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

From: Ian McDowall <idm_at_...>
Date: Wed, 24 Nov 1999 15:47:39 +0000

Sorry again Ken...

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

D: don't like psykers so don't really use them.

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

A: we have already got ranged fire and close combat which includes
close-ranged fire. I see no need for another range band.

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

I quite like the current NetEpic rules.

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

B: or C: - I like suppression as it represents automatic fire or artillery
which may not hit many people but which makes them keep their heads down.
I haven't used the E40K system so I am reliant on guessing how it works
from WD battle reports. I have tried the Heresy system in only one
playtest so I can't really judge between them but I would like some sort of

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

A or D - I don't want a complete table for them.

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

B3 or D - but what about artillery being able to fire smoke/blind shells ?

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

Option C:

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

Options C and one of D,E,F & G - I don't realy mind which.

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: seems appropriate. It's simple and allows for the effects of different
weapon types. I can't see a super heavy or a knight falling back into an
infantry units armed with pistols suffering much harm.

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

A - too complex within the timescale of the game.

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

A - in the timescale of the game I don't think they have dug very deep.
More likely they have scraped shallow holes and hidden themselves well.
Digging real trenches should be part of deployment (in the past, I used to
play with WRG 4th edition ancients and I had a Sassanid Persian army. This
army had a compulsory peasant levy which were pretty poor as part of a
cavalry army. However, I realised that if I sat them at the back of the
table they could dig themselves a protective ditch and wall before anybody
could reach them. This was cheesy. If you want to buy fortifications then
pay for them. I would not object to that).

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

B or C I like.

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????)

I like A because it places a value on going on First Fire (to snapshot
chargers). However, if close combat took place after shooting BUT units
couldn't shoor if they were in combat then it wouldn't matter much.

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

I like B but I don't feel passionate about it.

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

I like B or C as it is comparable to a tank which commonly has a bolter
even if its primary role is not anti-personnel.

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

I don't like these but I can always ignore them for my games so I don't
mind if other people want them.

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.

I prefer giving joint orders to the combined unit. On FF nobody moves and
the troops can fire from the vehicle. On Advance they can move a distance
(and could dismount) and could shoot less effectively from the vehicle
(maybe). On charge they can move further and the troops could dismount but
the whole thing is going too fast (and bumpy) to shoot.

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

Option B makes sense to me.

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Ian McDowall
Received on Wed Nov 24 1999 - 15:47:39 UTC

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