Re: [NetEpic ML] net epic suppression

From: Albert Farr� Benet <cibernyam_at_...>
Date: Thu, 28 Feb 2002 01:05:13 +0100

The table seems quite good but some points:

- Fixed armour saves: Who cares a volcano cannon or a bolter if your save isn't affected? Should they be inmune?

- Regenrating units / Wounds / Void Shields/ No morale: OK three volcanoes hit your Reaver titan which is at full shield charge (4 VS), crew should be able to ignore this shield loss to allow movement & shooting (Well, that's why they have shields). Indeed, Titans and Praetorians are supposed to be launched in the hardest part of the battlefield and their crews trained to fight under heavy fire. I would make them completely inmune to supression. Same for Tyranid wounds & morale: they are painless and fearless, no matter how heavy are the penalties, when one critter dies, another one takes its place. Robotic machinery and similar units with no morale should fall also under this category.

- Elite fighters should be inmune to supression. If thirthy (only thirty!!) marines are able to attack a position in the heart of the enemy lines, the least they can expect is a heavy fire curtain. Same goes for HQ units and characters unless specified (Astropath, err, hey guys don't look me this way...it's just a joke, er NOOooo...)

- Barrage is far less painful for supression than it should be. This should be taken into account, at less for infantry. How about: "when half of an infantry unit is under barrage markers it gets one additional supression counter (SupC) and another one when it's completely covered by barrage". Note that this means that if you want to add extra counters you have to add extra barrages over previous ones (could it be done, only for this purpose?)

- Weapons with -3 or better saving throw are mostly tankbusters and not antipersonel, they should be treated in a different way. That brings out the use of two different kinds of armour ( none (infantry) or light vehicles / heavy armour). I think the easiest way to do this is to categorize weapons under supression capable or not in the army lists though it's a heavy job (and a lot of discussion)

- What happens to units under dragster shields?

-Under this rules, Imperial SH are mostly useless: A detachment of Land Raiders supresses completely a SH every turn for the rest of the game (they have really bad morale to recover, but still have a 1+ save).

- I also think that units under cover should be able to fire normally.

- Another question: Could you stack attacks from different units to get suppresion? For exemple I fire one detachment of SM tacticals (6 dice) against a IG tactical platoon (10 stands). I don't get supression, OK. Now I fire another SM tactical detachent (6 dice more). Should I get supression? I suppose so

These were some, but not all, of the problems of this supression rule proposal in my opinion.

Final note: Just before sending this mail, another one from Peter on the same subject reached the list, so sorry if some questions are already covered.

Albert



  ----- Original Message -----
  From: Daryl Lonnon
  To: netepic_at_yahoogroups.com
  Sent: Wednesday, February 27, 2002 6:34 PM
  Subject: Re: [NetEpic ML] net epic suppression


  Thoughts intersparsed below,

> Hi!
>
> SUPPRESSION RULES

  <cut stuff>

> EFFECTS OF SUPPRESSION
>
> Suppression makes it more difficult to move and fire. Units that are suppr=
> essed must make a morale check in order to move or fire. A failed morale c=
> heck means that the suppressed unit cannot move or fire. A successful mora=
> le check means that the unit can move or fire normally. If the suppressed =
> unit has only one suppression marker the morale check is made without penal=
> ty. For each additional suppression counter a minus 1 penalty to morale ch=
> ecks is applied. Note that this penalty also applies to standard break tes=
> ts and route tests, as well as battlefield effects (psychic attacks).
>
> Suppression markers are removed in the end phase. To remove suppression ma=
> rkers for each unit or model roll a d6. On a role of two or more remove al=
> l suppression counters on that unit or model. On a role of 1 suppression c=
> ounters remain. Regardless of how many suppression counters a unit may have=
> or how many attended penalties a role of six will always remove all suppre=
> ssion markers.

  The above implies that the penalties due to suppression effect the d6 roll?
  (ie 2 suppressions give you a -1 to remove the suppressions?)
> Units suppressed in that same turn may attempt to remove suppression counte=
> rs in that same end phase.
>
> TYPE OF WEAPONS
>
> Obviously certain weapons will cause more suppression against some targets =
> and less to others. To avoid over complication of categorizing weapons sys=
> tems I've come up with the following simple guidelines:
>
> Any weapon with a save modifier of 0 will cause normal suppression against =
> units with no armor save and half suppression against units with an armor s=
> ave.
>
> Any weapon with a save modifier all of minus 1 or better cause normal suppr=
> ession against units with or without an armor save.
>
> As you can see in and take weapons with a modifier of 0 are usually anti pe=
> rsonnel weapons and thus cause less suppression to army units and better su=
> ppression against units without armor. On the other and weapons with a sav=
> e modifier cause suppression equally against all units.

  I'd add command units are immune to suppression (these guys are supposed
  to be somewhat heroic individuals in most cases).

  Another thought is to have elite units ignore their first suppression
  marker (count as if they have one less suppression marker on them).

  Also the above is somewhat painful to units with good armor saves and
  low numbers (imperial superheavies and titans).

  I just can't see them being suppressed by
  a bunch of imperial guardsmen (10 dice attacking a single titan gives
  5 suppression on the titan ... ouch for the titan). Suppression is
  a psychological effect (ie survival instinct), having a bunch
  of metal around you (and/or shields) ought to give you a (possibly false)
  sense of security and make you harder to suppress.

  Perhaps a table:
                     Armor Save
  SaveMod of attack None (6+)-(5+) (4+)-(3+) (2+)-(0+)
  0 full half none none
  -1 full full half none
  -2 full full full half
  <= -3 full full full full

  Superheavies (1+ save) would completely ignore most things (lasguns, heavy
  weapons, and lascannons), but would be supressed by battlecannons and
  bigger.

  A leman russ detachment (3 tanks) could completely ignore antipersonnel
  weapons, but would be somewhat fearful of lascannons/heavy weapons and
  very fearful of larger things.

  The table should be fairly easy to memorize.

  (if the table is to generous, you could add a 1/4th to the rows).

> Well that's it. These are the highly optional suppression rules for net ep=
> ic. Note, while these rules are not fancy, they do not invent any new mech=
> anic's. They try to use rules and concepts already built into the game.
>
> Opinions or comments please?
>
> Peter


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Received on Thu Feb 28 2002 - 00:05:13 UTC

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