RE: [NetEpic ML] Re: The close combat issue.

From: Peter Ramos <primarch_at_...>
Date: Mon, 19 May 2003 18:20:17 -0400

Hi!

Explained in words, yes, it gets long. I imagine the "execution" and it
seems "simple". Of course, simplicity is in the eye of the beholder.

To be frank, I gave up on trying adding certain things like suppression
of more decisive close combat some time ago. Mainly because I think the
core mechanics are not robust enough to handle it. Keep in mind all that
netepic has changed and it has accommodated it all, which is amazing,
but some things require too big a change. Now you can understand why
Heresy II was designed, sometimes you need to start from scratch to
include certain game concepts.

IMO, what I really would like to add to epic is a "pushback" rule for
close combat. Problem is there are many variables to factor in "one
roll" that make it difficult. Using morale may be good, but morale
values are too "extreme" (marines) are too crappy (IG,orks) and you find
that armies with good morale would be too good. The other problem is
number which requires all sorts of formulas/counting/modifiers to make
it work. I figure we know what we want and what variables to include,
but it's difficult to come up with something "simple".

I think Eivind is right, some things are better left alone.

Peter

-----Original Message-----
From: AntiChrist [mailto:seimejote_at_...]
Sent: Monday, May 19, 2003 12:39 PM
To: netepic_at_yahoogroups.com
Subject: [NetEpic ML] Re: The close combat issue.

Isn't that _more_ complicated? :P

--- In netepic_at_yahoogroups.com, "Peter Ramos" <primarch_at_c...> wrote:
> Alternate idea for close combat
>
> Close combat will remain the same up until the point the first turn
of
> close combat ends. At this point all unpinned surviving models will
roll!
> for morale (once per the detachment involved). Those that make the
roll
> can make a 5cm move and re-engage in close combat and fight ONE
turn and
> ONE turn ONLY or additional close combat. Bonuses from outnumbering
in
> the previous turn do not "carry over" to this "extra" turn of close
> combat. Once this additional turn is done each SIDE (meaning each
> opposing player) rolls 2d6 and will add or subtract the following:
>
> +1 for every casualty inflicted on the opponent in close combat
> +1 if you out number your opponent by less than 2 to 1
> +2 if you outnumber you opponent between 2 to 1, but less than 3 to
1,
> add +1 for every interval the ratio increases (+3 if outnumbers more
> than 3 to 1, but less than 4 to 1, etc.).
> +1 for every elite detachment on your side
> -1 if opponent has units that cause fear.
> -1 opponent in cover (any terrain feature that confers a -1 penalty
to
> firing)
> -2 opponent in building (and you are not, if both in terrain feature
> then NO bonus).
> -3 opponent in fortification
>
> The loser of roll retreats all his forces from close combat a
number of
> cm's equal to his modified roll, or if preferred a flat 10cm.
>
> We'll commence poking holes through this, since I know I must have
> forgotten something.
>
> Peter



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Received on Mon May 19 2003 - 22:20:17 UTC

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