Re: [NetEpic ML] Titan Close Combat

From: Peter Ramos <pramos2_at_...>
Date: Wed, 12 Apr 2000 08:46:23 -0500

Hi!

I agree with the limiations of the current system you posted and like the
rules proposed.

Opinions?

Peter


>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 ;)
Received on Wed Apr 12 2000 - 13:46:23 UTC

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