Hi!
Cost and effectiveness are always prime issue in revisions. As much as
re-wording is. There are quite a few units I will be addressing in the
revision, deathstrikes are but one.
Drop pods
Warp hunters
Shock attack guns
These are but a few units that have too many rules. Not that I want to
take away the flavor, but I think we can gain the same effect with less
blah, blah.
In the case of deathstrikes, I'd rather have a battery that fires the
one shot it travels "x" centimeters impacts and its done with. This fits
in well with proposed rules for AA in that static AA would have a better
chance at shooting them down than mobile AA would. More importantly
there is less to keep track of and it still does the same thing. By the
way the allowed missiles are: warp, barrage, harpoon. I'd rather we
limit them to barrage and perhaps one warp per battery.
Eldar chassis are "lower" cost to offset the cost of elder weapons which
are quite high. The idea was that when equipped the titan would be
roughly what it used to cost with a "standard" package. A phantom with
double pulsars gets quite expensive as is. Although the rulings on
holofields get them back on the table, they aren't that resilient or
tough in CC.
Then again, it ALL gets reviewed. Isn't net epic procedure grand?
Peter
-----Original Message-----
From: ckaminskipoboxcom [mailto:ckaminski_at_...]
Sent: Thursday, March 28, 2002 3:36 PM
To: netepic_at_yahoogroups.com
Subject: 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
To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com
Your use of Yahoo! Groups is subject to
http://docs.yahoo.com/info/terms/
Received on Wed Mar 28 2001 - 20:40:56 UTC