Re: [NetEpic ML] Digest Number 2122

From: necro433331317 <necro433331317_at_...>
Date: Mon, 10 Mar 2008 15:43:34 -0000

I allways played percen tage movement as well but that left some
fendiksh movment comps but the problems is if you start to nurf
transports you make them vertulay usless and the whole reasion that
your squad has a rino is to move that fast

--- In netepic_at_yahoogroups.com, Kelvin Henderson <kx.henderson@...> wrote:
>
> Bruce is correct. We have played this way for a long time now and
yes, units in transports can perform a pretty impressive "Alpha
Strike" charge in one turn, but in subsequent turns they are reduced
to foot-slogging. They are in no way better than cavalry units like
bikes and Rough Riders. These kinds of transported-infantry charges
are actually very hard to pull off. A canny opponent will see it
coming and set up accordingly. Plus if you wait a turn and keep the
units in their transports, you risk making said transports juicy
targets for the enemy.
>
> ________________________________
> From: netepic_at_yahoogroups.com [mailto:netepic_at_yahoogroups.com] On
Behalf Of Bruce Scott
> Sent: Monday, 10 March 2008 10:01 AM
> To: netepic_at_yahoogroups.com
> Subject: Fw: [NetEpic ML] Digest Number 2122
>
>
> 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
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> [NetEpic ML] Digest Number 2122
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> NetEpic Mailing List
<http://groups.yahoo.com/group/netepic;_ylc=X3oDMTJkOXBqbDBlBF9TAzk3MzU5NzE1BGdycElkAzExNDI3ODUEZ3Jwc3BJZAMxNzA1MDU5MDgxBHNlYwNoZHIEc2xrA2hwaARzdGltZQMxMjA1MDU1MTQy>
>
> Messages In This Digest (4 Messages)
> 1a.
> Transported Unit Movement From: hunter_arod
>
> 1a.
> Transported Unit Movement
<http://groups.yahoo.com/group/netepic/message/20796;_ylc=X3oDMTJyMTh0MmRiBF9TAzk3MzU5NzE1BGdycElkAzExNDI3ODUEZ3Jwc3BJZAMxNzA1MDU5MDgxBG1zZ0lkAzIwNzk2BHNlYwNkbXNnBHNsawN2bXNnBHN0aW1lAzEyMDUwNTUxNDI->
> Posted by: "hunter_arod" carmien_at_...
<mailto:carmien_at_...?Subject=%20Re%3ATransported%20Unit%20Movement>
hunter_arod <http://profiles.yahoo.com/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
>
>
> [cid:902493900_at_10032008-36D9]
>
Received on Mon Mar 10 2008 - 15:43:34 UTC

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