Here at work I was thinking some more on thios
My first thought is that forcing the attacker to assault the train while moving allows the defender to have too many advantages. Defenders will have hard cover from the train cars, and be at minuses to hit for fast moving targets. Once the attackers are onboard these advantages will be negated but it will be a bear to board.
I thinking some train cars would be flat beds (with crates of course) and roofed cars, meaning if your in the car you can only shot out the windows or step between cars , where angle of shots would be an issue. giving the defender a chance. plus attackers have options...read on
The obvious answer is to find a way to level the playing field. Possibilities would include:
- Having the troops board from a trestle or bridge as the train goes under it
- Having them jump aboard as the train comes out a tunnel.
- Having the troops in a ravine near a steep upgrade and rush the train while it slowed.
o greasing the rails would help
I'm on the same page with you on this.
scenario makes the assumption that attackers greased the rails allowing to board d3 units on the last 2 rail cars.
to get rest of the army on board attacker can.
1. paradeploy ...good luck with that scatter with train cars being any where from 5" to 6" wide that would be one impressive stunt for record books. But man if you can pull it off the post game smack talk.
the avantage of this is you can have your choice of cars you want to land in (except for the first 2).
2. infiltrate. one of the safest ways to get onboard. roll d6 start counting from the 3rd car from the rear. This is how far the unit sneak in before fighting starts.
3. teleport ...might give out negtive modifers to try this, dont know I'll think on this one. but it be the same as paradeploy in your choice of cars you teleport onto.
4. jumping form a overpass (cave,bridge, watertower) train. safer then paradeploy but still risky , but all so kool.
each unit attempting to jump on to the train roll a d3 this is how many turns it takes before the train has come to an over pass. treat as infiltrate to determine what car they land in they also have to start on the roof if the train car is not a flat bed.
Might make this a LD check what you miss by is how many inches you scattered.
5. Transports. Using a troop carrier to drive right to car and have a unit troopers climb aboard. The attacker can have his choice any train car (except the first 2). Climbing rolls are need if the model miss the roll it dies. Transport can not ride back bring another unit. The train would long gone by then, but it can have loot toss to it and drive off.
Toss loot cost an action no roll is needed but the transport needs to be right next to train car with the loot.
Other vehicals (other then bikes) can carry one loot marker, transports car 3 loot markes???
Defenders:
can set up his units anywhere on the train.
the only other units besides troopers allowed are flying units ( they fly "shotgun" ) along side the train as long as they got movement stat of 5".
what you think. Remember for me the train "model" isnt moving so everything else is acting upon it.
2. If you fight on the roof and suffer a knock down affect (some weapons and abilities can do this) you might fall off and die.
Actually any weapon hit would cause a check for falling. Balance on a train would be tricky and the impact of high caliber rounds even if it bounces off would be a severe hazard. I’d recommend a LD check as it would measure if the fig reacted fast enough to grab onto something and save himself. Failure would be falling off the train which regardless of survival would put them out of the game.
I have to think about this. theres alot scenarios rules as is maybe if they pass there armor check by 4 or more their good any less they roll off the roof. maybe give them a LD save if you want to be nice. How does this sound?
3. Loot counters you can escape safe off the train with or kill everyone onboard, stopping the train and unload at your leisure. Or you could drive up a transport and throw the loot over to it while the train is moving.
Good idea – it gives a reason to assault the train.
thats why you dont blow up the train. You need the goods undamaged.
4. Maybe a turn limit. The train route is only so long before it makes it to the Cobra base.
A turn limit could work but I would probably run this as a variation of the Convoy Scenario provided in the UWZ book. Put 2 or 3 tables together lengthwise and assign the train a movement value. These tables represent the area where the train can safely be assaulted. While in this area the train is too far from a Cobra checkpoint to receive support. At the end of every turn move the train marker that many inches to the far table edge. When the train reaches the far edge of the board the assault must be broken off.
I might play this with no turn limit at all now that think about....Hmmmm need to play this out and see how it flows.
usually put a turn limit to force the players to act. Loot counters might be enough to do the trick