So I have a lot of GW Tyranid that I plan to use in an upcoming SG2 game and
one of the hallmarks of the Tyranid are the use of monstrous creatures.
Normally solo but some do come in units.
How do you handle such things in your SG2 games? I was simply going to give
them more wounds but am open to other ideas.
D.
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Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lIIRC, Kryomek
used a similar method. The large creatures, which roamed in packs of 3 or 1,
had more wounds before they were affected.
On Fri, Sep 3, 2010 at 11:09 AM, Damond Walker <damosan@gmail.com> wrote:
> So I have a lot of GW Tyranid that I plan to use in an upcoming SG2
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Gzg-l mailing list
Gzg-l@mail.csua.berkeley.edu
http://mail.csua.berkeley.edu:8080/mailman/listinfo/gzg-lOff the cuff:
1) More wounds 2) Greater speed (if reasonable) 3) 3D vs 2D (or 3x vs 2x)
charge may make sense in some cases 4) Bigger attack die for Close Assault
(D16, D20, 2D12, etc) 5) Bigger armour die 6) Armour treated as Class 1 Armour
(or for a really scary critter, Class 2)
- Class 1 bounces most conventional small arms, but not always
7) TERROR! 8) Different Morale Rules 9) Possibly allow a big critter a charge
that can affect multiple squads (Godzilla style) in a round if they are in a
line.... 10) You might allow them an artillery style attack (fire breath, acid
breath, etc) 11) Regeneration (Wound Recovery) 12) Different terrain mobility
rules (including possibly swimming, burrowing, snow skimming, etc) 13) Maybe
an ability to generate a biological cloud (particulate or acid) that could be
either damaging or concealing (smoke screen) or both 14) Chameleon like camo
(sniper hidden rules)
You can treat them as a vehicle (minus bailout) and give them higher armour
and use the minor penetration/major penetration to determine how many
wounds to give them on a hit (but I wouldn't unless they were very large or
metallic allow GMS to track them).
Some godzilla style monsters might have ECM or even EW chits (electromag
effects). Flying is a movement option.
One miniature I love, and would buy one or more of for my Kravak if I could
find them cheap, is the older metal GW Carnifexes. They are a great 'prey
beast' for the Kravak. Sort of like the things Predators like to hunt.
It all depends what sort of critters you want in play. If they're ESPer type
critters, they might be able to paralyze minds (one action per round
prevented) or else confuse orders or whatever.
There's a lot of ways to screw with the game system in SG and a little bit of
playtesting will prevent ridiculous effects. It's just hard to balance ranged
and unranged critters unless terrain is very congested.
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I would have thought the way to deal with very large beasts would be to
classify them as a vehicle, but with the ability to carry out a close
assault (perhaps one dice per limb/mouth?). I don't know the source
material well, but multiple wounds doesn't seem very 'Stargrunty' to me (I
know that's not a word...).
Richard
> On Fri, Sep 3, 2010 at 1:07 PM, Tom B <kaladorn@gmail.com> wrote:
> You can treat them as a vehicle (minus bailout) and give them higher
I like the idea of treating them as vehicles with a few tweaks here and there
to make them a bit more survivable than your standard SG2 vehicle. Treating
the biguns as a vehicle makes them an easy target and requires support weapons
to take them down (assuming armor 2). That kind of fits the mental picture of
a 20' tall chitonous monstrosity hauling it across the table. That and it
gives me an excuse to paint up my DLD tanks.:)
Causing terror is also a win for the alien horde. Close combat will be tricky
for whatever opponent they choose. If it takes support weapons to wound them
your standard infantry squad may be faced with the prospect of displacing
instead of being charged by the monster.
> One miniature I love, and would buy one or more of for my Kravak if I
The old screamer Carnifex? I have three of the previous gen Carnies and
they're pretty huge.
D.