Re: [NetEpic ML] [v5.0] Core rules: summary

From: Albert Farr� Benet <cibernyam_at_...>
Date: Fri, 19 Apr 2002 23:26:47 +0200

Hi,

A few points:

- I don't see redundant units wording clear enough, perhaps is my fault. For the third point (if it is chosen I would rather state it in involved army books rather as general rule).

- IMHO Alternative objectives / Scenarios should be Optional Rules (Scenarios MUCH, MUCH better than alternate objectives)

- HQ units which don't move at all, are allowed to snap fire?

For the rest, perfect!!

(I assume AA and flyers will be classed as advanced rules)

Albert
  ----- Original Message -----
  From: Peter Ramos
  To: netepic_at_yahoogroups.com
  Sent: Friday, April 19, 2002 4:09 PM
  Subject: [NetEpic ML] [v5.0] Core rules: summary


  Hi!

  This is a recap of what we have so far (note that those areas that were
  generally agreed upon will not be restated):


  Free Cards
  Although a player may be entitled to a free card he is not obligated to
  field it. Free cards do NOT occupy a special card slot

  Point increment 25 points
  The majority favors it, it remains unchanged.

  Redundant units
  A poll will be submitted with the following alternatives:

  1. Redundant units will not be allowed
  2. Current ruling- a duplicate unit may be purchased for every 3000
  points
  3. Proposed change- a duplicated unit may be purchased IF all other
  units of that type have been purchased (referring to other redundant
  units) and an additional 3000 points of support (non-redundant units)
  are also purchased

  Objectives

  There are opinions on both sides of this issue so a poll will be
  submitted. The options are:

  1. Keep existing rule- close unit to the objective marker within 15cm
  claims the objective. Units in close combat and units on fallback orders
  cannot claim objectives. Two opposing units that are equally distant of
  the objective counter leave the objective contested.

  2. Proposed change- an objective can only be claim if all enemy units
  within 15cm are eliminated. Units on fallback orders or in close combat
  do not claim objectives as above.

  ON a side note, objectives are claimed BEFORE rallying occurs but after
  repair/regeneration.

  Advanced objectives
  These are from old WD's and little opposition was voiced against
  including them. I also included scenarios that appeared in an even older
  WD for inclusion

  These are the advanced objectives posted by Peter Cornwell

  They came with two different color backings to distinguish your
  objectives from your opponents. You place them as in the main rules,
  except each side apparently had 6 each (I never played it this way).

  If one of your models gets within 15 cm of the opponents counter you can
  flip it over to see what his mission is.

  The objectives are each worth 5 points and they are:

  TAKE AND HOLD
  The standard mission objective.

  ASSAULT
  This objective marker represents an enemy held position, such as a
  communications relay point. To achieve the mission you must attack the
  counter in close combat just as if it was an opposing model. The counter
  has a close assault factor of +5, and the combat is treated just

  like any other close combat ie the attacking model must be on charge
  orders, either side gains the benefits of secondary attackers and the
  objective is affected by any special weapons or rules. If you win the
  close combat the position has been successfully stormed and if you lose
  the combat you're dead!

  This is a one shot objective who ever gets it first keeps it and its
  removed from play.

  CAPTURE
  The capture mission is completed as soon as you can move troops within
  15cm of the objective and closer than the enemy in the end phase of the
  turn. Unlike Take and Hold, the objective becomes yours for the rest of
  the game so you can take the counter once you have achieved your
  mission.

  RESCUE
  Rescue is different from the other objectives (except Take and Hold), in
  that either player can claim victory points for achieving the mission.
  If a model moves onto (not within 15cm) the objective, place the counter
  under the model (or on the base of the Titan). The model can then move
  normally, taking the counter with it. If the model carrying the counter
  is killed by a ranged attack, leave the counter in place until another
  model moves onto it and picks it up. If the escorting model is killed in
  close combat, the victor may take the counter and escort it from then
  on. If the escorting model is part of a detachment that has fallback
  orders then it automatically drops the objective counter. Whoever is in
  possession of it in the end phase gets the 5 victory points.

  CLEANSE
  You achieve the Cleanse mission by preventing your opponent from
  capturing the objective. The enemy may capture the Cleanse counter just
  like a Take and Hold objective (but gains himself no victory points). If
  your opponent is not within 15cm of the objective counter (and closer
  than your troops) in the End phase, you score the five points.

  BOMBARD
  To achieve this objective, you must destroy the counter. It is treated
  like a building with a 4+ save on 2d6, and can only be targeted by
  barrage weapons or weapons whose specific description states that they
  may attack buildings. If the counter fails it's saving throw it is
  destroyed and the player may take the objective.

  Originally there were two of each objective counters per player, and six
  were drawn out at random (per player). They described a "Poker" type
  quality, as you slowly discover what your opponent's objectives are. For
  me this seems too random. I also agree that you should know the
  objectives before choosing your army, even if the locations may end up
  being randomised. I've only ever sprinkled a few alternate objectives
  amongst the Take and Holds. If used in a mutually agreed fashion, they
  can definitely make things more interesting, and help give each battle
  its own character. There are tons of ways they could be applied or rules
  tweaked. eg not having them secret at all etc.

  Despite the different game mechanics, apparently 3rd edition has these
  alternate objectives. In the meantime they did some more playtesting and
  it looks like they made some improvements (like rightfully eliminating
  the Bombard objective - yes it is a crap objective). I'm no authority on
  the matter as I don't intend getting third edition.

  I'm not saying these rules should necessarily be incorporated into
  Netepic at all - but they were as much a part of 2nd edition rules
  additions as Ordinatus and Fliers.

  I'd say eliminate the artillery objective and make these objectives know
  to both players so they may purchase armies accordingly. They may be
  used in conuction with take and hold objectives or stand alone.

  Opinions?


  Also I'd like to add a variant rule to objective that Darius uses where
  the amount of objectives for a given game are halved (use 3-4
  objectives). This increases the carnage of battle since you need to
  break more units to win.

  Scenarios
  These are from WD 172. They were made by Mark Watts which was, IMO, the
  ONLY guy who understood epic well enough, wasn't cheesy and made decent
  rules (he's the one who made the original Q&A's).

  1. Rescue operation- There is a spy that needs to be rescued/captured.
  He is defended by a small contingent, but is behind enemy lines. One
  player becomes the defender and may place up to 25% of his forces
  defending the spy. No vehicles can be included in the defending
  garrison. The game is played by the long length of the table (6-8feet).
  The spy and the defense force are played way in the back in an area of
  25cm square. One building should be in this area and that's where the
  spy is. Place all other defenders. The remaining units are placed on the
  diametrically opposed table edge. Once placed the attacker places all
  his forces 11/2 feet from the table edge where the defender set up his
  remaining forces (of it's a 8 foot long table 2 feet). NO fliers are
  allowed on either side! The spy is treated as a command unit with CAF of
  zero and no ranged weapons. Since both sides need him intact he cannot
  be voluntarily killed. If by happenstance he is "killed" treat as
  wounded and it cannot move any more, but can be transferred by vehicle.
  Victory is achieved by the defending player IF he can exit the spy out
  through the table edge he entered (meaning moving the spy clear across
  the table!) by turn 6. The attacker wins if he has control or disputed
  control of the spy. It is a draw if the defender has the spy but has not
  escaped by turn 6.


  2. A bridge too far- The game is played along the long axis of the table
  as in the previous scenario. Two rivers with one or more bridges are
  placed at the end of the table. One river is placed 1 foot from the edge
  the other 2 feet from the edge. Bridges should be placed to give so as
  to be equally close to both sides. The rivers are parallel to each
  other. For purposes of the scenario the bridges cannot be destroyed. If
  by happenstance, it is destroyed, treat as damaged and terrain difficult
  for infantry and impassable by all else. Armies deploy normally. Four
  objectives will be placed close to bridges, the others can be placed
  else where. The terrain around bridges should have many buildings.
  Normal victory conditions apply. This scenario can be turned into a
  siege scenario by having the defender behind the rivers preventing
  crossing.

  3. Flank attack- Deployment is as in a standard game, except one side
  can ONLY deploy in the middle 3 feet (on a 6 foot table) or 4 feet (on a
  8 foot table). The extreme flanks of each side will be full of woods,
  hills of mountains. Objectives are placed normally. The opposing army
  may take up to 25% of his forces as a "flanking force" and MUST write
  down on what turn the flanking force will arrive and which side or the
  two "flanks" where the first player could not deploy. This must be done
  before he sees the deployment of that player (best done by letting the
  "flanker" deploy first). Normal victory conditions apply.

  4. Capture and hold- Only two objectives are used and are placed in the
  center of the table 3-4 feet apart. These are very important objectives
  and can be anything. Standard deployment applies. The objectives cannot
  be destroyed by either side or rendered impassible (as by say a pulsa
  rokkit). The winner is he who controls both objectives all else is a
  tie. The game lasts D3+3 turns. No VP's for casualties are awarded!!
  ONLY the objectives count.

  5. Break out- No objectives are used. One player is the attacker the
  other the defender. The defender may arrange terrain to his liking. The
  defender selects which side of the board he begins on. The defender will
  have HALF the points in total the attacker has (if it is a 6000 point
  game the defender gets 3000 points). The defender will set up anywhere
  on his half of the table. Game begins by attacker moving onto the board
  (in fact he does not deploy, his first turn IS deployment). The attacker
  must exit HALF of his army off the defenders side of the table. Broken
  units do not count! To make it easier calculate your total VP's in your
  army and you win if you get half of the off unbroken. Damaged
  titans/praetorians count as half VP"s. Defender wins if less than half
  make it. NO fliers allowed!

  Movement
  You may not activate a unit on first fire orders for purposes of
  movement when you have other units with charge or advanced orders that
  can move. This is to avoid the ploy of using such units in order to move
  more units capable of moving last.

  Embarkation/disembarkation of units- A poll will be submitted with the
  following choices:

  1. Keep current rule- it costs the unit to be embarked or the transport
  a proportional amount of its movement to embark or disembark from a
  transport.

  2. Proposed change- it cost the transport and the transported unit 5cm
  of its movement to embark/disembark.

  Titan and praetorian movement- they may turn up to 90 degrees in any
  combination per turn.

  Walkers- add a column for them in the terrain table. They move as
  infantry except in respect to buildings which are impassible.

  Towed artillery- cannot be fired in the turn it becomes unlimbered.

  Command units
  HQ units may move on charge orders, but fire in the advance phase. Units
  that move on advance may fire in the first fire phase. This was the
  compromise that was mostly accepted. A poll will be submitted with the
  following options:

  1. Keep rule as is- unit may move on charge orders and fire on first
  fire orders

  2. Proposed change- unit may move on charge orders, but fire in the
  advance phase. Units that move on advance may fire in the first fire
  phase.


  Bail out rule
  It will apply to troops transported in fliers IF the troops have jump
  packs or flight packs. Other troop types do NOT get a save.

  Troops inside destroyed titans or praetorians do NOT get a bail out save
  if the destruction occurs via a reactor meltdown. IN all other cases
  apply the save.

  Snap fire

  Several interpretations exist and will be polled. They are:

  1. Some models within the same unit may snap fire while others may save
  their fire until the first fire phase. Models like titans with multiple
  weapons may fire some on snap fire and save others for the first fire
  phase

  2. All models in a detachment MUST fire when using snap fire no shots
  may be saved. This includes titans and praetorians. Special weapons like
  AA are the exception.

  3. Same as above but titans/praetorians may "split" their fire in snap
  fire or first fire.

  Snap fire may not be taken by transported units unless otherwise
  specified (such as in Titans and praetorians with transport
  capabilities.



  Flyer and fortification rules will be revised after all core rules have
  been finished.

  For poll information refer to this post.

  Peter



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Received on Fri Apr 19 2002 - 21:26:47 UTC

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