Hi!
Yes along those lines, no remakes of the actual army cards since everybody has made their armies using the original cards it would be bad to make people re-organize them. Its more on how the cards are used than a change of actual card content.
Peter
----- Original Message -----
From: "Mete Senyol" <kume1967_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Tuesday, March 26, 2002 9:10 AM
Subject: Re: Sv: [NetEpic ML] Net Epic 5.0 ideas
> Don't we end up making new company cards or are you
> thinking more like epic40k detechments or like
> Tyranids, Command units, Slaves (core units in this
> case), independents (elites), e.g. an Eldar Warlock
> has a command radius of 25cm, can issue commands up to
> 6 units per turn?
>
> Mete
> --- rune.karlsen6_at_... wrote:
> > 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_...m>
> > > 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
> > >
> > >
> >
> >
> <HR>
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>
> <DIV><FONT face=Arial size=2>Hi!</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>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.</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>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.</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>The following is what he
> suggested with some
> changes from myself.</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>We still use the same
> armycard structure but the
> cards are different:</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>Command- this is the
> "core" you build your army
> around. So instead of starting with a company card you
> stand with the command
> structure.</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>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.</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> ;</DIV>
> <DIV><FONT face=Arial size=2>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.</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>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</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>Advantages</FONT></DIV>
> <DIV><FONT face=Arial size=2>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.</FONT></DIV>
> <DIV><FONT face=Arial size=2>2. It uses the same army
> card format everyone is
> familar with</FONT></DIV>
> <DIV><FONT face=Arial size=2>3. Places emphasis on a
> command structure to build
> an army</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial
> size=2>Disadvantages</FONT></DIV>
> <DIV><FONT face=Arial size=2>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.</FONT></DIV>
> <DIV><FONT face=Arial size=2>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.</FONT></DIV>
> <DIV><FONT face=Arial size=2>3. Re-categorization of
> all units into the new
> scheme.</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>Comments?</FONT></DIV>
> <DIV><FONT face=Arial size=2></FONT> </DIV>
> <DIV><FONT face=Arial size=2>Peter</FONT></DIV>
> <br>
>
>
>
>
> <br>
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Received on Tue Mar 26 2002 - 13:13:50 UTC