[NetEpic ML] Re: Heresy stuff and stuff (Ohh, and some stuff too)

From: Tzeentch <tzeentch666_at_...>
Date: Sun, 31 Oct 1999 09:00:08 -0800

> > How big are the flame and artillery templates?
>
> This we will discuss in depth later. I was thinking of using the standard
6cm
> template for open sheaf barrages and a larger 10cm template for converging
> barrages.

K, that makes sense. Should mention that somewhere in the rules (an
appendix maybe?). I'll whip up a Heresy only countersheet once we get it
figured out. It was a pain in the ass to use SM order counters...

> > When do you do any psychic cards and wargear cards? (Good idea with
wargear
> > by the way. Psychic cards on the other hand might go a bit too much into
> > detail. Allowing the tremendous bonusses in assaults and perhaps a
generic
> > psychic attack might be enough??)
>
> This will be done last. Don't worry about the psychic cards they will be
as
> simple as the wargear cards. Of course we'll share in the creating of
them.

Hey, I fought long and hard with Peter to have detailed psyker rules (in
preparation for the Chaos list). :)

> We will be adding Ken's suggestion of fighting multiple combat turns of
close
> combat until all units are dead or have fled. Thisa makes it unnecessary
to
> place it last. Plus the tyranids will get some skills that will greatly
enhace
> their survivability after close combat.

Well, if you end a combat exposed then you get what you deserve. Only thing
I can think of is an "exploitation" move for the winners where they can move
a certain distance, perhaps their advance rate again to take cover and
consolodate. That's what we are trained to do after taking a position after
close combat. Units that exploit may move out of cohesion to seek cover but
may not engage in another assault... could be abused though. Any ideas?

> > I have an idea called "advantage". To represent that war is almost never
> > fought on equal terms let both players roll 1d10. The one getting the
LOWEST
> > roll can multiply the roll by 2-5 (Dont know exactly) and get that many
> > percent extra points to buy his army for. How ya like that? (This is not

> > intended strictly for Heresy rule but rather an optional add-on for any
> > point-based wargame)
>
> Nice optional rule.

Don't see it being used though. After all how much fun its it if one guy has
more points then you (other then to give you a reason to bitch if he wins?)
and a max of 50 points will not give you much in Heresy. That's barely a
support card in NetEpic.

> Another stupid omission on my part. Heavy tanks and knights are immune to
> suppression.

Well that does seem sorta obvious :)

> > After talking to a few of my friends who are soldiers and after
playtesting
> > Heresy i strongly suggest that the "anti-armor fire" rule I suggested a
> > while ago is used. The rule state that a unit armed purely with
> > anti-infantry weapons may fire as an all-purpose weapon but at -2 to hit
and
> > only at short range.
>
> This is fine, although I'd add a penetration penalty rather than a to hit
> penalty. Such as limited to one penetration die at -2 (cannot affect
armors of 9
> and 10).

Err? I object, we went round and round with this before. I understand that
SOME stands are assumed to also have some heavy weapons (Marines) but many
others do NOT and I don't want to start seeing gretchin taking out
superheavies even by incredible chance and luck. Or bolt pistols from a
Commissar downing Falcon gravtanks. Make another Skill (gotta love em!)
called Dual-Purpose or Support Weapons and only THEY can attack vehicles at
a penalty.

Peter, while you're updating the rules make sure you note that the
landspeeder cannot do popup attacks. We assumed it could. Old Epic players
will probably assume the same thing.

Kenneth
Received on Sun Oct 31 1999 - 17:00:08 UTC

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