Weasel Fierce wrote:
> Infantry armour saves:
> How should infantry saves be handled?
A: Keep the current system
> Heavy units:
> Should units with heavy weapons be penalized for firing on advance orders?
A: No
> Snapfire:
> I am not especially unhappy about the current rules for snapfire, but
> thought that a few alternatives wouldn't hurt.
A: Keep current rules
> Tank snapfire versus infantry:
> It seems okay that tanks are allowed to snapfire their bolters at charging
> infantry, but it is kinda ineffective.
A: Keep current system
> Tank bolters:
> Should bolters, shuriken catapults and other add-on tank weapons be
> improved?
A: No
> Long range:
> It seems that noone is really interested in introducing a modifier for long
> range shots so this is propably not worth voting about
>
> Tank assaults:
> How should tanks fight assault combat?
B: Vehicles make overruns and rams instead of fighting regular close
combat
> Infantry assaults versus tanks:
A: Keep current close combat rules
> Close combat modifiers:
> Should modifiers be added to close combat dice rolls?
A: No modifiers, keep current system
> Close combat saves:
A: No saving throws should be possible in close combat
>
> Deployment rules:
> My suggestion for deployment rules would be to take it in turns to deploy a
> FULL company with all support. When all companies are deployed, you deploy
> special cards one at a time and finally you deploy infiltrators one at a
> time. Units with some sort of camouflage rule should propably get a bonus
> here as well.
> Any thoughts on this?
> Perhaps each unit could be assigned a deployment value depending on
> mobility, stealth and similar things. Units with high deployment are
> deployed last.
My opinion is to Keep things simple :o)
> Objectives:
> Perhaps different objectives could be introduced. An old issue of White
> Dwarf introduced various interesting objectives.
> How about this?
> Of course it would be optional.
ok.
> Flyers and titans:
D: Other
I don't like so much actual flyer rules, maybe the old one 82nd edition)
with something different.
A: Old titan rules
> Hip-shooting:
> In AT/SM units had the ability to fire weapons while charging although at a
> -1 to-hit penalty.
> Epic 40K and 40K3 also allows this kind of hip-shooting. Is this something
> that NetEpic 4.0 is going to use?
>
> (Fast unit mean bikes etc., light weapons mean bolters and smaller)
>
A: Charging units cannot shoot
> Templates:
> Should templates be standardized?
A: Keep current templates
> Special dice:
> Should any special dice be used, or should we make attempts to remove the
> weird dice from the game( gets hard with scatter dice)?
A: Current dice
> Strategy cards / effects:
> Should we have some sort of strategy effects that will make things a bit
> more random?
> This could, represent ambushes, sudden bravery, barrages, forced marches and
> similar stuff and would be a great way to enhance the character of each
> race.
A: No cards / effects
> Transport units:
> Under the current system destruction of transports are really deadly for the
> infantry being carried.
A: Keep current system (units are destroyed with no save possible)
> Riding on tanks:
> One thing I thought was cool in a WW2 game I read recently was the ability
> of infantry to ride on the hull of a tank. I also THINK I saw rules for this
> in Incoming but Im not sure. Should this be added to NetEpic or would it
> just be another silly rule?
A: Infantry can't ride on tanks
--
Lorenzo Canapicchi
mailto:canapicc_at_...
mailto:canapi_at_...
Personal Page:
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Received on Mon Nov 22 1999 - 15:28:39 UTC