Re: [NetEpic ML] Deathstrike question
 
I never understood these rules either, I mean, in terms of all around 
effectiveness, these rules make the deathstrike pretty useless 
compared to say, a battery of basilisks. 
Where I get a total maximum of 3 shots (granted, high-powered shots), 
vs. who knows how many shots with the basilisks.
I'm not against single-shot weapons, but if I can mount vortex 
missiles on it, should the rules for the titan vortex missile and the 
deathstrike vortext missile be compatible? 
I think you were alluding to this in your mail, but I'm just chiming 
in with my "newbie" understanding of this weapon system, and how it 
seems... too limited... 
I won't go into how I think the Eldar Titan chassis are 
underpriced.. ;-) 
-Chris 
--- In netepic_at_y..., "Peter Ramos" <primarch_at_c...> wrote:
> Hi!
> 
> -----Original Message-----
> From: dkaardal [mailto:dkaardal_at_y...] 
> Sent: Thursday, March 28, 2002 2:48 PM
> To: netepic_at_y...
> Subject: [NetEpic ML] Deathstrike question
> 
> in the rules, it states:
> 
> 1.	They can only be fired on First Fire orders.
> 2.	After being fired the missile moves up to 35 cm in each 
> flyers phase
> 3.	The missile has enough fuel for 4 turns, after which it must 
> select a target or crash at the end of its movement.
> 4.	The missile may select any target at any point during its 
> move. It does not require LOS to the intended target when it is 
fired.
> 5.	Due to their speed only AA guns may target the missile and 
> incurs a -2 penalty to hit.
> 6.	These are one-shot weapons; a detachment has three total 
> shots.
> 
> 
> I have an issue with rule # 2. Why can you fire at these cruise 
> missles? and why the HECK are they slower then a rhino on charge?
> 
> It was arbitrary, granted. But the original rules where so fiddly 
that
> many wanted to change them.
> 
> in the original rules, they were just like any other artillery. you 
> fired them, and resolved as normal. Why give people a chance to 
fire 
> at them at all? I mean, sure, the warheads are pretty powerful... 
but 
> you only GET 3 shots, and it's a garaunteed cost of 250 points!
> 
> That's true. I once had the idea to give them a range of something 
like
> 100cm-150 cm, one shot and could be shot down by AA capable units 
only
> at a penalty (-1 or -2). 250 points is a lot for a one shot so
> eliminating all the fiddly rules and treating it more like a regular
> battery sounds good.
> 
> I'm just really puzzled. If you are going to change the way they 
> fire, why would you make them so slow? There are ground troops that 
> can move that fast on a charge! Is the missle's propulsion system a 
> rubber band and a propeller?
> 
> The problem is what consists a unit of time per movement in epic. 
There
> are no such definitions in the game. A rhino may move that much in a
> turn, but it takes the whole turn to do, while the missiles 
movement to
> cover that same movement is a blink of an eye. If you look at it in
> absolutes (all units move "x" per turn) then it's slow, but you 
could
> also say it fired just as the unit finished moving and covered "x" 
range
> very quickly. This is also compounded by the fact that the rhino 
would
> move in the movement phase and the missile moves in the fire phase. 
The
> time frames for both turn could be very different.
> 
> Peter
Received on Thu Mar 28 2002 - 19:36:02 UTC
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