Sv: RE: [NetEpic ML] Unit special ability: Elite

From: <rune.karlsen6_at_...>
Date: Thu, 25 Apr 2002 15:40:17 +0200

Hi,

I like it!

Rune
>
> Fra: "Peter Ramos" <primarch_at_...>
> Dato: 2002/04/25 Thu PM 03:39:05 CEST
> Til: <netepic_at_yahoogroups.com>
> Emne: RE: [NetEpic ML] Unit special ability: Elite
>
> Hi!
>
> Okay, we are getting closer to something workable. I will use your ideas
> with certain twist.
>
> 1. The +1 morale is already present in most units we'll assign as elite
> (most would have a 1) so there's no need to say it, we just make sure
> that those that are elite have a morale of 1.
>
> 2. The ability versus titans is now one less d6 for the titans bonus
> since those rules will change (its no longer the 5+ or 4+ it was).
>
> 3. Elite units get one re-roll chit per GAME. The elite detachment can
> re-roll any ONE die roll. This could be re-rolling ONE close combat
> roll, ONE missed attack die roll or ONE missed armor save.
>
> HQ units are NOT necessarily elite. For example a terminator HQ would be
> elite but not HQ units from a tactical company. We need to decide who
> EXACTLY is elite.
>
> How is that?
>
> Peter
>
> -----Original Message-----
> From: Jarreas Underwood [mailto:jarreas_at_...]
> Sent: Wednesday, April 24, 2002 10:24 PM
> To: netepic_at_yahoogroups.com
> Subject: [NetEpic ML] Unit special ability: Elite
>
> >>An Idea I had was to let them make a 5+ roll or so to switch their
> order
> >>counter in the same way as a SM commander
> >>Weasel
>
> >That's a good idea too, how about elites just starting with no orders
> >and "pick one" when they are activated and act in the limitations of
> >those orders? It would simulate their tactical superiority.
> >Peter
>
> I am of the opinion that the ability to change orders is very useful and
> should be equally rare. Entire companies that can pick and choose the
> best
> orders? *That's* a bit overboard. It also makes the Warlock's and SM
> Commander's ability much less unique. On the other hand, anyone that
> manages to survive a 40K universe long enough to become elite deserves
> some
> sort of special ability.
>
> That being said, here's my idea:
>
> Elite: Units are hardened veterans of countless battles and have both
> the
> skill and luck to survive this one. Elite units get three special
> abilities:
> 1) They get +1 on any morale roll.
>
> +++++ This is why Veteran Marines have a 1+ morale roll instead of 2+.
> The
> cost increase over Tactical Marines reflects the cost of making them
> Elite.
>
> 2) They have an improved chance of surviving a Titan's close combat
> defenses, 4+ instead of 5+.
>
> 3) They allow re-rolls. The controlling player gets one counter per
> detachment (three per company). A counter may be spent to re-roll any
> one
> die rolled by any Elite unit. You may use as many as you want at any
> time,
> but each counter only allows a single re-roll of a single die. Counters
> also can't be used for anything *but* Elite units (you can't use them
> for
> initiative).
>
> +++++ I'm imagining one counter per detachment of 5 or 6 infantry stands
> costing 2-400 points, so 3 per company card. In a 3,000-point army you
> can
> buy three elite companies and a special or two, so maybe 12 counters
> total.
> Given the number of dice dropped in an Epic battle, allowing that many
> re-rolls isn't all that big a deal.
>
> +++++ Allowing the counters to be used on any Elite unit takes care of
> the
> problem of keeping track of which detachment has used it's re-roll.
> +++++
>
> Example #1: A player takes a Veteran Marine Detachment and receives an
> E-counter. Late in the game, a Veteran Marine stand has an opportunity
> to
> fire at a HQ unit. The player rolls a "3" and misses. He spends the
> counter
> for a re-roll, this time getting a "5" and hitting the HQ.
>
> Example #2: A player takes a Veteran Marine Company and receives three
> E-counters. The last Marine stand at an objective is fired at and hit.
> The
> armor save is 6+, and the player rolls a "1" and fails. He spends a
> counter
> and rolls a "5", spends another counter and rolls a "3" and, spending
> his
> last counter, finally rolls a "6". The Marine lives.
>
> Example #3: A Thunderhawk Gunship carrying a Veteran Marine detachment
> gets
> shot and fails it's armor save. A counter cannot be used to re-roll the
> armor save as the Thunderhawk is not an Elite unit.
>
> +++++
>
> What do you think? I'm passing on the 'gang-bang' ability where Elite
> units
> can gang-up in Close Combat. I've never found this all that useful, but
> that's me. What say everyone else?
> -Yar
>
>
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Received on Thu Apr 25 2002 - 13:40:17 UTC

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