RE: [NetEpic ML] Suppression revisited

From: <trygve_at_...>
Date: Mon, 4 Mar 2002 15:32:51 +0100

I agree. This looks good... A suppression rule that doesn't favour any army
and it doesn't require too much bookkeeping.
 
One question though. What about robotic minds? Do they act the same way as
juggers/rampage?
 
Trygve

-----Original Message-----
From: Peter Ramos [mailto:primarch_at_...]
Sent: 4. mars 2002 14:58
To: netepic_at_yahoogroups.com
Subject: Re: [NetEpic ML] Suppression revisited


Hi!

Hmmm..very,very interesting. On the fly you seemed to have addressed the
most common complaints that I saw for other ideas:

1. No army is penalized more than any other. The check is marker dependant
not morale dependant which means everyone has the same chance per given
marker to succeed and fail.
2. Good simple mechanic. Not a lot to remember or to reference.
3. Tyranids and chaos. I think you handled this very well. They "act" like
they should in the sense that they dont care about suppression and the
mechanic to inflict casualties for ignoring suppression is extremely good
(so good in fact I would like to fit this in heresy). After all if you dont
duck and cover from incoming fire because you are not afraid you will,
logically, receive more casualties.
4. The rules for vehicle suppression deal with concerns on they getting
suppressed to frequently and only real dangerous fire (anti-tank weapons)
will suppress them.

These are probably represent a set of rules that could be used since they
cover the main complaints.

Opinions?

Peter

----- Original Message -----
From: <jyrki.saari_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Monday, March 04, 2002 9:43 AM
Subject: [NetEpic ML] Suppression revisited


> I got an idea during the weekend, so here's my latest take on suppression.
Explanations are at the end of the rules, so please read the whole post
before commenting.
>
> Suppression vs. infantry and cavalry.
> 1) An attack causes suppression if the firing detachment has at least half
as much attack dice as the target detachment has stands.
> 2) If the amount of attack dice is < the number of stands in the target,
place one suppression marker. If the amount of attack dice is >= the number
of stands in the target, place two suppression markers.
> 3) A unit receives one suppression marker for each template (yes, this
includes any weapons with a template, barrage or teardrop) targeted at it if
the said template covers at least one stand of the unit after a possible
scatter.
> 4) Suppression markers remain in place until the unit is next activated.
When the unit tries to move the player must roll > the number of suppression
markers it has on a d6. If the roll fails, the unit may not move and gets a
-1 to-hit modifier. After the roll is made, remove all suppression markers
from that unit.
> 5) Tyranids and Chaos troops with their GD intact can move even if they
fail the suppression roll, but lose one stand in the process, although
creatures with rampage instinct and Khorne Juggernauts may fight one round
of CC if they manage to reach their target unit this turn.
>
> Suppression vs. vehicles
> 1) To cause suppression against vehicles an attack must have a saving
throw modifier which would reduce the vehicle's saving throw to 5+.
> 2) Calculate suppression as in 2) and 3) above.
> 3) If the vehicle detachment fails its suppression roll, its movement is
halved and it gets a -1 to-hit modifier.
>
> The following troops are immune to suppression.
> Daemons, Superheavies, praetorians, titans and flyers.
>
>
> My excuses:
> I felt that any suppression would have to be part of the actual firing
process with as little added mechanics as possible. The suppression should
also reflect the volume of fire directed at a unit and at the same time it
shouldn't upset play balance too much by denying the player the use of his
troops too often. Hence rule 1, even if it is not too realistic, and the
suppression markers. Even if Weasel will probably want to kill me for the
markers, I feel they do quite nicely the job they're intended for.
> So far so good, but the problem of Chaos and Tyranids still remained; I
let suppression affect Orks normally since even they have some rudimentary
form of self-preservation. Obviously, GDs and the Hive Mind don't give a
damn to self preservation. However, IMO play balance requires some sort of
punishment to go with such a privilege. Since the troops fear their masters
more than the incoming fire (or just don't care in the case of Tyranids),
they don't hit the ground. They don't hit the ground -> they get more
casualties. Hence rule 5.
>
>
> IMO suppression has a bit different effect against vehicles, namely
distracting their aim by forcing them to evade and also slowing them down
due to the amount of movement spend zigzagging. Also, vehicles aren't scared
by popguns. Hence vehicle rules 3 and 1 respectively.
>
> Artillery is a great suppressor as is a flamethrower even against tanks,
hence rule 3. If someone mentions halon extinguishers I'm likely to point
out the obvious lack of stabilizers, rangefinders and ballistic computers in
40k vehicles.
>
> As for the immunities, I don't think they need too much explaining. Fire
away.
>
> Jyrki Saari
>
> -There is no such thing as free lunch because eating takes time and time
is money.
>
>
>
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Received on Mon Mar 04 2002 - 14:32:51 UTC

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