[NetEpic ML] Re: Mail votes.......looong but do it
Psykers-
>A: Keep current NetEpic rules (psykers can pick a power to cast each turn
>from a list of 3)
>Firefights:
>A: No firefights
>
>Morale:
>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)
>
>Suppression:
>B: Use system akin to E40K (blast markers)
>
>Super heavy units:
>B: Use detailed rules (1 table for each super-heavy
>
>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
>
>Effects of smoke / blind screen templates (If used):
>A: -1 to-hit penalty
>
>Assault resolution:
>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.
>
>Crossfire:
>In 40K3 a unit falling back into an enemy unit are roasted. The same
happens
>in E40K.
>B: Units falling back into an enemy unit are destroyed
>
>Regrouping:
>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
>B: Units on regroup orders recover lost models on 6+
>Models not recovered are removed from the game and can no longer be
>recovered.
>E: Regrouping units get a second chance to rally.
>F: Regrouping units may move up to half their movement
>
>Which models can regroup?:
>A: Infantry only
>B: Infantry and cavalry only
>
>Digging in:
>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.
>
>Stealth orders A.K.A. sneaking:
>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.
>
>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
>
>Movement phase order:
>There are two systems for determining the order in the movement phase
>B: Old system where all units falling back move first. Then move units
>charging and finally advancing units.
>
>Titan anti-personnel weapons:
>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)
>D: Other This weapon should fire on first fire always, as the defence
bolters on the Imperator in TL/SM
>
>Company missions:
>C: Missions for companies as well
>missions
>
>Transport orders:
keep as it is
>
>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
>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
>
M.E.J.
Received on Thu Nov 25 1999 - 07:17:42 UTC
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: Tue Oct 22 2019 - 10:58:47 UTC