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

From: Dave <warprat_at_...>
Date: Sun, 28 Nov 1999 12:56:14 -0800


My personal feeling is that the game scale is even wierder!

Consider the following:

Infantry are much bigger than they should be, if at the same scale
as the tanks.

Super heavies and pretorians should be much bigger than the
model represents. The Storm Hammer is suppost to be as big
as a city block. The Capitol Imperialis is suppost to be able
to transport TWO full companies, plus thier transports! If the
the Capitol Imperialis was to the same scale as say, a rhino,
it would cover a great portion of the average gamming table.

Yet a town, or city, might only represent 5-15 buildings. How many
infantry can fit in a building? Only a few stands, maybe 50 men.
Clearly the game scale is not 1 to 1.

So what is the scale, 5:1, 10:1?

My feeling is that for marines the scale is 1:1. I mean there a only
suppost to be 1 million total marines in the whole imperium. Divided
into 1000 chapters. Thats 1000 men per chapter. Each chapter has ten
companies. Each company has 95 men.

But for Imperial Guard, I think this does not hold true. Although
Imperial guards are the Elite of thier respective planets. I can't
imagine an army with so few men. From what I hear, it takes about 10
guardsmen to equal 1 marine. So my feeling is that IG infantry is on a
scale of 10:1.

Are vehicles on the same scale as the men? Transports would have to
be. But what about tanks? And how could 1 Marine Predator equal
10 Imperial Guard predators? Are marine tanks as super as thier

What about the time scale? 30-60 min. is my guess. That means troops
don't have to stop to enter building, and infantry can move full
speed in craters, rough ground and difficult terain.

The game clearly succesfully combines these abstract representations
into a fun, very playable system.

I think it would drive anyone insane to think about these factors and
try to ratioalize them. It can't and shouldn't be looked at too
closely. Ultimately it comes down to play ballance.

Hey, thats my opinion,

Peter Ramos wrote:
> Hi!
> Scale and time elapsed has alsways been vague and never eluded to by GW.
> This makes certain aspects of the game pretty wierd. I'd say each
> vehicle represents about 5 vehicles and one infantry stands represents
> 30-50- men.
> A epic "turn" shouls last in scale from 30-60 minutes.
> I beleive for the revision this should be clear up since most games
> establish range and time scale.
> Peter
> Brian Evans wrote:
> > Hello Peter, How long is an Epic turn? I have always assumed that an
> > Epic turn represented enough time to fire a squad's weapons multiple
> > times. If you look at WH40K 2nd or 3rd edition, five marines firing
> > their bolters will only result in about a single casualty to a Space
> > Marine squad. It seems reasonable that one Epic turn represents
> > multiple shots. This way, a squad of marines would probably take
> > enough casualties to become combat ineffective. The same can be said
> > for a LasCannon being fired at a Space Marine squad. The LasCannon
> > can only affect a single marine at a time and each pull of the trigger
> > will probably result in a Marine death. If an Epic turn represents
> > multiple LasCannon shots, it is reasonable that a squad of marines
> > could get shot up pretty bad, even though the LasCannon is not
> > specifically an anti-infantry weapon. It seems reasonable that weapons
> > that aren't specifically designed to destroy infantry (LasCannon) can
> > be expected to destroy a squad after multiple firings. I still have
> > not figured out how bolters (Space Marine Tactical Squad) can pierce
> > the armor of a LandRaider though. Here is my best attempt though: 1.
> > All tactical squads really have a Heavy Weapon, like a LasCannon, with
> > them. The reason bolters are listed is because the majority of the
> > weapons in a tactical squad are bolters, while they only have a single
> > Heavy Weapon. The reason Devastators list Heavy Weapons, is because
> > the majority of the weapons are Heavy Weapons, this does not rule out
> > that the Sergeant might have a bolter or a bolt pistol/close combat
> > weapon. This would at least fit in with the 40K game, etc. 2. After
> > a veritable hail of Bolter fire strikes the hull of a tank, the tank
> > crew decides that discretion is the better part of valor and they
> > decide to move to a safer part of the battlefield. Tankers don't like
> > to ride "buttoned-up" and have an inordinate fear of infantry attacks,
> > if the enemy is close enough that you are receiving small arms fire,
> > you are probably risking an infantry assault..........O.K., this is a
> > real stretch, I better just stick to #1 above :-) Brian A. Evans
> > ----- Original Message -----
> > From: Peter Ramos
> > To: netepic_at_egroups.comSent: Saturday, November 27, 1999 4:35
> > AMSubject: [NetEpic ML] Re: NetEpic revision....LOOOOONG but read it
> > and vote
> > Hi!
> >
> > They cant hurt them by shooting but they can still hurt them in close
> > combat.
> >
> > Peter
> >
> > Weasel Fierce wrote:
> >
> >> >Actually anti-armor weapons can effect infantry they just dont get
> >> a save
> >> >versus
> >> >them they get hit and get vaporized. Infantry soft saves get a
> >> chance to
> >> >save
> >> >versus anti-infantry weapons.
> >> >
> >> >A tac marine would look something like this: CAF 2, armor save 4.
> >> IF hit by
> >> >a
> >> >heavy bolter with lets say a -2 save modifier the marine saves on a
> >> 6. If
> >> >hit by
> >> >a las-cannon (anti-armor) it is hit and destroyed no save.
> >> Conversely the
> >> >heavy
> >> >bolter has no effect on a land raider for example.
> >>
> >> This looks VERY good. Much more like the way it should be.
> >> However, will this system mean that infantry can't hurt tanks or
> >> just that
> >> the tank get to save unmodified versus tacticals etc.?????
> >>
> >> >
> >> >Peter
> >> >
> >
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Received on Sun Nov 28 1999 - 20:56:14 UTC

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