[NetEpic ML] Re: Mail votes.......looong but do it

From: <ImDaCow_at_...>
Date: Wed, 24 Nov 1999 14:29:22 EST

In a message dated 11/24/99 10:02:58 AM Eastern Standard Time,
septimus__at_... writes:
I havn't played a game yet (but have read the rules) so if I put "don't know"
I don't know how they work currently

<< Psykers:
 There's no denying that psykers are a potent part of any army in the
 fortyfirst millenium so it is worth considering their effect on battles a
 A: Keep current NetEpic rules (psykers can pick a power to cast each turn
 from a list of 3)
 B: System from Epic 40K (Psykers give a bonus in assault combat and little
 C: Psykers should have more detailed rules (Heresy f.x. where psykers will
 have power points which they spend on casting powers. Powers are drawn
 randomnly from a psychic deck)
 D: Other

Don't know
 Epic 40K uses the concept of firefights. If units are within 15 cm. of each
 other in the assault phase (Before fighting close combat IIRC) they engage
 in firefights. Units losing a firefight suffer some casualties but not a lot
 (1 unit in E40K) and are forced to fall back.
 If such a rule should be used we might give each unit a firefight rating
 (Just a number tagged after it's CAF) which the model rolls in d6 if
 engaging in a firefight.
 For each 6 rolled the enemy unit suffers a hit which can be saved normally.
 (Firefight hits might even add bonuses to saves as they are rather unlethal
 compared to the normal ranged combat). The unit which suffers the largest
 amount of hits are forced back 10 cm.
 How about this?
 A: No firefights
 B: Use firefights as described here
 C: Other

 One of the biggest differences between game systems is how morale is
 handled. Therefore it is worth considerating for NetEpic 4.0 as well.
 A: Current NetEpic morale rules
 B: Heresy style (units have morale levels and when failing a morale check
 they drop a level. Perhaps more conditions for checks should be added to
 make this change significant)
 C: Adeptus Titanicus morale rules (A unit only has to check morale when
 their leader is dead, but then has to check each turn)
 D: Use a morale table with different results so units are not nescesarily
 forced to fall back, they might be pinned down, badly shaken etc.
 E: Other
D. sounds most realistic

 NetEpic has no rules for the suppression of troops, Should this be added?
 A: No, keep current rules
 B: Use system akin to E40K (blast markers)
 C: Use system similar to Heresy (number of attacks compared to number of
 D: Reflect suppression by morale effects (See D above)
 E: Other
Don't know

 Super heavy units:
 Alternate rules are available here.
 A: Keep current NetEpic rules (1 simple table to cover all super-heavies)
 B: Use detailed rules (1 table for each super-heavy
 C: In-between (each TYPE of super-heavy got a table. F.x. one for tanks,
 walkers etc.)
 D: Assign super heavies a damage rating (slightly similar to titan rules
 from Incoming)
 E: Super heavy units can ignore the first failed save. The second wastes
 them (Adeptus Titanicus rule)
 F: Other
 C. I think B sounds best, but it would take up too much time to look at one
chart for every super-heavy. Considering this, I think C would be the best

 Smoke / blind cover:
 In real life and 40K2 many units carry smoke grenades to lay down smoke
 screens during battle. This could be incorporated in NetEpic for added
 realism and expanded tactical possibilities. It adds complexity though.
 A: No smoke screens
 B: Units with smoke / blind capacity can use their grenades to add a -1
 to-hit penalty to themselves.
 B1: As B but unit may not charge
 B2: As B but unit may not shoot
 B3: As B but unit may not shoot and only move on advance orders
 C: Unit can place smoke template within 10 cm. (Has chance of scattering 1d3
 D: Unit can place smoke template in base contact with minimum 2 models.
 E: Other
B. But also, if the unit that threw the grenades is shooting through the
smoke, they also get a -1 modifier

 Effects of smoke / blind screen templates (If used):
 A: -1 to-hit penalty
 B: -1 to-hit penalty for troops within 25 cm. of smoke. Troops further away
 are unable to see through
 C: Troops cannot see through smoke clouds
 D: Other
B., but only if shooting THROUGH the smoke

 Assault resolution:
 Many games allow troops that win (or force troops that lose) to move, either
 to retreat or to consolidate their position.
 This also opens up opportunities for NetEpic
 Please vote on more than one if you feel like it
 A: No additional rules
 B: Winning models may move up to 5 cm. These units will not have any effect
 on this turns close combat though
 C: If all enemies are destroyed the winning units may move up to 10 cm. They
 will have no effect on this turns close combat though
 D: If a unit suffers more casualties than it causes, it must pass a morale
 test. If failed the unit falls back as per normal rules
 E: As D but failing cause the unit to retreat only once. The unit is not on
 fall back orders next turn
 F: As E but unit is only forced back 10 cm. Victors may advance up to 10 cm.
 G: All models on losing side are forced back 5 cm. and winners may advance
 similar amount
 H: Other

 In 40K3 a unit falling back into an enemy unit are roasted. The same happens
 in E40K.
 A: No crossfire rules in NetEpic
 B: Units falling back into an enemy unit are destroyed
 C: Units subject to crossfire (cos they fall back into an enemy) are hit on
 4+ and must make a saving throw
 D: Units subject to crossfire are destroyed on 4+
 E: Units subject to crossfire must take a saving throw to avoid destruction
 F: Units subject to crossfire are the targets of a free round of shooting
 from the unit causing the crossfire
 G: Other

F., but no roll to hit is required considering they are at point-blank range
 In Adeptus Titanicus infantry could regroup. This gave them a chance to
 patch up their numbers by forming ad hoc squads out of survivors, treating
 the wounded etc.
 Vote on more than one if you feel like it
 A: No regrouping
 B: Units on regroup orders recover lost models on 6+
 C: Units on regroup orders recover 1 model for every 2 the unit has lost.
 Models not recovered are removed from the game and can no longer be
 D: As C but only 1 model is recovered.
 E: Regrouping units get a second chance to rally.
 F: Regrouping units may move up to half their movement
 G: Other

 Which models can regroup?:
 Only vote here if you want regrouping to be an option.
 A: Infantry only
 B: Infantry and cavalry only
 C: Infantry, cavalry and bikes only
 D: All non super heavy units
 E: Other
 Digging in:
 When units dig in and later move, the dug in status is lost. This is all
 right and proper but I can't help think that units should be able to
 eastablish more permanent positions.
 A: Keep current dig in rules
 B: Units digging in can place a number of trench or foxhole sections on the
 board as nescesary to cover the unit. These sections remain on the table
 after the unit moves.
 C: Units digging in must spend an additional turn to establish trenches.
 D: No digging in at all
 E: Other

 Stealth orders A.K.A. sneaking:
 It is not entirely inappropriate to think of units sneaking forward to
 secure a position while generally attempting to avoid undue attention from
 enemy guns.
 Stealth should of course be limited to infantry, most of the tyranid army
 and perhaps some cavalry units.
 A: No stealth
 B: Units on stealth orders may move a normal move and cannot shoot. They get
 the benefits of -1 to-hit if fired at
 C: As B but instead of hit penalty, the unit may not be fired upon, at
 distances greater than 25 cm.
 D: Other
D. units move at half speed representing their stealthy and careful movement

 Combat phase order:
 Currently the combat phase places close combat before advance fire. While
 this can make sense it also makes life difficult for assault units as they
 can rip their enemy apart and then get blown to bits. On the other hand,
 assaulting a well-supported enemy is bound to hurt...
 A: Keep current turn sequence
 B: Fight close combat AFTER all shooting has been done
 C: Other (What alternatives could there be????)
Don't know

 Movement phase order:
 There are two systems for determining the order in the movement phase
 A: Units can be moved in any order regardless of orders
 B: Old system where all units falling back move first. Then move units
 charging and finally advancing units.
 C: Other

 Titan anti-personnel weapons:
 In the old days all titans mounted a heavy bolter in addition to their other
 weapons. I always thought it made sense for titans to mount auxiliary
 bolters and guns to fend off infantry assaults and stuff. However, this will
 surely make titans a lot stronger and more powerfull and it really depends
 on your point of view. I know some people like Peter will want titans to be
 tougher and they deserve it too.
 On the other hand, there are few things more satisfying than to see a bunch
 of basic grunts wear down a titan and nail its ass!
 A: No more anti personnel stuff.
 B: Give each titan a single AP weapon (1-2 attacks hitting on 4+ or 5+.
 Range about 50 cm. Allround fire arc or at least 180 to the front)
 C: Give titans a bunch of tank bolters (However these weapons might turn
 out) with allround firing arc)
 D: Other
B. 360 or 180 fire arc depending on where its located. Extra points for a
360 fire arc

 Company missions:
 Some Incoming stuff mentioned titan missions. I think missions should also
 be allowed for companies. Again, a mission should give VP but have a
 consequence too. Volunteering to undertake an important mission and botching
 is bound to hurt somewhere
 A: No missions
 B: Missions for titans only
 C: Missions for companies as well
 D: Missions as optional rule only. Both players has to agree upon the use
 E: Other
Don't know, but it sounds cool

 Transport orders:
 One thing I find a bit bothersome is that transports and the grunts inside
 are given different orders. While this certainly gives more freedom (a
 tactical marine unit could charge with their rhinos and then advance with
 bolters ablazing or charge out into assault combat) it still proves fiddly
 because the unit will have two order counters next to it. Distinquishing
 these can prove irritating.
 I don't know whether there is an alternative, or whether thngs are fine as
 they are. If anyone can think of something please tell.
 Using tanks for cover:
 An optional rule from E40K (it was presented in a Citadel Journal) allowed
 infantry to take cover behind tanks.
 This sounds reasonable but might prove too bothersome
 A: No taking cover behind tanks
 B: Infantry in contact with a tank and with the vehicle positioned between
 them and the enemy are at -1 to-hit against enemy fire
 C: Infantry in cover behind a tank can transfer any hit to the tank on 4+
 D: If a tank being used for cover is charged, the infantry can "absorb" the
 charge instead
 E: Other >>

Received on Wed Nov 24 1999 - 19:29:22 UTC

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