Hi!
Hehe, the person who came up with the idea was melding e40k ideas and net epic ideas, os yes there's some melding going on. ALso if this was ever use the army card content doesn't change just the classification. Even command cards could just be the same HQ stands from company cards.
As it stands it is likely it will only be an alternate/optional idea.
Peter
----- Original Message -----
From: eivind.borgeteien_at_...
To: netepic_at_yahoogroups.com
Sent: Tuesday, March 26, 2002 8:48 AM
Subject: Sv: Sv: [NetEpic ML] Net Epic 5.0 ideas
To me, this sound too much like epic 40 000, which I dont particularly like.
I dont think we should redo the way we build netepic armies, but I think it could be interresting as a variant/optional rule.
If we go down this lane, I think it is important that we dont change the actual cards, only classify them as command, regular, veteran and rear.
Eivind
>
> Fra: <rune.karlsen6_at_...>
> Dato: 2002/03/26 Tue PM 01:24:05 CET
> Til: netepic_at_yahoogroups.com
> Emne: Sv: [NetEpic ML] Net Epic 5.0 ideas
>
> Hi,
>
> I like this idea. All armies should have a CR of some
> sort, and all commanders should matter. If you lose a
> commander, there should be repercussions. This is in
> effect a structure much like chaos uses per today.
> I suggest that all the "regulars" be a part of the
> CR, while "elite or veteran" units are more independent,
> and are either able to be outside the normal CR, or
> have their own designated commander. This wouldn't necessarily
> be a command unit, but just a normal unit which has
> been designated as their commander (like a lieutenant or
> something).
> You also call it a command structure, which leads me to think
> of HQ cards with bodyguards, comms officers and the like.
>
> Just my 2 Nkr.
>
> Rune
>
> >
> > Fra: "Peter Ramos" <primarch_at_...>
> > Dato: 2002/03/26 Tue PM 01:11:01 CET
> > Til: <netepic_at_yahoogroups.com>
> > Emne: [NetEpic ML] Net Epic 5.0 ideas
> >
> > Hi!
> >
> > The discussions on AA and limiting numbers of them got me thinking about an idea Emiliano (antichrist666it) gave me regarding a new structure for army cards.
> >
> > Emiliano has been a very busy little beaver and is basically writting a template for 5.0 all by himself, including a lot of new units and ideas. While we will change and discuss a lot of things it will save us time come time to actually do the revision.
> >
> > The following is what he suggested with some changes from myself.
> >
> > We still use the same armycard structure but the cards are different:
> >
> > Command- this is the "core" you build your army around. So instead of starting with a company card you stand with the command structure.
> >
> > Regulars (or line or other suitable name)- these are the meat and drink of any army and will be by far the most common troops available. What number of regular troop companies can be added we can either leave open-ended or set a maximum limit. Units like SM tacticals, IG tacticals, guardians and ork boys fall in this category.
> >
> > Veterans (or elite whichever sounds better)- these are specialist, much more uncommon units. I would suggest that they be limited to one or two cards PER command. Units like terminators, aspect warriors and such would fall in this category.
> >
> > Specialized units or equipment (for lack of a better name, Emiliano called these "rare" cards)- these are units that are a rarity on the battlefield due to difficulty of construction or lack or availability. You can attach one such company card PER command. Units like AA, deathstrikes, pulsa rokkits and other "wierd" weapons fall in this category as well as titans
> >
> > Advantages
> > 1.You eliminate the problem of over abundance of "specialist" units, since you would need to a very large command base to have a lot of these units.
> > 2. It uses the same army card format everyone is familar with
> > 3. Places emphasis on a command structure to build an army
> >
> > Disadvantages
> > 1. It introuduces the need for a command radius for all armies. For some it is not a problem, but we would still need to make rules for them.
> > 2. What constitutes a command "company" and what units need to be made. Although its a fun endevour, it still means a lot of work to do correctly.
> > 3. Re-categorization of all units into the new scheme.
> >
> > Comments?
> >
> > Peter
> >
> >
>
>
>
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Hi!
The discussions on AA and limiting numbers of them got me thinking about an idea Emiliano (antichrist666it) gave me regarding a new structure for army cards.
Emiliano has been a very busy little beaver and is basically writting a template for 5.0 all by himself, including a lot of new units and ideas. While we will change and discuss a lot of things it will save us time come time to actually do the revision.
The following is what he suggested with some changes from myself.
We still use the same armycard structure but the cards are different:
Command- this is the "core" you build your army around. So instead of starting with a company card you stand with the command structure.
Regulars (or line or other suitable name)- these are the meat and drink of any army and will be by far the most common troops available. What number of regular troop companies can be added we can either leave open-ended or set a maximum limit. Units like SM tacticals, IG tacticals, guardians and ork boys fall in this category.
Veterans (or elite whichever sounds better)- these are specialist, much more uncommon units. I would suggest that they be limited to one or two cards PER command. Units like terminators, aspect warriors and such would fall in this category.
Specialized units or equipment (for lack of a better name, Emiliano called these "rare" cards)- these are units that are a rarity on the battlefield due to difficulty of construction or lack or availability. You can attach one such company card PER command. Units like AA, deathstrikes, pulsa rokkits and other "wierd" weapons fall in this category as well as titans
Advantages
1.You eliminate the problem of over abundance of "specialist" units, since you would need to a very large command base to have a lot of these units.
2. It uses the same army card format everyone is familar with
3. Places emphasis on a command structure to build an army
Disadvantages
1. It introuduces the need for a command radius for all armies. For some it is not a problem, but we would still need to make rules for them.
2. What constitutes a command "company" and what units need to be made. Although its a fun endevour, it still means a lot of work to do correctly.
3. Re-categorization of all units into the new scheme.
Comments?
Peter
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Received on Tue Mar 26 2002 - 13:06:13 UTC