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AMPHIBIOUS ASSAULT
It always bothered me that when the Catachans came out (both times), GW never bothered to do any semi-official rules or scenario ideas regarding amphibious assault - ie, the use of boats in 40K. The design of the Catachan models evokes the feeling of a Vietnam-era river patrol - so why not play one out? In fact, given the number of waterways on any given alien planet, the forces of the Imperium must have some way to cross them. Below you'll find some ideas for amphibious vehicles and troops in your games. Ideas for scenarios: Beachhead Assault (D-Day style) - an amphibious force tries to take a heavily-defended beach. River Patrol - patrol/recon boats are ambushed from the jungle alongside the river. Smuggler's Cove - a force (Arbites, perhaps?) must pursue an enemy onto the water before they can escape. Frogmen - a small force of scouts must penetrate a base's defenses in order to shut down the power grid - and the only way in is to swim in through the sewers, Bond-style. ADDING AMPHIBIOUS TO REGULAR GAMESIf you know (or suspect, or fear) that there will be a river or lake on the game board for your next game, why not make your transports amphibious? An amphibious vehicle simply moves through water as though it were one category less difficult (impassible becomes difficult, difficult becomes normal). Or, if your opponent agrees, just rule that an amphibious vehicle treats all water terrain as normal. Amphibious Adaptation (Imperial vehicle upgrade) (10 points): the transport is fitted with all the necessary gear (propulsion, sealants, etc.) to allow it to pass safely through hazardous waters (as outlined above). Can only be taken by Rhinos, Land Raiders, Razorbacks, and Chimeras (or whatever other transports you've dreamt up in your games). Why only transports? For two reasons - although it's a science fiction game, in real life we don't see amphibious tanks. Secondly, it's just not necessary to have a mess of Predators assaulting a beach - ruins the flavor of the whole thing. What about other armies? Well, the Eldar (and Necrons) don't have to worry about such things with their anti-grav vehicles. Orks, unless they have looted Imperial transports, will have to make do with boats (see below). Although you could rule for a given scenario that buggies and bikes represent boats and jetskis (at normal cost), but can only move on the water - same holds true for Space Marine bikers, I suppose. BOATSA typical boat, useful for beachhead assaults, river patrols, sieges involving moats, etc., is not exactly top-of-the-line military hardware. If you want something armored, get a Rhino. I'm talking about little boats, maybe with a machine-gun mounted on them, for hauling squads around.
Capacity: 5 human-sized models. Do not put Terminators in boats. I will laugh at you, and so will my mother. Options: Mount a heavy weapon or storm bolter on the boat at the usual squad cost (cannot be removed, but can be operated by the crew). Add an armored shield to the bow of the boat (makes Front armor 10) for +10 points. The above is the sort of small boat I imagine Catachans doing their river patrols in - although you can bang out rules for a larger (swamp-type?) boat if you like. TROOPS IN THE WATERIt's generally accepted among most gaming groups that water terrain is either impassible or difficult for foot troops (or both, depending on whether it's a creek or a lake, etc.). There's no reason troops can't go in the water! I recall one (really fun) game where my scouts spent most of the game half-submerged in the river (which they could navigate well, since they were scouts), sniping at the foe and boasting a cover save for being submerged! Moving in the Water: should still be at least difficult for most troop types. Yes, Marines can probably breathe underwater with their armor for a long time, but it still restricts their movement. If you want to play a scenario with aquatic/amphibian Tyranids, go for it, so long as your opponent agrees (maybe you could declare that each squad is either a land squad or a water squad, and they move as if in difficult terrain when they're out of their element - "No, Corporal - don't go under the waterfall - that's where the Carnifex lives!"). Or, alternately, you could rule that you can make troops amphibious (Catachan frogmen?) for a small points cost, if it's relevant to the scenario. Cover Save: troops which are moving through relatively deep water should get some kind of cover save for being so obscured - but of course, water doesn't stop bolter shells real well. Say a 6+ maybe? Water Flow: when we had a board with a huge river on it, we often decided (before we set up and picked sides) on the effect of the river's flow. Is it tranquil? Raging? Do squads "drift" d6 inches downstream each turn they're in the water? Adding a rule like this for a scenario can really change your strategy. Heavy Weapons: probably don't do so well when they get wet. It's a good idea to restrict any wacky water movement to scout-types and maybe regular troops, if the scenario warrants it. |
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