Do I bring a calculator or wear no shoes LOL. lot of adding to do
----- Original Message -----
From: Warprat <warprat_at_...>
To: <netepic_at_egroups.com>
Sent: Tuesday, April 18, 2000 2:59 AM
Subject: Re: [NetEpic ML] Warprat's CC
> Hi All!
>
>
> Here are my new and improved Warprat's Close Combat rules:
>
> Note: If you see anything you recognize, it's because I have
> shamelessly stolen it! ;)
>
>
> 1) Allow any number of units to attack the titan. New units just climb
> over the dead bodies, or ram through the debrie.
>
>
> 2) Resolve titan close combat in the following order:
>
> A) Infantry, and normal vehicles, this includes Greater Daemons. Follow
> the procedure below.
>
> B) Superheavy vehicles and above. Add +1d6 for every hit inflicted by
> the infantry/normal vehicles, as if for a previous attack. Resolve the
> attack using the normal Close Combat rules. Titans use thier normal
> CAF.
>
>
>
>
> Resolve infantry/normal vehicle Close Combat:
>
> A) Roll 1d6, for every troop/vehicle involved in the combat, total the
> result.
>
> B) Total the CAF of all the infantry/normal vehicles involved.
>
> C) Add the two numbers, to get the "Group CAF".
>
> D) Total the titan's CAF, multiply the result by X2, +2d6. This is the
> "Titan Defense" value.
>
> F) Divide the Group CAF, by Titan Defense. Discard ANY fractions. The
> result is the number of hits the titan takes.
>
> H) Hits by infantry/vehicles are resolved on the front titan template.
> Ground units attack legs/feet. Skimmers/jump attack any location.
> Choose a location, and make an unmodified roll on the titan damage
> table. Apply the dammage immediatly.
>
> J) Any infantry stand (including Greater Daemons), involved in the
> attack, may make an unmodified save based on the number of hits
> inflicted on the titan. One hit, save on a one or less. Three hits,
> save on a three or less, etc.
>
> All infantry, not saved, are destroyed. Vehicles do not get saves.
> Titans can't miss them.
>
> Note: Elite units get better saves, naturally, by using thier CAF to
> increase titan hits.
>
>
> Examples:
>
> a) 10 IG Tacticals VS. a Slasha Gargant.
>
> Group CAF Titan Defence
> (10d6 + 0 = 35 average) / (24 + 2d6 = 31 average)= 1 hit
> Infantry save on a 1.
>
>
> b) 6 Tactical Marines + 3 Rhinos VS. a Phantom Titan.
>
> Group CAF Titan Defence
> (9d6 + 12 = 43 average) / (24 + 2d6 = 31 average)= 1 hit
> Infantry save on a 1. The Rhinos are destroyed.
>
>
> c) 4 Exarchs VS. a Subjugator Titan with Hell Claws (+1d6 X2).
>
> Group CAF Titan Defence
> (4d6 + 32 = 46 average) / (10 + 4d6 = 24 average)= 1 hit (almost 2)
> Infantry save on a 2 or less.
>
>
> d) 4 Terminators + 6 Tactical Marines VS. a Chaos Warhound Titan.
>
> Group CAF Titan Defence
> (10d6 + 36 = 71 average) / (16 + 2d6 = 23 average)= 3 hits
> Infantry save on a 3, or less.
>
>
> e) Mortarion with Growth (Chaos Reward Card, CAF X2) + 5 Chaos Marines
> with Long Spines, Tentacles, and Fangs (Chaos Reward Cards, +3CAF)
> VS. A Warlord Titan.
>
> Group CAF Titan Defence
> (6d6 + 50 = 71 average) / (28 + 2d6 = 35 average)= 2 hits
> Infantry save on a 2, or less.
>
>
>
> OK, that's all there is folks. Let the comments begin!
> (Please keep in mind the comments I made under the "Agreement?" post),
> reposted below.
>
>
> What does everyone else think?
>
> Warprat ;)
>
>
>
>
> Points I think we all agree on, and that ANY new rule should address:
>
> 1) Titans should not be all powerfull, infantry/vehicles should have a
> chance against them. The difficulty is in striking a good ballance.
> You don't want the infantry too powerfull either.
>
> 2) Titans need to be able to Close Combat any type of unit (except
> flyers of course), and the rules should have provision for this.
>
> 3) Better units, in combat with a titan, should have a better chance to
> damage it.
>
> 4) Troops in combat with a titan should have some small chance for
> survival. The chance for survival should increase, the more damage is
> done to the titan.
>
> Keep in mind, that only titans, can pin titans. This means that the
> chance of an infantry/vehicle swarm, will be rare. Most players tend to
> move thier titans last.
>
> Thunderhawks, and other fast units, are not THAT big a problem. Without
> being able to pin, Marines must move AFTER the titan does, to engage it.
> Unless it's on first fire. In THAT case, the titan gets to shoot the
> troops, before they can close assault, should the titan wish to.
>
> Did I miss anything?
>
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Received on Tue Apr 18 2000 - 16:31:50 UTC