Experimenting with cover and house rules

willyc

New member
While we are waitng on Wave 2 and in anticiapation of table top rules , we have been trying out some ideas about cover. One thing that is always asked is if the board has trenches why is there no bonus for being in them, so.......

If an infantry/foot unit is in a trench grid then if it is fired on and if the line of fire crosses one or more trench side it gets the "Bolstered Defence" buff - the numbrer of dice rolled against it is reduced by one to a minimum of one. However, this does not apply to flat grid or gas attacks.

We are also messing about with a rule that says vehicles cannot cross over may a trench grid but then may enter it at that point but then cannot leave the trench line (we assume they cannot climb out). To offset this we has allowed players to place up to two "bridges " over their lines which do allow vehicles to cross at that point.

To be fair these are not playtested to the nth degree, but certainly makes for a different game and changes the uses and combinations even for the limited variety of available WAve One units.
 

comedianmasta

New member
Calvalry should be able to "jump" the trench, or at least "climb out". Maybe not go over them freely (to keep with you theme) but they should deff be able to enter with one move and then exit the next. It just makes sense to me I guess. Also rocket cycles kinda go with that daredevil feel. Maybe make a special ability called daredevil or something? IDK...
 

littlematty

New member
I'm only new to the game but when I first saw the "duckboards/trenches", I thought there would be a bolstered (-1 dice for the attacker) against the units in the trenches.

Love the idea of having bridges to cross trenches. I might try my hand at making a bridge so that a vehicle can be placed on the grid of the trench below. Adds another layer to the game. (PS can't wait until I can get some planes)
 
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