RE: [NetEpic ML] Titan Close Combat

From: <nils.saugen_at_...>
Date: Wed, 12 Apr 2000 10:31:22 +0200

Hi Warprat,

This sounds like a good idea to me, but perhaps you could add 1/2 a point of
CAF for infantry and 1 for elite units and vehicles???

Nils

> -----Original Message-----
> From: Warprat [SMTP:warprat_at_...]
> Sent: 12. april 2000 10:07
> To: netepic_at_egroups.com
> Subject: [NetEpic ML] Titan Close Combat
>
> Hi All!
>
> There are a few problems with the Titan Defense System:
>
> 1) Titans can no longer attack infantry and normal vehicles with thier
> CAF, as they did in the original Games Workshop rules.
>
> 2) Infantry and vehicles can hurt titans with just a unit or two. In
> the past, this could very, very rarely happen.
>
> 3) Cheap units, like Beastmen and Jet bikes, can act like mini warp
> missiles. A one in six chance to penetrate the titans defenses, with a
> 50% chance of damage. On the average, that equates to 12 Beastmen, or
> Jetbikes.
>
> If you can get the Jetbikes to a Reavers side armor, for example, you
> have a 5 in 6 chance of a reactor hit.
>
> Elite units, like SM Vets, have a 1 in 6 chance to do damage.
>
> Against large swarms of infantry, the titan defense system mostly works
> as designed. Against small groups of infantry/vehicles, it doesn't work
> very well at all.
>
> 4) The Titan Defense System does not fit seamlessly into the Close
> Combat system. How do you combine the CAF of a titan, and the
> Electrohull?
>
>
>
> Warprat's Proposed Titan Combat Rules:
>
> Because of the Titan Defense System, (Electrohull, spikes, Gretchin with
> and without StikkBombs, bolters, poison, flame, cold, sonics, bodily
> fluids , flatulence, etc...) infantry and normal vehicles are less
> effective in Close Combat against titans.
>
> 1) Determine which units will be in combat with the titan.
>
> 2) Count up all the infantry/normal vehicles to attack the titan.
> Resolve this as ONE attack.
>
> A) Select one of the units to lead the coordinated combat against the
> titan. This unit will use it's full CAF.
>
> B) All the other infantry/vehicles add +1 to the Close Combat Roll.
>
> C) After the close combat is resolved, all infantry/normal vehicles are
> destroyed.
>
> Example: 10 Beastmen and a Terminator are attacked by a Gargant.
> Close Combat roll would be: 2d6 +16.
>
> D) Ground troops attack legs, skimmers and jumps get thier choice.
>
> E) If the titan loses the roll, it takes a hit, in a location of the
> opponents choosing.
>
>
> 4) Attacks in the same round, with additional Super Heavies and up,
> resolve Close Combat as normal. Add 1d6 as normal, for each additional
> Super and up.
>
> The close combat by the infantry/normal vehicles adds nothing to the
> Supers roll. The Supers add nothing to the infantry/normal vehicle
> roll.
>
>
> 5) Each sucessfull Close Combat roll against a titan, causes a hit, that
> is resolved immediatly, before further combat is resolved. Succesive
> damage rolls in the same location are cumulative, within the Close
> Combat Phase.
>
> 6) Supers and Knights are destoyed, if they lose. Titans and
> Preatorians take a hit.
>
> 7) The order of combat is chosen by the player with the most units.
>
>
>
> What does everyone else think?
>
> Warprat ;)
>
>
>
>
>
>
> Peter Ramos wrote:
> >
> > Hi!
> >
> > Please do, I remember we did discuss them and some ideas we thrown
> around,
> > but we lost track.
> >
> > Thanks!
> >
> > Peter
> >
>
>
>
>
> > > Hi Peter!
> > >
> > > Actually, I did suggest a couple of changes. I even thought they
> > > pretty good. I'll repost them, if you want.
> > >
> > >
> > > > Warprat
> > >
> > >
>
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Received on Wed Apr 12 2000 - 08:31:22 UTC

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