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Post by warlordgrubnatz on Aug 8, 2005 10:37:06 GMT -5
post this in the rules fourum.
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Post by LibrarianBrent on Aug 9, 2005 18:39:06 GMT -5
What?
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Post by warlordgrubnatz on Aug 13, 2005 8:05:16 GMT -5
the starter of this thread posted rules for mines and demo charges, then deleted their post.
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Post by myincubliss on Mar 31, 2006 10:34:34 GMT -5
on the note of mines, i thought that the article on fortifications building (on gw online somewhere) was awesome from aeww2! - the mines (2 shields/round bits of plasticard) and nobbly bits look a suitable combination of archaic and futuristic... plus the blown up minis were fun too...
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Post by tordenskjold on Mar 31, 2006 11:19:09 GMT -5
Mines is a good idea, they could maybe be bought with rank points, like troops, and be placed on the board by the owning player, and blowing up anyone stupid enough to come too close.
We could do the same for such things as razorwire, tank traps and trenches.
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Post by xeoran on Mar 31, 2006 13:39:35 GMT -5
You could have an Asset List where you can choose stuff like this. Alternatively you could follow Infinity and have certain troops carry Mines which can be dropped.
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Post by myincubliss on Apr 1, 2006 7:25:40 GMT -5
could get a bit complex though: private #27 has mines, #33 has dropped his... too much complexity tends to bog games down somewhat... i'm liking the assets list (unless it gets a bit too gw...) but then again it might end up a bit cityfight to avoid having the german player buying mines in an underground complex...
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Post by xeoran on Apr 3, 2006 6:11:15 GMT -5
You can always put counters next to the mine carriers (one mine=one counter). Plus i doubt we'll have more than 15 guys per side so not too complex. Asets was more a rip off of Starship Troopers game. You can have an Assets (mines, ladders etc) Defenses (Bunkers, artillery etc) and Aerospace (plane bombing runs or strafing).
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