Team Deathmatch
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Wills
Cat =^.^=
Skirax
Splinter
8 posters
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Team Deathmatch
A random idea plucked from the ether:
Just think Call of Duty multiplayer and you'll be fine
Four players, 2v2 (could have more people but then it becomes a shouting fest)
Each person has four models of no more than 60 pts each. They can be any model from any unit in their codex and count as inderpendant if they aren't already. They don't all have to be different either.
Said models have access to their respective codex's armoury if they don't already have and can choose anything they want as long as they don't go over 60 pts. Any upgrade they could take as part of a squad ie. a plasma gun
Every model gets an extra wound at no cost (To prevent single wounded models from getting killed all the time and to make the multi wounded models slightly more intresting)
Examples:
# Spez Mareeen Sergeant tooled up
# Imperial Guard Platoon comander
# Thyranid Warrior thing
You get the idea.
Anyway so there're eight models on each team. When they die they can respawn in a specified area for their team as you would on any competant online shooter game. Different game modes, team deathmatch, capture the flag etc.
Thoughts, suggestions and bile welcome
Just think Call of Duty multiplayer and you'll be fine
Four players, 2v2 (could have more people but then it becomes a shouting fest)
Each person has four models of no more than 60 pts each. They can be any model from any unit in their codex and count as inderpendant if they aren't already. They don't all have to be different either.
Said models have access to their respective codex's armoury if they don't already have and can choose anything they want as long as they don't go over 60 pts. Any upgrade they could take as part of a squad ie. a plasma gun
Every model gets an extra wound at no cost (To prevent single wounded models from getting killed all the time and to make the multi wounded models slightly more intresting)
Examples:
# Spez Mareeen Sergeant tooled up
# Imperial Guard Platoon comander
# Thyranid Warrior thing
You get the idea.
Anyway so there're eight models on each team. When they die they can respawn in a specified area for their team as you would on any competant online shooter game. Different game modes, team deathmatch, capture the flag etc.
Thoughts, suggestions and bile welcome
Last edited by Splinter on Sun Apr 25, 2010 1:36 pm; edited 1 time in total
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
Re: Team Deathmatch
I remember us discussing this It was fun...
Yeah, I'd go for it. Just make sure we have a structured scoring system, otherwise it'll get complicated.
Yeah, I'd go for it. Just make sure we have a structured scoring system, otherwise it'll get complicated.
Re: Team Deathmatch
Splinter wrote:
Each person has four models of no more than 60 pts each.
what? anyway i do quite likey. If we do play, I think i.m gonna go with Jacob for this one... I've got a great idea...Splinter wrote:
Anyway so there're six models on each team.
Cat =^.^=- Initiate
- Posts : 111
Join date : 2010-04-16
Age : 27
Location : In your mind...
Re: Team Deathmatch
I'm only playin this if there is a tonne of terrain, we all know the line of sights and terrain in COD online is like thiiiiiiiiiiiiiiiiiiiiiiiiiiiiis big.
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
Re: Team Deathmatch
Maybe if My room wasn't In boxes atm, i'd make some...
Cat =^.^=- Initiate
- Posts : 111
Join date : 2010-04-16
Age : 27
Location : In your mind...
Re: Team Deathmatch
i have some terrain, but i cnat bring it in, far too fragile, and also absolutely no space, unless i somehow brought in another bag, which i dont have on a Friday
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
Re: Team Deathmatch
would they allow us to make some at the club? That way It wouldn't get trashed on the way to the club
Cat =^.^=- Initiate
- Posts : 111
Join date : 2010-04-16
Age : 27
Location : In your mind...
Re: Team Deathmatch
epic_rawr wrote:Splinter wrote:
Each person has four models of no more than 60 pts each.what? anyway i do quite likey. If we do play, I think i.m gonna go with Jacob for this one... I've got a great idea...Splinter wrote:
Anyway so there're six models on each team.
Argh sorry, I changed the model count per player from 3 to four and forgot to edit that.
As for making terain at the club I can't see why not, reinforced cerial box cardboard, something to cut with, glue, tape.. Would take half an hour to make a building or two.
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
Re: Team Deathmatch
Tbh I think that C.O.D Team-Deathmatch thing is an awesome idea.
If there is is anything I have missed while ignoring all your comments
plz tell me what it is so i can ignore it again.
P.s first post yay
If there is is anything I have missed while ignoring all your comments
plz tell me what it is so i can ignore it again.
P.s first post yay
Andy- Posts : 22
Join date : 2010-04-18
Age : 28
Location : Your mothers bedroom
Re: Team Deathmatch
who;s andy?
Cat =^.^=- Initiate
- Posts : 111
Join date : 2010-04-16
Age : 27
Location : In your mind...
Re: Team Deathmatch
despite the fact i think Bad company 2 is sooo much better, it has destructable terrain and many vehicles, i'll do this, can terrain please be destroyable on the actual gameboard?
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
Re: Team Deathmatch
I think I'll veto destructo terrain for the time being untill we figure out some rules for it.
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
Re: Team Deathmatch
Ok, me and will have come up with some special rules if we're doing a COD-style cityfight match:
1. Maximum LOS of 30" , to prevent snipers and such camping and being annoying bastards
2. All models have the Stealth rule
3. Perks can be purchased for each model, 1 can be purchased per model, they are 10 per perk, and they are:
+1 WS
+1 BS
+1 S
+1 T
+1 I
+ 2" movement or
+ the relentless rule
4. Sentries (Guardsmen) are placed around certain areas, they will shoot anyone on sight, and will be worth 1 point if killed.
5. Each player can place 1 minefield (4 inch spread from epicentre, strength 5, AP 0, they may be placed anywhere the player wishes, but the other team doesn't know. The other team may then place their minefields, while your team isn't looking.
6. Heavy Stubber Turrets, randomly placed, When a model is within 3" of one, they can choose to control it for that turn, and can shoot anyone they can - these represent the usable minigun turrets in COD 6
7. Objectives, such as sensor arrays, that when a model is within 3" of it, they capture it and takes the Awareness Range of your models from 18" to 24" (described below), and is worth 1 point to your team when captured
8. The movement phase and shooting phase the teams take at the same time as each other, to represent the men hunting for each other and exchanging fire.
9.The Awareness rule: Any model that has line of sight to another model that is behind/in cover, but not in full view, that is within 30" but beyond 18", must take a 4+ roll at the end of the movement phase to be able to shoot at the other model, ie, they become aware of them. If the two models come within 18" of each other, unless they can't see each other, they automatically become aware of the other guy. This represents that, like in Call of Duty, No-one is telling him where the enemy is, he has to work it out himself.
10. (i haven't discussed the following with will yet) When a model fires his weapon, any model within 30" becomes aware of him.
11. Any model can purchase 1 attachment for 10 points for 1 ranged weapon. These are as follows:
Precision scope: Increase BS by 1
Suppressor: Rule 10 becomes void for the model
Extra explosive charge: Increases AP by 1
Heartbeat sensor: +1 to the awareness roll
Thermal Scope: Increases the model's awareness roll range to from 30" to 36"
1. Maximum LOS of 30" , to prevent snipers and such camping and being annoying bastards
2. All models have the Stealth rule
3. Perks can be purchased for each model, 1 can be purchased per model, they are 10 per perk, and they are:
+1 WS
+1 BS
+1 S
+1 T
+1 I
+ 2" movement or
+ the relentless rule
4. Sentries (Guardsmen) are placed around certain areas, they will shoot anyone on sight, and will be worth 1 point if killed.
5. Each player can place 1 minefield (4 inch spread from epicentre, strength 5, AP 0, they may be placed anywhere the player wishes, but the other team doesn't know. The other team may then place their minefields, while your team isn't looking.
6. Heavy Stubber Turrets, randomly placed, When a model is within 3" of one, they can choose to control it for that turn, and can shoot anyone they can - these represent the usable minigun turrets in COD 6
7. Objectives, such as sensor arrays, that when a model is within 3" of it, they capture it and takes the Awareness Range of your models from 18" to 24" (described below), and is worth 1 point to your team when captured
8. The movement phase and shooting phase the teams take at the same time as each other, to represent the men hunting for each other and exchanging fire.
9.The Awareness rule: Any model that has line of sight to another model that is behind/in cover, but not in full view, that is within 30" but beyond 18", must take a 4+ roll at the end of the movement phase to be able to shoot at the other model, ie, they become aware of them. If the two models come within 18" of each other, unless they can't see each other, they automatically become aware of the other guy. This represents that, like in Call of Duty, No-one is telling him where the enemy is, he has to work it out himself.
10. (i haven't discussed the following with will yet) When a model fires his weapon, any model within 30" becomes aware of him.
11. Any model can purchase 1 attachment for 10 points for 1 ranged weapon. These are as follows:
Precision scope: Increase BS by 1
Suppressor: Rule 10 becomes void for the model
Extra explosive charge: Increases AP by 1
Heartbeat sensor: +1 to the awareness roll
Thermal Scope: Increases the model's awareness roll range to from 30" to 36"
Last edited by Azrael on Mon Apr 26, 2010 10:06 am; edited 1 time in total
Re: Team Deathmatch
The minefield one's a little messed up. It's too easy for people to go 'Ha! I placed a mine there! And there, and there, and there....'
Stealth is a bit... iffy.
Sentries... hmm... I'd have more... Sentry Gun emplacements. Similar to Kill Streaks.
Ideas for Kill Streaks (each one relies on that specific model not dying):
UAV - 3 Kills, increases range by 6"
Counter-UAV - 4 Kills,reduces enemy range by 6"
Care Package - 4 Kills, roll a D6 and consult the following chart:
1 - Ammo. That model may fire an additional shot of his highest strength weapon.
2 - UAV. Consult the Above.
3 - Predator Missile. Fired like a Krak Missile with no range and does not rely on LOS.
4 - Precision Airstrike. May call in a strafing run from nearby air support. Use the following rules:
Range - Unlimited
Strength - 10
AP - 3
Type - D3 shots, Ordnance.
5 - Harrier Strike. Uses the Precision Airstrike rules but with only one shot. Use a Valkyrie Model to represent the Harrier. Harrier must hover wherever the Blast Template landed (After Scatter). The Valkyrie may be shot down, but the model firing has his BS reduced by one.
6 - EMP. Enemy range is reduced by 15" and any hovering enemy Helicopters are destroyed.
I'll post more later, but so far, what do you guys think of that?
Stealth is a bit... iffy.
Sentries... hmm... I'd have more... Sentry Gun emplacements. Similar to Kill Streaks.
Ideas for Kill Streaks (each one relies on that specific model not dying):
UAV - 3 Kills, increases range by 6"
Counter-UAV - 4 Kills,reduces enemy range by 6"
Care Package - 4 Kills, roll a D6 and consult the following chart:
1 - Ammo. That model may fire an additional shot of his highest strength weapon.
2 - UAV. Consult the Above.
3 - Predator Missile. Fired like a Krak Missile with no range and does not rely on LOS.
4 - Precision Airstrike. May call in a strafing run from nearby air support. Use the following rules:
Range - Unlimited
Strength - 10
AP - 3
Type - D3 shots, Ordnance.
5 - Harrier Strike. Uses the Precision Airstrike rules but with only one shot. Use a Valkyrie Model to represent the Harrier. Harrier must hover wherever the Blast Template landed (After Scatter). The Valkyrie may be shot down, but the model firing has his BS reduced by one.
6 - EMP. Enemy range is reduced by 15" and any hovering enemy Helicopters are destroyed.
I'll post more later, but so far, what do you guys think of that?
Re: Team Deathmatch
sorry, I edited my post after you posted
Bear in mind we'll have less than 90 minutes to do this, and getting all these killstreaks won't be too likely
for the killstreaks, i'd say 2 kills = UAV, 3 kills + counter UAV, and 3 kills + care package, where you roll a D3 and take: 1-2 = UAV, 3-4 = Predator and 5-6 = EMP, from your little chart, because the others are a bit off
And for the mines rule, there'd only be 1 mine per player. Imagine it as an area influence mine, so it can only be detonated once, but will detonated if anyone comes near it
And are you sure you can't do anything about the american spellchecker? It's a pain in in the arse
Bear in mind we'll have less than 90 minutes to do this, and getting all these killstreaks won't be too likely
for the killstreaks, i'd say 2 kills = UAV, 3 kills + counter UAV, and 3 kills + care package, where you roll a D3 and take: 1-2 = UAV, 3-4 = Predator and 5-6 = EMP, from your little chart, because the others are a bit off
And for the mines rule, there'd only be 1 mine per player. Imagine it as an area influence mine, so it can only be detonated once, but will detonated if anyone comes near it
And are you sure you can't do anything about the american spellchecker? It's a pain in in the arse
Re: Team Deathmatch
Instead of the harrier strike they can deploy a sentry (supplied by moi) in base contact with themselves. Sentry has BS4, counts as a heavy bolter and has a fire ark of 180 degrees. EMP can also cause some weapons to jam, roll 1D6, on a 5+ the model can't fire the next turn but can still move and assult as normal.
I'm actually inclined to go along with Azarel's 3rd idea. Though revised a little.
Each model can choose only one special rule
For 5pts
# Stealth
# Slow and purposeful
# Move through cover
For 10pts
# Counter attack
# Infiltrate
# Relentless
For 15pts
# Eternal Warrior
# Feel No Pain
I'm actually inclined to go along with Azarel's 3rd idea. Though revised a little.
Each model can choose only one special rule
For 5pts
# Stealth
# Slow and purposeful
# Move through cover
For 10pts
# Counter attack
# Infiltrate
# Relentless
For 15pts
# Eternal Warrior
# Feel No Pain
Splinter- Moderator
- Posts : 57
Join date : 2010-04-20
Age : 31
Re: Team Deathmatch
I think the killstreak idea wont get far, each model has it's own killstreak. The minefield ide,a we said we have to be trustworthy about this, if a player cant be trusted, we dont let them use it.
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
Re: Team Deathmatch
We want it to work like COD perks work, so adding +1 to stats work like increased accuracy, resilience, speed or strength. I reckon these will do for the game
And why the hell would you want a choice between slow and purposeful or relentless? They're the same thing, only the former makes you slow. Cut the losses and pay for relentless. My idea works, and many people have already agreed. I blow my nose at your aunties, and i fart in your general direction
And why the hell would you want a choice between slow and purposeful or relentless? They're the same thing, only the former makes you slow. Cut the losses and pay for relentless. My idea works, and many people have already agreed. I blow my nose at your aunties, and i fart in your general direction
Re: Team Deathmatch
Michael, cna you somehow make your avatar a bit smaller? i cant read half your text because it's in the way
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
Re: Team Deathmatch
Yes to both Michael. I do think that everytihng is starting to get a bit too complicated, i think we need to decide on rules THEN right everything we can/cant do and stick with it
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
Re: Team Deathmatch
Our rules should work fine for what we're trying to achieve here. Most people should get used to them fairly quickly
Re: Team Deathmatch
Just make sure everyone knows them. Perhaps we could playtest them this friday? me and michael vs tom and Jake, we playtest, and tweak and suggest things as we go along
Wills- Posts : 250
Join date : 2010-04-22
Age : 29
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