Opps,
forgot to add one little thing to the Air Rules my group is considering.
Infantry would be able to fire at flyers.
Battle On!!!!
Warprat ;)
>
> Hi Nils, and Group!
>
> What House Rules is your group using?
>
> We are trying to stick with the NetEpic Rules, but we have a couple of
> House Rules:
>
> 1) Vortex Missiles are a Special Card. Our feeling is that these
> missiles are rare. We've also found that they are very good Gargant
> killers.
>
> 2) Heavy Weapon Guardians are six per detachment, not four, and cost
> 200pts. They have a 75cm range, -1 modifier, but only one attack.
> Other than that, the stats are the same as other Guardians. We think
> this change better reflects the special flavor of the Eldar.
>
> 3) Chaos does not have Thunderhawks. Yes, the game background says they
> are available. This rule may change, with updated flyer rules. But for
> now, we feel that Thunderhawks, when used by Chaos, are a game
> breaker.
>
> Rules we are considering:
>
> 1) Reinforcements. Units may be held off the table, and brought in on
> later turns. This might require a morale test.
>
> 2) Increasing the cost of the Space Wolf Terminator Great Company to
> 1000pts. Decreasing the cost of the Space Wolf Long Fangs to 200pts.
>
> 3) Increase the cost of Warhound titans. Still haven't decided how
> much.
>
> 4) Give the slower, animal type cavalry, the ability to charge in woods.
>
> 5) Give long legged units, like Sentinals, War Walkers, Dreadnoughts,
> etc... the ability to move through difficult terrain normally.
>
> 6) Possibly give units like Robots, Dreadnoughts, (any quasi-vehicle
> type unit with the ability to feel or sense), the ability to move like
> infantry. Except where size might restrict movement, like buildings.
>
> 7) Design some new air rules. Possibly somthing like this:
>
> There would be two types of movement. High and low (just like the Games
> Workshop rules.) Both would use the turning restrictions. Only two
> turns under 45 degrees, 10cm min. between. Still haven't decided on
> movement rates. Flyers would have to move one half thier movement, at a
> minimum.
>
> Low flight, would be of the Nap of the Earth type, and be able to use
> the cover of hills, buildings, etc. Only units within 25cm would be
> able to fire at the flyers. All units firing at the flyers would do so
> at -1. Flyers would also take a -1 when attacking ground targets.
> Maximum range at low level, for flyers, would be 25cm.
>
> High flyers, would be able to see almost everything, except those models
> behind buildings, trees, and other terain (use common sense). Flyers
> would be about 30cm. off the table. High flyers would use the normal
> weapons ranges for that flyer. Any unit could shoot at a high flyer,
> but must subtract 25cm. from the range, and take a -1 penalty to the die
> roll to hit. (Pistols are useless).
>
> Anti Air weapons, would never take any penalty to hit aircraft. Guns of
> an AA battery need not fire all at once, but could fire selectivly, at
> any point in the turn.
>
> Flyers would use orders for missions, and move in the Movement Phase.
> Missions would be similar to those outlined in Peter's new Proposed Air
> Rules.
>
> Flyers could only attack other flyers in Close Combat, and could only
> use thier CAF, not ranged weapons.
>
> (snip)
> Peter Ramos wrote:
>
> >
> > Flyer Rules
> >
> > Orders
> > Intercept (use charge order)
> > Escort (use first fire order)
> > Ground attack (use advance order)
> > Troops transport (use fall back or other counter)
> >
> > Order explanation
> > Intercept- The models remain at the players baseline and distances are
> > measured from there. The player may at any time release flyer units on
> > intercept orders with a successful morale check. If a check is failed
> > it means THAT partcular unit on intercept may not intercept THAT
> > particular unit it was trying to intercept. It may however attempt to
> > intercept OTHER units. Units on intercept may be counter intercepted
> > and fired upon by AA fire as they move to intercept
> >
> > Escort-The models accompany units on transport or ground attack
> > orders. For movement purposes treat the escoring unt and the escorted
> > unit as ONE unit for movement (move at same time per one activation).
> > While escorted all interceptors and AA fire MUST be directed at the
> > escorting units once destroyed then the escorted untis may be engaged
> > in dogfights and by AA fire.
> >
> > Ground attack- The models fly from the point of origin to the point of
> > attack drawing any AA fire or interceptions along the way. Survivng
> > models may attack any ground unit within 25cm of it point of attack.
> >
> > Transport- The transport may pick up or drop troops, once landed it
> > may be engaged by ground troops. It will take off in the end phase
> > after leaving troops and take any remaining AA fire.It can be used for
> > the next turn. Troops disembark on charge or advance orders and may
> > move 10cm (maximum move regardless of order).
> >
> > Game play.
> >
> > Flyer units receive orders just like ground units. they are set up on
> > board at the players baseline and measure from here.
> >
> > They are activated one unit at a time just like any ground unit and
> > move them in the movement phase.
> >
> > As movement occurs calls for interception can occur at the END of the
> > opponents move. Interception and counter interception may occur until
> > the player decides to release no more, fails his morale checks or has
> > no flyers to intercept.
> >
> > Each "cluster" of flyers in close combat is a "dogfight". Once both
> > players have made all the interceptions they can or wish EACH dogfight
> > is resolved immediately (dont wait until the close combat phase). Once
> > all dogfights are resolved then if still available players may
> > intercept again. This is how you engage ecorted units after trying to
> > destroy thier escort.
> >
> > Contiune to intercept and resolve clusters of dogfights until either
> > player runs out or flyers to intercept or decides not to.
> >
> > Note that AA guns may shoot at interceptors as they close to fight in
> > hopes of reducing dogfight odds.
> >
> > Close combat and escort units. When engaging a unit in dogfight with
> > escorted units, ONLY the escorts fights in the dogfight with
> > interceptors NOT the escorted units. The simulates the escort
> > "protecting" the escorted units. Once all escorting units are
> > destroyed then they may be engaged.
> >
> > Dogfights are resolved just like ground close combat, except
> > additional combatants versus one model get an additional +2 NOT an
> > additonal d6 like ground combat.
> >
> > Ground attack will be directed at any ground unit within 25cm of the
> > flyer unit, thus all flyer weapons have a range or 25cm.
> >
> > AA guns within this 25cm radius gain +1 to hit when attacking flyers
> > on ground attack orders.
> >
> > Well thats it in a nutshell. Of course it will be edited and better
> > worded but that is how it works. Note flyers WILL have movement so
> > they will always on the table top.
> >
> > moves will be 100cm for interceptor types and 75cm for all others.
> > This is their maximum move for one turn regardless of orders.
>
> (snip)
>
> Well, hope this was interesting. Hey everybody, what House Rules do you
> use?
>
> Warprat ;)
>
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Received on Mon Feb 28 2000 - 08:47:59 UTC