Sv: RE: [NetEpic ML] Heresy Rules Query

From: <rune.karlsen6_at_...>
Date: Fri, 24 May 2002 22:28:37 +0200

Hi,

This looks very interesting. I havnt really looked at the
Heresy rules that much, but i feel an urge to study them
more carefully coming on :) How long do you think it will
take before you have an updated version?
The only problem will be to get someone in my gaming group
to playtest with me. This will be the hardest part i guess :)

Rune
>
> Fra: "Peter Ramos" <primarch_at_...>
> Dato: 2002/05/24 Fri PM 10:23:09 CEST
> Til: <netepic_at_yahoogroups.com>
> Emne: RE: [NetEpic ML] Heresy Rules Query
>
> Hi!
>
> -----Original Message-----
> From: Weasel Fierce [mailto:weasel_fierce_at_...]
> Sent: Friday, May 24, 2002 12:27 PM
> To: netepic_at_yahoogroups.com
> Subject: RE: [NetEpic ML] Heresy Rules Query
>
>
>
> >The morale rules in Heresy are quite detailed and robust so I don't
> have
> >to change anything about them to add the scheme. Instead of automatic
> >activations you would roll to see if the battlegroup can act. The
> >formula is simple:
>
> This seems pretty cool...and pretty much inspired by the proposed things
> for
> Epic Armageddon eh ? :)
>
> ----> <grin> Yes. I soon as I saw the idea I knew I could use it in
> Heresy easily.
>
> Let me get something straight though...
>
> In 1 turn, you do get to test for all units right ? Its just a matter of
> how
> many you can move before its the opponents turn...or ?
>
> It will be alternating. For example, lets say you have a SM commander
> with 5 battlegroups. In you're turn you will activate as many as you
> think the odds will let you, keeping in mind that failed attempts will
> cost you some fire power. Once you fail to activate or "pass" the other
> player will go and do the same. Play alternates until there are no more
> eligible units to activate. This way neither you nor you're opponent
> will know what exactly will respond when you need it until the moment of
> truth. Ultimate fog of war. Of course you can take the safe route and
> activate ONE battlegroup and then pass the turn without attempting to
> activate more. Armies like orks and IG will need to do this since
> multiple activations in one turn are hard for them and they will lose to
> much firepower if too many units fail. Also this lends to units like
> commissars a special significance since due to their leadership bonus
> they can extract a higher degree of compliance from their units than
> standard IG leaders. Therefore you will see them in the thick of battle
> making sure those units "respond" (can you hear the sound of bolters
> dispensing "incentives"?).
>
> Keep in mind that leader can command up to their leadership skill in
> battle groups. So armies with real good commanders like SM can lead more
> groups, but the tradeoff is each group is small. Conversely the IG will
> lead fewer groups (a standard commander has a leadership of 3), but each
> group is HUGE! So basically it's the big and ponderous meats the small
> and quick. A SM commander will need to activate more units in a turn to
> get things done in comparison with IG that can get things done slowly.
>
> I still have to work out some things, but the basic fundamentals seem
> sound.
>
> Peter
>
>
>
>
>
>
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>
Received on Fri May 24 2002 - 20:28:37 UTC

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