Hi!
Most of the points you have suggested have been mulled over the last
several years, I guess we forgot to bring it up again.
No doubt this will stimulate some discussion again, I have always wanted
some rules modifications in this regard. Perhaps now we can add some.
Comments?
Peter
-----Original Message-----
From: Gustavius Q Knackerthrasha
[mailto:justin.hewlett_at_...]
Sent: Friday, May 16, 2003 1:51 AM
To: netepic_at_yahoogroups.com
Subject: [NetEpic ML] Close combat..
We recently played a game with an objective on a hill, It was
completely surrounded by *most* of a company of Bad Moons, then a few
Space Marine terminators teleport on top of the objective marker..
taking it for that turn..
This simply prompted a long discussion about close combat.. In the next
few weeks we hope to test a few of the rules to try and make you
carefully choose where and when you initiate Close Combat..
1) way was to bring back +1 CC for the charging unit..
2) was for the side losing the most units to pass a break test or fall
back..
3) Was to add up all the units within the vacinity and whoever is
outnumbered must pass a break test or fall back.
I was wondering if there has been any discussion about experimental
rules for close combat, and what issues have people come across with
them?...
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Received on Fri May 16 2003 - 15:46:49 UTC