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40K Skirmish Notes part 5Quick notes: * Some success with using high-AP weapons as modifiers to any die rolled. Example: +3 for a meltagun, applied to either a high die (to push the number beyond the save limit, thus ensuring a casualty) or to a low die (trying to overload the unit's defense dice.) Some things can't directly translate from 40K to Force on Force. A low-quality force will still cause some wounds in 40K just by weight of dice (think of a zillion BS2 orks or a BS3 autocannon), but low-quality troops in FoF lose most quality contests with elite and get killed or pinned before they can strike. So: In FoF, Orks should have a d8 troop quality, with d12 morale as long as there are 10+ in a formation. The should have their ranged shooting firepower capped at 8d, instead of 10d, to reflect their primitive weapons and dumb-dumb tactics. Also, junk troops like insurgents or cultists need a favorable reinforcement chart to make up for d6 TQ and a lack of ROE or scenario restrictions on Imperial Troops. Ambush Alley rules and 40K lore do not go together, since all of the troops are juiced-up Emperor-loving fanatics.
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