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

From: Albert Farr� Benet <cibernyam_at_...>
Date: Tue, 20 May 2003 18:33:59 +0200

Agreed too. This change will in turn affect many more things (morale, army
exceptions, abilities, pinning class,...), the fixing of everything would be
worse than the problem solved.

Albert


----- Original Message -----
From: "NetEpic Webmaster" <webmaster_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Tuesday, May 20, 2003 2:33 PM
Subject: Re: [NetEpic ML] Re: The close combat issue.


> Agreed, I am not sure that the NetEPIC rules framework can handle this.
>
> Tom Webb
> Webmaster of the EPICentre http://www.netepic.org - Home of Netepic, EPIC:
> Armageddon, VOID and Heresy
> ----- Original Message -----
> From: "Peter Ramos" <primarch_at_...>
> To: <netepic_at_yahoogroups.com>
> Sent: Monday, May 19, 2003 11:20 PM
> Subject: RE: [NetEpic ML] Re: The close combat issue.
>
>
> > 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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> >
> >
> >
> >
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Received on Tue May 20 2003 - 16:33:59 UTC

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