[NetEpic ML] Re: heresy questions

From: Peter Ramos <pramos2_at_...>
Date: Mon, 7 Feb 2000 18:32:12 -0600



saturday afternoon I played my first heresy game with some friends, it was
an orks/squats contest. I tried to use every particular units and skills to
see the system in its full.
The most important think I found were:

Light vehicules: I found that they are very difficult to take out with
their -2 accuracy modifier, and in our test they were decisive. In
particular the squats bikes with heavy bolter confronted against the poor
orks caused great havoc, and their cost is the same of an oks bike with
bolter and no skills!Concerning their -2 to hit modifier I think that it
should not penalize a shooter if the light vehicule is on prepared fire.
That is a very good point. The modifier simulates how hard they are when they move not when they dont move. I will make this caviat in the rules. Also would a -1 to hit be better than a -2?

Stealth skill: the rules stated the a leader add his leadership to the roll,
what I don't understand is if I should add the full leadeship value or only
his leadeship modifier.
I the first case this make the leaders invulnerable; the problem increase
seeing that the eldar warlocks add also their magic level.
About the orcks list, is a mekaniak stealth capable?
You add the leadership bonus, +1 , +2 or +3 depending on leadership, it protects them but they are not invulnerable.In case of Warlocks they add that bonus and the mastery level +1-4 depending on level. I forgot the stealth skill for mekaniaks, it will be added.

I don' tunderstand why a commissar has a 9 leadeship value, while the best
marines officier has only 7? This make the IG better then most armies and
this is incredible.
First off you get few commisars and only starting at battalion level, not company. The commissar's higher rating reflects not only his tactical savy but the fear he instils to his troops which is way beyond the marines control over other marines. Also note that either the commissar functions as a unit company commander OR a unit commander confering its skills to it, NOT both. Still to avoid this arguement altogether I will lower it to 7.

AA: the rules stated that infantries can shoot in AA mode if within 25 cm.
from the strike point if they pass a -2 leadership test. In my test a
thunderers detach. was in this condition, but also within 35 cm from a
warlord (leadership 7 = +2 leadership bonus), this permitted them to test on
a 6 leadership and in the case of unsuccess they could reroll for their
stubborn skill.
Note the test is at no penalty the -2 is for hitting the flyer. Also, the stubborn skill ONLY apply to checks when morale level loss is on the line. Not for these tyoe checks.

This caused that a full fighta bomba squadron was shoot down. IMHO I think
that the leadership bonus shouldn't be applyed and also the skills with the
exception of fast attack skill (somethink similar), otherwise stubborn is
better and some armies are too good.
Please note that the edited new Heresy files are still in progress and ahve address a lot of poorly worded rules. Once they are available I will announce it to the group.
Overall how did you find the game mechanics and play?
Thanks for the input.

Received on Tue Feb 08 2000 - 00:32:12 UTC

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