Fw: [NetEpic ML] Digest Number 2060

From: Bruce Scott <B.Scott_at_...>
Date: Wed, 26 Sep 2007 12:53:03 +1000

Having been idle for a while, some doubts came up during the game, either
because of our not-so-well english, or because I remembered old Space
Marine
rules non longer in use or whatever.. Anyway, 'ere we go:

1) Victory Pts Calculation
It comes mainly from our inability to properly understand how the rule is
written. We had two different ideas. I write you what happend, I think
it's
more clear.

In Turn 1 I conquered 4 Objective markers and broke a Thunderbolts
detachement (I assume they are worth 2 VPs)
In Turn 2 I still have the 4 objectives, but in the meantime I broke two
other Thunderbolts detachements.

Now... At the end of Turn 1 I have 22 Pts (5x4 Objective markers + 2 for
the
broken unit).

In turn 2? I would say 26 (5x4 Markers + 3x2 broken units) but my friend's
idea is 28 (That is 20 for the markers, 2 for the broken unit in turn 1, 6
for the broken units in turn 2). His idea is that the VPs for broken
unit's
"cumulate" from turn to turn.

Who's right?!?

- You are. VP calculation is fresh at the end of each turn.

2) Entering Buildings
In turn 1 my Rhinos Charged towards an high building (6 inches tall) and
unloaded the Thunderers inside in Advance order. We usually trace LOS for
unit's inside buildings from the rooftop, but my friend argued that it was
unrealistic for the Squats to be on the rooftop by the advance fire
segment.
So we went for a "half and half" and I traced LOS from the half height of
the building. How's the ruling for such a situation?

- It costs 5cms of movement to enter a building (Structure Characteristics
- P20). You also lose 5cm of movement to unload from a transport, so it
is basically impossible for Thunderers on Advance to get into a building.
However, if you pay the 5cm penalty, you're inside and you can place the
infantry where ever you like then.

3) Snap Fire & Flipping Orders
It's just a small doubt my opponent raised. During the movement phase we
happened to flip First Fire orders to "wait" to see the opponent's
movements. Can the units with flipped over FF orders Snap Fire? We went
for
"Yes" but just to be sure....

- Yes. They haven't actually done anything...you've just revealed their
orders.

4) My opponent is scared like hell by Overlords. Are they really that
good?
^__^

- Under the Flier Rules in NE5.0 Overlords are unbelievably good.

5) Only other Fliers (or Infantry, or AA) can shoot at Fliers. Can a
Floater
snap shot at a flier? To be more precise, can a Overlord that still have
to
move fire his lovely 10 dice to a unit of charging Thunderbolts, with the
usual -1 to hit?

- Actually other fliers cannot shoot at fliers under the standard rules.
The Overlords' weakness is other fliers in CC, but of course you can't be
pinned, so it is tricky to get to fight the Overlord sometimes.


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[NetEpic ML] Digest Number 2060






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Messages In This Digest (2 Messages)
1a.
Monday Night Game: some doubts From: Andrea "Deda" Langhi
1b.
Re: Monday Night Game: some doubts From: ciber nyam
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Messages
1a.
Monday Night Game: some doubts
Posted by: "Andrea "Deda" Langhi" crystalmir_at_... uthgardt
Mon Sep 24, 2007 2:48 pm (PST)
Hi everyone!

Yesterday I played, at last, a 3000 pts game against a friend. I had my
faithful Squat and I was against an Imperial Guard army.

The game went quite well for me, I reached the 40 VPs target at the end of
turn three. I had a Gyrocopters and Bikers company supported by two
Overlords, a Colossus, a Mole, a Thuderers detachement mounted on Rhinos,
two Thunder Fire Cannons and a Thudd Guns battery. My opponent fielded
nine
Thunderbolt Fighters, a Shadowsword company, a Rough Riders company, one
detachment of Leman Russ, Hydra and Hellounds, a Leviathan and some
officers
and Commissars.

Having been idle for a while, some doubts came up during the game, either
because of our not-so-well english, or because I remembered old Space
Marine
rules non longer in use or whatever.. Anyway, 'ere we go:

1) Victory Pts Calculation
It comes mainly from our inability to properly understand how the rule is
written. We had two different ideas. I write you what happend, I think
it's
more clear.

In Turn 1 I conquered 4 Objective markers and broke a Thunderbolts
detachement (I assume they are worth 2 VPs)
In Turn 2 I still have the 4 objectives, but in the meantime I broke two
other Thunderbolts detachements.

Now... At the end of Turn 1 I have 22 Pts (5x4 Objective markers + 2 for
the
broken unit).

In turn 2? I would say 26 (5x4 Markers + 3x2 broken units) but my friend's
idea is 28 (That is 20 for the markers, 2 for the broken unit in turn 1, 6
for the broken units in turn 2). His idea is that the VPs for broken
unit's
"cumulate" from turn to turn.

Who's right?!?

2) Entering Buildings
In turn 1 my Rhinos Charged towards an high building (6 inches tall) and
unloaded the Thunderers inside in Advance order. We usually trace LOS for
unit's inside buildings from the rooftop, but my friend argued that it was
unrealistic for the Squats to be on the rooftop by the advance fire
segment.
So we went for a "half and half" and I traced LOS from the half height of
the building. How's the ruling for such a situation?

3) Snap Fire & Flipping Orders
It's just a small doubt my opponent raised. During the movement phase we
happened to flip First Fire orders to "wait" to see the opponent's
movements. Can the units with flipped over FF orders Snap Fire? We went
for
"Yes" but just to be sure....

4) My opponent is scared like hell by Overlords. Are they really that
good?
^__^

5) Only other Fliers (or Infantry, or AA) can shoot at Fliers. Can a
Floater
snap shot at a flier? To be more precise, can a Overlord that still have
to
move fire his lovely 10 dice to a unit of charging Thunderbolts, with the
usual -1 to hit?

Ok.. I think I asked you nearly everything.

Men, I love this game!!!

Deda

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Received on Wed Sep 26 2007 - 02:53:03 UTC

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