Re: [NetEpic ML] Re: [v5.0] Tank Shock

From: Albert Farr� Benet <cibernyam_at_...>
Date: Wed, 4 Dec 2002 18:21:39 +0100

  ----- Original Message -----
  From: jarreas_at_...
  To: netepic_at_yahoogroups.com
  Sent: Wednesday, December 04, 2002 5:19 PM
  Subject: RE: [NetEpic ML] Re: [v5.0] Tank Shock


> > > 1) Make a morale check for the unit being
> overrun.

  I don't see how morale factors into 'avoid a big thing that's trying to run
  over you.' If units had an initiative stat I'd use that. As it is, I see the
  easiest way is to move the tank to the infantry and roll 4+ To-Hit. Hit =
  armor save, miss = move the infantry aside and keep moving the tank. Nothing
  else. Infantry that are hit but make their armor save will stay where they are
  and the tank moves on.

  --->Still I would only allow these killer runs to units with deathrollers and such devices. Otherwise is too powerful, note that Leman Russ (or Land Raiders) have the same CAF as assault SM or Goff clan orks, and this way the infantry would be killed 50% of the time BEFORE CC (a little less chance for SM).

> > > a)Fight a immediate round of CC with any
> model(s) in base to base
> > contact with the overrunning model.

  I origionally thought about this, then realized how many dice would be dropped
  during the movement phase. Add in the question of multiple close combats in
  different phases and you've got something I don't want to deal with.
  -Yar

  --->Agree. In terms of simplicity, passive units (i.e. units not moving at the present time) during movement phase should only throw dice for three reasons:

  - Morale check if charged (and appropiate conditions: daemons, blood claws,...)
  - Armour/Psychic save due to attacks during movement phase (rare but maybe, wave serpents, ...)
  - Snap fire

  Albert
Received on Wed Dec 04 2002 - 17:21:39 UTC

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