Re: [NetEpic ML] Transported Unit Movement

From: Nick <nicdp_at_...>
Date: Sun, 09 Mar 2008 13:54:19 -0000

We stick with the old Space Marine proportional moves as well. The 5cm
to embark/disembark/enter a building was nice, but movement seems to
create too many 1st turn close combats for our liking.

I take the point about infantry-cavalry as well, though it's lessened by
the chances of Snap Fire destroying a transport mid-move.

Nick.

--- In netepic_at_yahoogroups.com, Raymond Rappaport <peacemongrel@...>
wrote:
>
> 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 Sun Mar 09 2008 - 13:54:19 UTC

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