Re: Fw: [NetEpic ML] Digest Number 2122
True, if the units are in fact bound. In our neck of the woods, buying
them separately is common. And true bikes get to move that far turn
after turn--but how often do they charge 60cm and fight more than once
in a game? :)
The uber-fast troops in rhinos are similar but of course not the same
as bikes; was just a minor point about how the greater move potential
devalued the bike's similar strike range--to what degree is up to the
reader to decide.
--- In netepic_at_yahoogroups.com, Bruce Scott <B.Scott@...> wrote:
>
> We've played the 5cm penalty for both units for a long time now and it
> works fine for us. The problem with your comparison of transported Tac
> Marine vs. Marine biker comparison is that the Tac Marines are bound to
> their tranports (they must maintain coherency with their Rhinos). So,
> while the transported Tac Marines could move a maximum of 51cm first
turn
> they could only move 20cm next turn; the Bikes can move 60cm every
turn.
> Even if you looked at say Scouts and seperate Rhino detachments the
same
> limitation on subsequent turns applies.
>
>
>
> ******************************************************************
>
>
>
> netepic_at_yahoogroups.com
> 09/03/2008 07:32 PM
> Please respond to
> "No Reply"<notify-dg-netepic_at_yahoogroups.com>
>
>
> To
> netepic_at_yahoogroups.com
> cc
>
> Subject
> [NetEpic ML] Digest Number 2122
>
>
>
>
>
>
> NetEpic Mailing List
> Messages In This Digest (4 Messages)
> 1a.
> Transported Unit Movement From: hunter_arod
>
> 1a.
> Transported Unit Movement
> Posted by: "hunter_arod" carmien_at_... hunter_arod
> Sat Mar 8, 2008 6:31 am (PST)
> 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.
>
> ejc
>
Received on Mon Mar 10 2008 - 02:14:56 UTC
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