[NetEpic ML] R: NetEpic revision....LOOOOONG but read it and vote

From: stefano andreoni <ltremari_at_...>
Date: Mon, 22 Nov 1999 18:21:55 +0100

> >
> > Infantry armour saves: How should infantry saves be handled?
> > A: Keep the current system
> > B: Current system but better infantry saves
> > C: Give each weapon two modifiers, one versus infantry and one versus
> tanks.
> > This would propably be reflected best if infantry base saves are
improved
> > D: Infantry get a fixed save versus anti-personnel weapons and must
save
> at
> > twice this value versus anti-tank weapons (Tzeentch's idea)
> > E: As D but a modifier is applied against anti-tank weapons
> > (about -2). So a marine stand with a 4+ save would save on a 6 against
> anti-tank shots.
> > The modifier could be increased to -4 against superheavy weapons
> > (Volcano cannon etc.)
> > F: Other
> >
>

   C

>
> > Heavy units:
> > Should units with heavy weapons be penalized for firing on advance
> orders?
> > A: No
> > B: Limit to firing only bolters (AT style)
> > C: Reduce attacks
> > D: Reduce accuracy
> > E: Other
> >

C

> > 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
> > B: Detachments must pass morale test to snapfire.
> > C: Individual models must pass morale test
> > D: Roll morale test for each shot
> > E: Other
> >


 A

>
> > 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
> > B: Keep current system but tanks do not suffer penalty to hit
> > C: Other
> >
>

 B

>
> > Tank bolters:
> > Should bolters, shuriken catapults and other add-on tank weapons be
> improved?
> > A: No
> > B: Increase range to 25 cm.
> > C: Increase to-hit to 5+
> > D: Other
> >

 C

>
> > 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?
> > A: Current rules (no different from other units)
> > B: Vehicles make overruns and rams instead of fighting regular close
> combat
> > C: Tanks fire bolters and similar weapons against infantry in base
> contact
> > (even if allready fired these weapons)
> > D: Other
>

 B


> >
> > Infantry assaults versus tanks:
> > A: Keep current close combat rules
> > B: Infantry roll to destroy tank depending on CAF (Perhaps rolling equal
> to
> > or less). Tanks fire bolters
> > C: Infantry roll to destroy tank depending on anti-tank assault (new
> stat).
> > Tanks fire bolters
> > D: Other
> >
>

 A

>
> > Close combat modifiers:
> > Should modifiers be added to close combat dice rolls?
> > A: No modifiers, keep current system
> > B: Modify for charging (+1)
> > C: Modify for broken morale (-2)
> > D: Modify for defenders postion (+1 if in cover or dug-in)
> > E: Other modifiers?
> >
>

 B(if on charge order)+C+ D

>
> > Close combat saves:
> > A: No saving throws should be possible in close combat
> > B: Units receive a saving throw with no modifier
> > C: Saving throw with -1 penalty for every 3 points combat was lost by.
> > D: Save with -1 per point combat was lost by.
> > E: Save depending on enemy CAF or other stat
> > F: Other
> >
>

 A

>
> > 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.
>
>
> I prefer to assign to each unit (where unit=cmp or det) a deployment
value.
> You sum all the values for a cmp and its support, this is the final
> deployment value to be used.
>
>
> >
> > 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.
>

Concord

>
>
> >
> > Flyers and titans:
> > What are people reactions and thoughts here?
> > A: Keep old flyer rules
> > B: Old rules but move flyer phase to after movement
> > C: New flyer rules
> > D: Other
> >
>

 C

>
> > A: Old titan rules
> > B: New titan rules from incoming
> > C: Old rules but use random dice roll for determining locations instead
of
>
> > the weird aiming dice
> > D: Other?
> >
>

 B, but their cost must be revised (more expensive, as the article said)

> > Allies:
> > This was also heavily objected against and doesn't really need voting.
> >
>
>
 No allies.
>
>
> > 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?
>

 No

>
> >
> > (Fast unit mean bikes etc., light weapons mean bolters and smaller)
> >
> > A: Charging units cannot shoot
> > B: All charging units may shoot at -1 to-hit if they do not engage in
> close combat
> > B1: As B but infantry do not suffer penalty
> > B2: As B but fast units do not suffer penalty
> > B3: As B but light weapons do not suffer penalty
> > B4: As B but pistols do not suffer penalty
> > C: Charging units may fire light weapons at -1 to-hit
> > C1: As C but fast units do not suffer penalty
> > C2: As C but tanks do not suffer penalty
> > D: Charging infantry may fire at -1 to-hit. Tanks may not
> > D1: As D but light weapons do not suffer penalty
> > D2: As D but pistols do not suffer penalty
> > E: Only fast units (bikes etc.) may fire while charging
> > E1: As E but light weapons do not suffer penalty
> > F: Only pistols may be fired by charging troops at -1 to-hit
> >
>

B

> > Templates:
> > Should templates be standardized?
> > A: Keep current templates
> > B: Make standard templates instead of specific templates for virtually
> > everything that uses a template
> > C: Other (What others are there?)
>

 A

>
> >
> > 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
> > B: Remove dice
> >
>

 A

>
> > Elites:
> > Units rated as Elite should more benefits than increased ability to
> assault
> > titans. Any thoughts of this?
> >

No

> > 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
> > B: Roll randomly depending on game size
> > C: Effects are bought with points and then rolled randomly
> > D: Effects are bought with points. You get exactly what you pay for
> > E: Effects are picked from a list depending in game size
> >
>

 B & C

>
> > 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)
> > B: Units receive a basic saving throw
> > B1: As B but units are only hit on 4+
> > C: Units with fixed saves receive a save
> > C1: As C but units are only hit on 4+
> > D: Units receive a 4+ save
> > E: Other
> >
>

 D, but in the case of weapons modifiers (i.e +3 for volcano cannon) the
modifier must be deducted from the roll.

> > 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
> > B: Infantry can ride on certain tanks (either defined by size or a unit
> skill)
> > C: Infantry can ride on any tank
>

 B, only orks can

> >
> > If you got anything else that you feel is important to the
> > future of NetEpic please feel free to add it to this list.
> > However at this point, try to keep it to the core rules and stuff.
> >
>
>
>Id' like to see some core rule for campaign.
Agree

Stefano
Received on Mon Nov 22 1999 - 17:21:55 UTC

This archive was generated by hypermail 2.3.0 : Tue Oct 22 2019 - 10:58:47 UTC