Team Deathmatch

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Re: Team Deathmatch

Post  Celtic on Mon Apr 26, 2010 11:18 am

ok, i'll print them off and show the rules to everyone who will show up on friday, so everyone has a taste of what's going on, and if people want to do the match on friday or next week we'll take it from there
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Re: Team Deathmatch

Post  Skirax on Mon Apr 26, 2010 12:16 pm

The rules are nice, but stealth is a bit off. Plus, you want it to work more like CoD and there needs to be more intricate rules. Cities of Death will work for it, but don't forget that it's Tom's idea, so he should be in charge of it.

Also, I think that there will be more than just six turns. Different game types require different victory conditions.

Here's some ideas:
TD - Each team must attempt to get twenty(?) kills.
FFA - Obvious here. Ten(?) Kills.
CTF - One player can capture the flag, and it doesn't penalise movement. If you return the flag to your base you get a point, and it takes Three(?) points for the team to win.
Search - There's a bomb, only one guy on the team who's attacking that can carry the bomb at one time. It must be planted at a certain location and each turn you roll a dice, if a six comes up then the bomb detonates, and you modify the roll buy the number of games turns gone buy by taking the number from the dice roll. And the defending team can defuse it if they roll a 5(?). It can be modified obviously.

So far? I understand that you guys think your rules work well (They do, but they can be improved on) but you need to be open to constructive criticism.

As per the Killstreaks, I think mine work well as they reflect the actual Killstreaks on the game.

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Re: Team Deathmatch

Post  Celtic on Mon Apr 26, 2010 1:10 pm

The Stealth was will's idea.
Much of the other stuff: the Max LOS of 30, mines, sentries, objectives, and awareness rule are all my ideas
You have to say, the awareness rule should work quite well in a cityfight environment
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Re: Team Deathmatch

Post  Skirax on Mon Apr 26, 2010 1:34 pm

As per the 'Both teams move and shoot at the same time' rule, I think this may get confusing, for example, how do you work out if someone's in cover if they didn't start their movement in cover but ended in cover?

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Re: Team Deathmatch

Post  Celtic on Mon Apr 26, 2010 2:05 pm

Well, I think it should be worked out by the end of the movement phase, whether or not a model is in cover at the end of the movement phase. If you think about it, a model is only going to spot an enemy that is moving/has moved, so will shoot at him, if he hasn't moved, it'll be much more difficult to spot him.
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Re: Team Deathmatch

Post  Splinter on Mon Apr 26, 2010 4:12 pm

I'd like to remind you all that we need to keep the rules simple and metaphorically streamlined. This is supposed to be fun not a rule bashing fananza. We'll piece together the final rules over Thursday lunch time so for now no printing stuff off.
Azarel I'm avoiding changes to stat lines except the complimentary +1 wound because it can change the role of the model too much. Special rules can compliment existing skills.
With foresight I increase the cost of relentless to 15pts. And add the kill streak Exterminatous for 10 kills and you win the game 4t'lols.
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Re: Team Deathmatch

Post  Celtic on Tue Apr 27, 2010 9:43 am

that's hardly fun
I really do think the perks we put down are appropriate and should be worth 10 points each
Seriously though, a lot of other people have already said the perks would work
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Re: Team Deathmatch

Post  Skirax on Tue Apr 27, 2010 10:03 am

Yes, but to be fair those 'few people' are Year 8s and 7s who don't know their ass from their elbow.

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Re: Team Deathmatch

Post  Celtic on Tue Apr 27, 2010 10:17 am

that is kind of discriminating. But seriously, ending the game when one team racks up 10 kills isn't that fun. People do get pissed off when someone calls in a nuke on COD
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Re: Team Deathmatch

Post  Skirax on Tue Apr 27, 2010 12:26 pm

I don't. And they don't have an idea about balancing rules.

If ten kills isn't enough then we set the bar higher. Personally, I'd like to see our take on Domination.

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Re: Team Deathmatch

Post  Celtic on Tue Apr 27, 2010 1:21 pm

i think domination or demolition would be a better set-up than team deathmatch, to be honest
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Get on with it

Post  Andy on Tue Apr 27, 2010 1:53 pm

If we want to get this sorted out we need to discuss time and date, it seems
we already have sorted out the rules (maybe) anyway it's better sitting here
on our elbows.
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Re: Team Deathmatch

Post  Cat =^.^= on Tue Apr 27, 2010 2:04 pm

Skirax wrote:Yes, but to be fair those 'few people' are Year 8s and 7s who don't know their ass from their elbow.
not all y8's you must admit...
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duh

Post  Andy on Tue Apr 27, 2010 2:05 pm

that was entirely the point of my post.
to add humour to a thread
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And it worked.

Post  Cat =^.^= on Tue Apr 27, 2010 2:12 pm

< yum.
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Re: Team Deathmatch

Post  Celtic on Tue Apr 27, 2010 2:18 pm

that was said in Blackadder, series 4, which is, I assume, where Jake got the phrase from
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Re: Team Deathmatch

Post  Cat =^.^= on Tue Apr 27, 2010 2:20 pm

Azrael wrote:that was said in Blackadder, series 4,
And THATS why we play warhammer XD
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Re: Team Deathmatch

Post  Skirax on Tue Apr 27, 2010 3:08 pm

I didn't get the phrase from there, Andy that was a pointless post, and epi_rawr you're getting annoying.

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Re: Team Deathmatch

Post  Cat =^.^= on Tue Apr 27, 2010 3:09 pm

i'm trying not to be hahahaha
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Re: Team Deathmatch

Post  Splinter on Tue Apr 27, 2010 4:04 pm

We're in danger of going off topic so I'll bring it back with this.

6 inches of movement represnts a model moving at about jogging pace, the same pace as you usually go at on COD6. At such a pace, unless the enemy is a complete noob or looking in the wrong dirrection, you'll be spotted easily.

Now if you crouch, stop or dive into a bush the chance of being spotted drops dramatically to the point where you're invisible. (Happy times in my bush Very Happy )

Now I suggest if you move 6 inches the awareness range to spot them is 3D6 + 15". So the maximum allows for some sniping although terrain is likely to block it at such range.

If you 'crouch walk' max movement 3 inches. The awareness range to spot them is 2D6 + 10". The model is sneaking around keeping their head down etc etc.

Going prone means getting dirty and crawling, max movement 1 inch. They're being seriously sneaky and/or being a bit of a coward. Therefore the awareness range to spot them is 1D6 + 5". This isn't fool proof as I've found time and time again when someone spots the barrel of my gun inching out of a bush and run up to stab me in the face.


About movement, shooting and assault phases..

I'm suggesting everyone does them at the same time, shooting targets and getting cover saves depends on where you end up at the end of the movement phase. If killed models are placed on their side untill the next turn where they'll respawn, they may still shoot if they didn't get a chance to.

Assulting takes place as normal but if two models are assulting each other, if their combined assult range is enough to cover the distance them meet in the middle and start beating the tihs out of the other. Both get the bonus attack.

Now I know this is likely to happen: a model gets assulted whilst trying to assult another model. The assulting model gets intercepted at the point along to line of their charge at the unengaged model closest to the original position of the second assulter. I'll draw a diagram at lunch or something.

I hope you find these revised rules more suited to your tastes.
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Re: Team Deathmatch

Post  Skirax on Wed Apr 28, 2010 12:06 am

I say we up the points to 100 but that includes the perks. Also, I think that we should have about 6 Killstreaks, but you can only use two? But you choose before the game starts.

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Re: Team Deathmatch

Post  Celtic on Wed Apr 28, 2010 1:02 am

i think we should keep the points at 60 points, because 100 allows some people to get stupidly well upgraded models whereas some people, their codex won't allow for something like that.
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Re: Team Deathmatch

Post  Skirax on Wed Apr 28, 2010 9:20 am

What about 80 then? Because that way it accomodates the Perks and you won't be able to massively upgrade your unit.

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Re: Team Deathmatch

Post  Splinter on Wed Apr 28, 2010 9:54 am

I'm sticking to my guns here and saying it should remain at 60pts. The limit's there to prevent the characters from going over the top. Perhaps each player has three models at 60pts and one at 80 to represent the veteran, there's always one in a game making merry hell online.
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Re: Team Deathmatch

Post  Wills on Wed Apr 28, 2010 10:01 am

Jake, you said that most of the people who agreed with the perk rule, were year 8s and 7s, perhaps you'd like to state what year you are in, and what year me and Michael are in, and then state how long you've played warhammer, then state how many people(no matter age) AGREE with your 100points, then how many people agree with 60pts, then decide what we do. And Tom's idea about 80points for 1 guy and 60 points for the rest seems quite good.

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Re: Team Deathmatch

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