Re: [NetEpic ML] New member-

From: warren coleman <bunnycoleman2002_at_...>
Date: Tue, 5 Aug 2008 05:41:28 +0000 (GMT)

Hi Dom,
Where in the SW are you?
If you are anywhere near Plymouth there are two very active clubs, Plymouth Association of Wargamers and Crossed Swords.  There is occassional Epic at PAW but CS play epic almost every meet, the are a GW heavy club.
Let me know
Bunny



----- Original Message ----
From: domgarnett <domgarnett_at_...>
To: netepic_at_yahoogroups.com
Sent: Monday, 4 August, 2008 10:41:11 PM
Subject: Re: [NetEpic ML] New member-


Thanks for the response.

Lots to take in, but I think the best way to learn would surely be to
play someone!

Particularly interested in some rule changes- I think popular
agreement and modifications can only be a good thing. I like the idea
of "Titan building" for example- far better for customization and
accurate/fair points values. Personally I thought that
titan "companies" -groups of three usually- were rather cheap in
SM2/titan legions- has this changed too therefore?

I take it I can also still build my army in the same fashion, ie:
company card, then add supports/special card?

The hidden orders system also seems like a good development -for me
one of the most exciting bits of SM2 was putting up a screen before
deployment and then having the surprise element of suddenly seeing
the enemy positions.

Anyway- would be good to hear from any other players, and especially
anyone in the SW!!

Dominic

--- In netepic_at_yahoogroups .com, Peter Ramos <pramos10_at_.. .> wrote:
>
> Hi!
>
> domgarnett wrote:
> >
> > Hello Net Epic Fans,
> >
> > Good to see a few people still playing epic based on the best
set of
> > rules! 2nd Edition "Space Marine" was my favourite game of all
time.
> > In fact, even though I'm probably old enough to know better, I
would
> > like to play again.
>
> Welcome to the group!
> >
> > So what has really changed? Is Net Epic pretty much 2nd edition,
plus
> > extra rules? And is there still a decent core of gamers out
there?
>
> You can download the latest set of rules in the files section of
the
> yahoo group. While the core mechanics remain the same there have
been
> LOTS of changes. This is a very brief summary:
>
> Here are the main NetEpic Highlights.
>
> 1. At its core it uses the SM2/TL. This means orders (first fire,
> charge, advance and fallback). To hit values, weapons with "x"
numbers
> of attack dice and a save modifier applied as a penalty to the
targets
> armor save. Beyond that, the details and even some core mechanics
have
> changed so much as not to have any similarity with its roots.
>
> 2. Unlike Sm2/TL is has "alternating" activation. I really
dislike "you
> go I go" mechanics that GW is fond of. In Netepic you choose one
unit to
> reveal its orders then move it. It does not resolve combat until
that
> phase (which is also alternating) , but unlike E:A you don't move
and
> resolve the combat action which is what true modern alternating
> activations look like.
>
> 3. Fog of war. Order are held secret (unturned) until the moment
the
> unit actually moves. This was a simple but highly effective way of
> introducing uncertainty into thee game without cumbersome
mechanics. In
> the original SM rules you would reveals all your orders thus seeing
what
> the opponent would do. Coupled with "I go you go" nature of
movement it
> was too static and predictable. Now, guessing keeps you on your
toes and
> a nice action/reaction ensues during play keeping players involved.
This
> probably is one of the best things we did for the game.
>
> 4. Overwatch (snap fire). We brought this back from the first
edition
> rules. A tactical game just isn't complete without a manner of
> interdicting movement. I was surprised SM2 didn't use this rule. It
was
> easy to add to the game and the benefits are very tactical in
nature and
> did not unbalance the system.
>
> 5. Titans. For many this is the aspect that draws them to the game.
The
> mighty lords of destruction blasting all before it. Of course most
> incarnations of the game failed to deliver this (Sm2/TL included).
The
> only game version in my opinion that got the titan rules "right"
was
> first edition AT. Those who played under that system know what I
mean,
> titans were TOUGH, until hit by another titan... which is the point!
>
> We borrowed heavily from that system. Netepic re-introudced the
titan
> build system. You buy an empty chassis and "arm" you titan. This
> determines cost and VP yield. SM/TL had a silly system where all
titans
> cost the same regardless of weapons. All weapons are NOT created
equal,
> thus cost should vary.
>
> We also modified the titan weapons to be more like their AT
equivalents.
> We brought back the titan "electrohulls" (point defense), no longer
> would titans be easy meat for hordes of lowly infantry.
>
> Another popular rule was are changes to the eldar holofields and
their
> vulnerability to barrage weapons, which made them unfieldable under
> standard SM2 rules. While they still ignore holofields they now
ALWAYS
> scatter (you can "lock on to it"), thus phantoms now grace the
tabletops
> once more....
>
> Titans are now worth their points. They are tough, not
invulnerable, but
> tough.
>
> 6. Praetorians and super heavies. The rules for these in SM2
were...well
> ... awful... A single hit and failed save would kill the mighty
Capitol
> Imperialis.. .. no good. Some Super heavies were worth the price of
> titans, why treat them as a lesser class?
>
> Under Netepic these guys have templates to determine hit locations,
just
> like titans. They are now worth their points and this also made the
> squat army very competitive versus titan heavy armies.
>
> "Smaller" super heavies like the baneblade have a more streamlined
> damage table. Not as good as praetorians, but worth their points.
>
> The name Praetorians is the very old (first edition era) name for
things
> on the size of the Leviathan and CI.
>
> 7. Psy system. One of the things people liked about SM/TL were all
the
> neat powers or "spells" different psychic units could do.
>
> The system was quite unbalanced as GW put it out. NetEpic
eliminated the
> extra psychic phase introduced by TL and strictly defined what
power can
> and cannot do.
>
> This eliminated a lot of confusion and arguments that these powers
> during play caused.
>
> 8. One "feature" of netepic is that pretty much everything ever
produced
> by GW has rules for it, including FW models. IF there is a model
for it,
> NetEpic will make rules for it. One guideline we strive to follow
is
> that we NEVER eliminate models or units. People invest time and
money in
> their armies, we won't deny them the use of them by deleting stuff.
>
> We have included some armies GW never made like Slann and a
different
> take of the Necrons (besides the currently more GW faithful Necron
lists).
>
> I know there are quite a few UK people in the group whom play
netepic,
> hopefully they will post a reply.
>
> >
> > I am based in SW England and have a large, fully painted ork
army which
> > sadly hasn't seen a good battle for several years. Question is,
where
> > can I get a game?
> >
> > Dominic
> >
>
> Peter
>

 
Received on Tue Aug 05 2008 - 05:41:28 UTC

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