Transported Unit Movement
I see this group debated how to handle embarked unit orders & movement
back in 2002, opting to charge the transport and the passenger each
5cm of movement for picking up and getting in, and dropping off and
getting out.
I like the netepic ruleset quite a bit--we play a simple "old" version
of epic very much like netepic hereabouts--but this explanation of
movement caught me by surprise. In our neck of the woods, embarked
troops can get out, but must remain next to the transports (so the
transport can move full, but debarking units only exit).
This sticks out for me as the only detail of netepic I couldn't live
with comfortably, as it definitely increases the range (to 60cm) of
embarked marines [presuming they are not bound to the transports].
First, that means the transports use 90% of the turn to move (in
charge, all but 5cm of 50cm), then embarked marines use 75% of the
turn to move (in charge, 15cm of 20cm). That seems to suggest charging
Rhinos come equipped with time travel devices that allow them to get
165% of time out of a turn. :)
Second, this makes embarked marines move the same distance as, say,
marine bikers, otherwise a nice unique unit with a 60cm charge range.
If embarked marines can do the same, the "play value" of bikers seems
to be reduced--not entirely, as if memory serves bikers melee better
than stock marines, but they certainly are not longer unique in how
far they can strike.
Of course, if my local gaming pals decide to use the netepic ruleset,
we can always have this debate and go with what we want, but I am
curious to hear what people think about the flat 5cm cost vs.
proportional cost (if the transport moves half, the passengers can
move half) debate today.
Nice to see this ruleset exists, and people are still actively
chatting about it. I run with a crew in the New Brunswick, NJ
area--feel free to drop me a line if you're local and in need of some
table time.
ejc
Received on Sat Mar 08 2008 - 14:31:17 UTC
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