[NetEpic ML] Re: Slann Magus

From: <nils.saugen_at_...>
Date: Mon, 28 Feb 2000 12:13:11 +0100


I see that youv'e found our flyer rules interesting.... Let me know how they
work out!!

For our houserules, the flyersrule is probly the greatest one. We have had
som houserules for the orks, but now that Rune has desided to sell them to a
new member of our little group. I think we'll go back to basic.....

We have changed som cards around due to the lack of some types of gaming
peieces but no major changes.

We have some special rules for the IG special regiments which I postet to
this group some weeks ago....


> -----Original Message-----
> From: Warprat [SMTP:warprat_at_...]
> Sent: 28. februar 2000 09:39
> To: netepic_at_egroups.com
> Subject: [NetEpic ML] Re: Slann Magus
> 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 - 11:13:11 UTC

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