Re: [NetEpic ML] Transported Unit Movement

From: Ed Raith <ewraith_at_...>
Date: Sat, 8 Mar 2008 15:29:24 -0500

Very clever, I'll have to try it,
Ed

  ----- Original Message -----
  From: Raymond Rappaport
  To: netepic_at_yahoogroups.com
  Sent: Saturday, March 08, 2008 2:44 PM
  Subject: Re: [NetEpic ML] Transported Unit Movement



  My group has always played that whatever percentage of movement the transport uses is removed from the troops disembarking.

  Example; Rhino moves 60% the troops have 40% of their movement left.


  Ray

  hunter_arod <carmien_at_...> wrote:
    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






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Received on Sat Mar 08 2008 - 20:29:24 UTC

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