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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Wed Sep 21, 2011 5:46 pm 
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Joined: Sun Nov 21, 2010 11:55 am
Posts: 111
Location: Elkhorn, Wisconsin
greedo wrote:
Perhaps there could be a special ability "Hand to Hand Ninja". This ability gives you an up dice to your normal quality dice in H2H. So if you QT is d6 normally, you get d8 when fighting close combat. This ability would not be used on units with QT 12.

There could also be an ability "Hand to Hand Spaz". This ability gives you a dice DOWN to your normal QT in H2H. This ability would not be used on units of QT 6.

This would be in addition to if you have multiple weapons (+1 dice) etc.


This is what I did for an Ork vs Tau scenario:
Tau:

Confidence Level: Normal

Supply Level: Normal

Tech Level: 2

Body Armor: TL2, Light (1D) – Squad

Body Armor Leader: TL2, Power Armor, Leader, (2D)

Troop Quality/Morale: (D10) – Shooting/(D10) – Morale Shooting (armed with Advanced Combat Rifles)

Troop Quality/Morale in Assault: (D8) – Attacking – (D10 defense -1D) /(D8 for Morale in Asssault)

Tau Hvy Weapon: (2D)

We added a little complexity to the forces to emphasize the Tau reliance/skill on shooting and their lesser ability with hand-to-hand combat. Each 5-man Tau squad had a squad leader wearing basic powered armor.

Orks:

Confidence Level: Normal

Supply Level: Normal

Tech Level: 1

Tough Hide (Body Armor Equivalent): (1D) – Squad

Tough Hide Leader(Body Armor Equivalent): (2D) – Nob

Troop Quality/Morale: (D8) Shooting (D10 defense)/(D8) – Morale Shooting (Armed with Sluggas)

Troop Quality/Morale in Assault: (D10)+(1D)+(1D per Nob)/(D10) – Morale Assault

Ork Hvy Weapon: (1D)

The Orks in the Warhammer 40K universe are big, touch and hard to kill. They are not so good at ranged combat but excel at and love close assault. We added a little complexity in giving them a different defense die, a D10 instead of D8, when shooting and being shot at. We gave them an extra attack die in Assault simply to reflect their racial preference to that kind of combat.

Gretchin (Grots):

Confidence Level: Low

Supply Level: Low

Tech Level: 1

Troop Quality/Morale: (D8)/(D6)

Grots are small, weedy, clever and nasty. While seemingly comical they are still not to be taken lightly. They may have poor dice but they often come at you in bigger numbers than you expect.


From this AAR:
https://walworthcountywargamer.wordpres ... this-time/

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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Wed Sep 21, 2011 7:45 pm 
Lieutenant

Joined: Wed Aug 17, 2011 9:42 pm
Posts: 180
For ease, I will stick with having a ranged and HtH TQ listed, makes it quick to remember, as modifiers get forgotten.

Plus I think it helps to push, these are not humans, they work in a different way.

But to each their own. Another reason TW works so well.

Lee
25 figs based primed.
Painting has started

Grays vs Humans


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Wed Sep 21, 2011 7:53 pm 
Lieutenant

Joined: Wed Aug 17, 2011 9:42 pm
Posts: 180
Mark,

Would also give the grots, ability to draw a FoG card once per game, just to add to the magic nature.

Or even make them a deck of their own, if they are to be played lots.

Lee


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Wed Sep 21, 2011 10:21 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
I think it would be fun for each race to have it's own deck. You mix those decks together when playing against each other. Really "random" races likes irks would get more cards but they will be mixed half awesome and half ridiculous. When playing against orks, you're more likely to get their cards when a 1 is rolled and perhaps they usually start a game with a fow card


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sun Oct 16, 2011 10:14 am 
Private First Class

Joined: Mon May 02, 2011 3:36 pm
Posts: 35
greedo wrote:
I think it would be fun for each race to have it's own deck. You mix those decks together when playing against each other.


Oddly enough I was thinking along this line last night when drafting up a few things Ork related. Orks at least I feel should get their own fog of war deck full of malfunctioning equipment to boost or break it, as well as all the usual things. Easy enough to come up with a handful.

Other than that, how does this look (my initial take on Orks)?

TQ: D8 - D10, Irregulars.
Moral: D10 - D12 (Starts high but is likely to drop reasonably fast)
Confidence: Normal - High (fighting always cheers orks up so never low to start with)
Supply: Normal - Abundant (hard for orks to run low on ammo and food)
Overall TL: 1
Armour: 1D for natural toughness, 2D for 'eavy armour, 3D mega armour

Couple of ideas on how to make them a bit more orky:

Nobz are Intimidating and are usually leaders for regular boyz, or their own units, leaving specialists to their own thing.
Vehicles are typically Deathtrap, Technical, Up Armoured Softskin and if looted: poor armour
Units not subject to shrinkage until mobs are less than 10 in size for regular boyz (shoota/slugga), 5 in size for specialist units, never for nobz mobs. Specialist units being tankbustas, kommandos, lootas, burna boyz, stormboyz, flash gitz.
All shooting is at -1 TQ
Insurgency level is replaced in name (for scenarios that use it, probably rare for orks but I can see its place) by WAAAAGH! level :P
Nobz and Boss get an additional +1D in close combat.
Powerklaw: -1D armour in CC, some anti-tank ability?
Mekboyz: Can apply the 'I just gave it a good smack' fog of war card to broken vehicles and such when spending their turn in contact with the offending machine.
'Oi, youze ded or just muckin' about?' caveman casevac but on a 5 or 6 (due to natural toughness) the ork is just stunned and recovers.

Overall I think that should be sufficient (with tweaking anyway, for one thing I am tempted to make the basic shoota count as an SMG due to their limited effective range and lack of inclination on the part of the orks to even try and aim accurately at a distance) to make them orky without introducing much that is new.
They'll take casualties at a pretty high rate, and generally have to rush for close combat to put the boot in, though through weight of fire alone should still do some damage at range. Tactical flexibility coming in from the specialist units, as the main formations are rather inflexible and will suffer if they get into an extended firefight, natural toughness and tons of dakka or not.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sun Oct 16, 2011 10:29 am 
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Spurious wrote:
'Oi, youze ded or just muckin' about?' caveman casevac but on a 5 or 6 (due to natural toughness) the ork is just stunned and recovers.




That made me laugh. :mrgreen:

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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Sun Oct 16, 2011 10:47 am 
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Joined: Mon May 02, 2011 3:36 pm
Posts: 35
Forgot to add as an alternative to this:
Quote:
All shooting is at -1 TQ

is all units suffer a -1D when totaling up firepower due to erratic shooting and breakdowns.

I have also been working on Imperial Guard (I have a string of scenarios trying to claw their way out of my brain and onto paper :P)
The main idea I had concerning them is that the Guard are TL 1 except for their support weapons (everything that is not a lasgun/laspistol and maybe the more simplistic weapons such as the grenade launcher and autocannon), being TL 2 (the same as Space Marines as they're pretty much the same weapons from the same source.
Having 2D armour for carapace seems ok at TL1 as it's tough, but more vulnerable than space marine power armour (thinking of that as TL 2, 2D protection) and without as many features.

About weapons though;
Heavy bolters, Advanced HMG? What about Autocannon? Grenade launcher as light support weapon with some light AT ability (krak grenades)?


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Mon Oct 31, 2011 1:41 pm 

Joined: Thu Oct 27, 2011 5:38 pm
Posts: 3
I am looking at my Cadians as T2. They would have AC rifles and ABC support machineguns, which I can make into weapon teams, ( if a medium ABC machinegun can be made into a weapons team. Or, is it just light ones.) The troopers will have light armor, as the models show. Also will have flamethrowers attached. Planning on attaching a squad of Smart Bots, Reaper CAVs, that will have ABC mini guns (or Gauss rotary cannons) and direct fire missles on board. (Looking at what Reaper calls a Rhino). The Smart Bots will be used for battlefield superiority or over watch.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Mon Oct 31, 2011 2:22 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
I dunno. Since there are only 3 tech levels, I think there needs to be real differences between the armies.
Perhaps Orks are T1, Guard and Space Marines are T2, Eldar are T3?
To make SM weapons better than Guard, have bolters be intimidating, or outgun, or something like that?


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Nov 17, 2011 12:18 pm 
Private First Class

Joined: Thu Sep 08, 2011 2:49 am
Posts: 30
Hi,

I like such conversion considerations. For Tomorrow's War, I think this considerations are very exciting. So I would like to present my thoughts on the Space Marines:

Tactical Space Marine Squad
Troop Quality: D10
Moral: D8-D12
Confidence Level: High
Supply Quality Level: Normal to Abundant
Weapon: TL2
Body Armor: TL2 Standard Power Armor (3D)
Attributes:
- Advanced Sensors (+1 die shift for Spotting Roll/Double Optimum Range/Night Vision)
- Active Trauma Treatment (Use Advanced First Aid Table/First Aid Check without any healthy Figure)
- Intimidating
- Inspiring
- Skeletal Augmentation (+1D Defense)
- Augmented Senses (+1 Modifier for Spotting Roll)

Sergeant w/Bolter (Lt. ABW AP:1)

Fire Team Alpha
Battle Brother w/Bolter (Lt. ABW AP:1)
Battle Brother w/Bolter (Lt. ABW AP:1)
Battle Brother (Specialist) w/Heavy Bolter (Med. ABW AP:2/AT:2(L)

Fire Team Beta
Battle Brother w/Bolter (Lt. ABW AP:1)
Battle Brother w/Bolter (Lt. ABW AP:1)
Battle Brother (Specialist) w/Melta Gun (Med. EWS AP:2/AT:2(M)

Fire Team Gamma
Battle Brother w/Bolter (Lt. ABW AP:1)
Battle Brother w/Bolter (Lt. ABW AP:1)
Battle Brother w/Bolter (Lt. ABW AP:1)


Some thoughts about the other weapons:
Stormbolter - Lt. ABW AP:1 or AP:2
Heavy Bolter - Med. ABW AP:2 /AT: 2(L)
Assault Cannon - Med ABW AP:2 /AT:1(L)
Melta Gun - Med. EWS AP:2 /AT:2(M) - Target in Optimum Range - Med. EWS AP:3 /AT:3(H)
Multi Melta - Hvy. EWS - AP-Mode: AP:4 /AT:2(M) - AT-Mode: AP:2/AT:4(H)
Plasma Gun - Med. EWS AP:2/AT:2(L)
Plasma Cannon - Hvy. EWS AP:3/AT:3(M)
Lascannon - Hvy. LWS AP:2/AT:4(H)
Rocket Launcher - Med. AP:2/AT:2(M)

C&C are welcome.

Greetz
Arkon


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Nov 17, 2011 1:36 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
I like where you've gone with this!

One question, are bolters consider Lt support weapons or just weapons?
I like the definitions of the other weapons.

Also, I would have SM as being Morale d10-d12. They should really never run away. Perhaps all regular marines are d10, Terminators and Captains etc. are d12. D6 and d8 morale should be reserved for lesser races (guard orks etc.)


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Nov 17, 2011 5:01 pm 
Private First Class

Joined: Wed Dec 01, 2010 1:06 am
Posts: 39
I consider bolters to be advanced ballistic weapons (eg +1d) to the standard rifle.
They are after all, meant to be 19/20mm semi-automatic rpg launchers, after all.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Nov 17, 2011 5:26 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
oh that is much better. Fits with the rules rather than creating some kind of exception. I need to buy TW hardcover dang it! Lasguns and Ork weapons would be "regular" weapons.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Nov 17, 2011 5:39 pm 
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Joined: Mon May 02, 2011 3:36 pm
Posts: 35
I think I'd set bolters to just be regular rifles in terms of firepower, whilst their ammunition is fancy its effects mostly go into hitting a single target hard, they don't have a notable area effect what with the explosive part supposedly taking within the target rather than scattering shrapnel, and a bolter is not really built for sustained fire.
A storm bolter certainly should count as a light support weapon though (if only going for it getting an extra dice/sustianed/following fire depending on the edition of 40k).

Treating them as standard rifles should also allow for the regular team size of 5 marines without them being too powerful in terms of shooting.


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 Post subject: Re: Using GW figures - TW conversions
PostPosted: Thu Nov 17, 2011 5:47 pm 
Captain

Joined: Tue Nov 09, 2010 9:52 am
Posts: 278
What about Bolters are regular guns, but they ignore 1d of armor to give them more hitting power?
I would also treat them as intimidating.

Chris


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