[NetEpic ML] Rules for Combat Engineers

From: E. Carrington <carrington_emman_at_...>
Date: Thu, 18 Nov 1999 16:45:28 -0800

It was suggested a while ago that if I (in some vain attempt) were to
come up with some rules for Combat Engineers in Netepic, then someone
would look them over and perhaps take the rules into consideration. I
am making a distinction between ordinary engineers (as in the rules)
and combat (or assault) engineers. The reason for a new unit that
already seems to be catered for by assault units? Simple plain variety
and a sort of adherence to historical origins (or adaptability). So
without further ado, here goes.
For this example, I will use the Imperial Guard as a background for a
combat engineer unit.
Unit type: Imperial Guard Combat (assault) Engineers
Move: 10cm (Ordinary groundpounders)
Armour: None (Flak jackets)
CAF: +2 (maybe +3, but that seems excessive)
Weapons: A small selection of flame-throwers, satchel charges,
phosphorous, offensive and defensive grenades,
rifles, pistols, other close combat weaponary and anti-tank
weaponary (As per a mixture of equipment tables of
German/American/Commonwealth assault engineers).
Attack dice: 1 (maybe 2)
Range: 20cm (a lot of this stuff doesn't have an extreme range.)
To hit: 4+ (It's easier to hit a target with a flame-thrower as opposed
to a pistol.)
Save modifier: -2 (anti-tank weaponary such as offensive grenades and
satchel charges are quite nasty if well used.)
Size of unit: 5 stands
Morale: 3 (more highly motivated than ordinary guardsmen.)
Break point: 3
Cost of unit: 250
Special Rules: Ignore cover modifiers. Engineer abilities (laying and
clearing minefields, placing and defusing explosive charges, et cetera).
Other notes: Could be modified to have transport provided with a dues
comparative increase in unit cost.

This formula could be applied to other races as well (although in some
cases it quite doesn't seem to fit in).
Received on Fri Nov 19 1999 - 00:45:28 UTC

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