model in range of the field effect. It stays glued on them as long as they stay inactive, meaning the field radiating unit may move out of range without negative effect on the inactive models.

After activation and movement of the field radiating unit, the new field range impacts only active models.

Inactive models under influence of the field, which get activated, immediately lose any glued bonuses.
Remark: This extra-rule is necessary because otherwise there will be a big problem with any field effect (Big Mek Force Field, Buff effect around a commander…). The rule avoids that a field effect is accidentally doubled, at the same time it avoids that it is accidentally useless. Inactive units lose the effect as soon as they are activated, because after the activation the model has the free choice to move back into field range or not.
WAAAAGH! - Warum kompliziert wenn's auch einfach geht?

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