just use the Netepic rules with different mods, -1 for all infantry, -2 for
all small tanks, -3 for Super Heavies, and -4 for Knights. Titans that hit
would be no save just roll on damage table, example ( 10 assult Marines,
rolled dice 10 times, most times only 2 get through, with 2 luck rolls seen
4, ='s 2 hits at -1, out of 10 tries at the head, for if I was to try this I
want the kill not just wound, Titan was hit 2 times. Termy squadsThey are
elite so get through on 5+ instead of 6+, out of 10 tries most of the time
only 4 get through, with 3 luck rolls seen 5-6, ='s 4 hits at -1 to leg, out
of 10 tryies Titan was hit 5 times, this show that they are better troops.
From these tow units you can just bout tell what other units will do IG most
of the time will get 2 hits, Vetrans will be like Termy Squads, Exarch
should just about come out like Termies. The ones that will lose out the
most would be small tanks. For if Netepic rules Super Heavies and up will
pass right through Titan defense, so you roll 2d6 vs 2d6, ='s on average
7+14=21 for Warlord, 3 of the best Stromhammers, on average frist dies, 2nd
most times will bit it also the thrid will get 14+10=24, so one hit to leg
at -3 Titan will save 50% of the time and if hit is only heavy damage not
destroyed. That means you get to roll for repair at the end of trun on 4+ so
yet another 50% chance Titan will be unharmed. This will show that you need
atleast Knight class or better to CC a Titan and destroy it.
----- Original Message -----
From: Warprat <warprat_at_...>
To: <netepic_at_egroups.com>
Sent: Tuesday, April 18, 2000 1:07 PM
Subject: Re: [NetEpic ML] Warprat's CC
> Hi Peter!
>
> I like your comments! I'm not sure the results would be as ballanced.
> Let's see:
>
> Examples, WITH Peters comments:
>
> a) 10 IG Tacticals VS. a Slasha Gargant.
>
> Group CAF Titan Defence
> (2d6 + 0 = 7 average) / (12 + 2d6 = 19 average)= 0 hits
> Infantry do not save.
>
> b) 6 Tactical Marines + 3 Rhinos VS. a Phantom Titan.
>
> Group CAF Titan Defence
> (2d6 + 12 = 9 average) / (12 + 2d6 = 19 average)= 0 hits
> Infantry do not save. The Rhinos are destroyed.
>
> c) 4 Exarchs VS. a Subjugator Titan with Hell Claws (+1d6 X2).
>
> Group CAF Titan Defence
> (2d6 + 32 = 39 average) / (5 + 3d6 = 15 average)= 2 hits
> Infantry save on a 5+.
>
> d) 4 Terminators + 6 Tactical Marines VS. a Chaos Warhound Titan.
>
> Group CAF Titan Defence
> (2d6 + 36 = 43 average) / (8 + 2d6 = 15 average)= 2hits
> Infantry save on a 5+.
>
> 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
> (2d6 + 50 = 57 average) / (14 + 2d6 = 21 average)= 2 hits
> Infantry save on a 5+.
>
>
> Well, the little guys don't have a prayer, unless you give them a d6
> each. The Elites seem to do about the same.
>
> Is this the right ballance? Comments?
>
>
> Warprat ;)
>
>
>
>
>
>
>
>
> Peter Ramos wrote:
> >
> > Hi!
> >
> > Some comments:
> >
> > > Resolve infantry/normal vehicle Close Combat:
> > >
> > > A) Roll 1d6, for every troop/vehicle involved in the combat, total the
> > > result.
> >
> > Why not the standard 2d6 and add the total CAF of all models involved
for
> > the group CAF?
> >
> > > D) Total the titan's CAF, multiply the result by X2, +2d6. This is
the
> > > "Titan Defense" value.
> >
> > Just use 2d6 plus its reguular CAF
> > >
> > > F) Divide the Group CAF, by Titan Defense. Discard ANY fractions.
The
> > > result is the number of hits the titan takes.
> >
> > Instead of dividing just use the simple progession: score equal or
greater
> > than the titans = one hit, double the titans score = two hits, triple
the
> > titans score = three hits, etc. I'd rather keep everything to very
simple
> > formulas.
> >
> > > 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.
> >
> > I'd simlify this as as follows (its basically the same thing just
clearer):
> >
> > One hit saves on 6
> > Two hits saves on 5+
> > Three hits or more hits save on 4+
> > >
> > > 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.
> >
> > How would the numbers work doiing this way?
> >
> > All said though its still a radical departure, although it does get
results.
> >
> > Peter
> >
> > ------------------------------------------------------------------------
> > Avoid the lines and visit avis.com for quick and easy online
> > reservations. Enjoy a compact car nationwide for only $29 a day!
> > Click here for more details.
> > http://click.egroups.com/1/3011/3/_/7255/_/956075655/
> > ------------------------------------------------------------------------
>
> ------------------------------------------------------------------------
> Your high school sweetheart-where is he now? With 4.4 million alumni
> already registered at Classmates.com, there's a good chance you'll
> find her here. Visit your online high school class reunion at:
> http://click.egroups.com/1/3139/3/_/7255/_/956077150/
> ------------------------------------------------------------------------
>
>
>
_____________________________________________
NetZero - Defenders of the Free World
Click here for FREE Internet Access and Email
http://www.netzero.net/download/index.html
Received on Tue Apr 18 2000 - 18:32:13 UTC