-1 to morale for all units perhaps? Scarier in the dark? :)
Tom.
-----Original Message-----
From: Tom Webb [mailto:Webbsoft_at_...]
Sent: 21 September 2001 14:28
To: netepic_at_yahoogroups.com
Subject: RE: [NetEpic ML] Night Fight!
Or in close combat roll an extra D6 on each side to show the increased
variable effects of the darkness. After all, a squad of Marines have a much
higher chance of being wiped out by Gretchin in an ambush, ambushes are
going to be much more frequent in the dark.
As for Flares, Night-Vision Goggles etc. Why don't we have a set of Night
Fight cards, one card is issued for every Company/Clan/Host/Legion in your
army, they can be played on detachments at the beginning of the game. We
could even have event cards instead of the system above, such as Ambush!,
Phosphur Shells (1 Artillery Detachment can fire Phospur shells which do no
damage but illuminate an area of the battlefield), etc.
Tom.
-----Original Message-----
From: Weasel Fierce [mailto:septimus__at_...]
Sent: 21 September 2001 13:09
To: netepic_at_yahoogroups.com
Subject: Re: [NetEpic ML] Night Fight!
>1) Limited spotting range; something like ~25cm for infantry and 40cm for
>vehicles. This would probably have to be adjusted for each race. IG & PDF
>would have the worst spotting range, Space Marines & Squats would have
>better and Eldar & Slann would have the best.
It would have to have a minium range which the effective range cannot be
modified below...something like 25 cm.
Possibly, a player could be allowed to modify a certain number (1 detachment
per 5 in army or base it on point value of battle) to have flares, scanners
goggles etc. to give them unhindred range.
>2) Units which have fired can be targeted at up to normal range (assuming
>LOS exists, of course). This is for simplicity, play balance, and to avoid
>unnecessary special rules; I know that deathspinners don't have much of a
>muzzle flash.
Seems okay..players could make a sort of muzzle flash counter like in
Warzone.
>3) Indirect barrages scatter 3d6cm if they miss.
This seems like a less good idea. Artillery do not care whether their map
coordinates are dark or not. Rather reduce the range forward observers work
on
>5) Anything else?
Daemons and tyranids ought tobe taken into account.
Rules for ambushing enemies at night (possibly a simple die roll, and if
succesfull a bonus to CAF applies)
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Received on Fri Sep 21 2001 - 13:30:51 UTC