[NetEpic ML] Re: Rules for Combat Engineers

From: <wsboyd_at_...>
Date: Fri, 19 Nov 1999 03:23:50 -0800

I built a Epic Imp. CE command vehical
out of a S.Heavy Tank body, and the top half
of a Bombard. They fit together exactly.
It Comanded a Company of the dozer bladed
Gorgons. Never got to use the inf., :-{
but most of your ideas seem about right.
WSB

"the millers" <herblad-_at_...> wrote:
original article:http://www.egroups.com/group/netepic/?start=900
> Hey, good idea.
> would use chimera or rhino transports for SM, rhino or moles for
Squats,
> eldar?(would they even use them?), orcs-don't needs 'em
> add 50 pts for transports then i'd say there good to go
> as far as the too hit rolls, i'd say 5+ at best
> ----- Original Message -----
> From: E. Carrington <carrington_emman_at_...>
> To: <netepic_at_...>
> Sent: Thursday, November 18, 1999 6:45 PM
> Subject: [NetEpic ML] Rules for Combat Engineers
>
>
> > 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 - 11:23:50 UTC

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