Re: [NetEpic ML] Warprat's CC

From: Warprat <warprat_at_...>
Date: Tue, 18 Apr 2000 11:52:20 -0700

Hi Hellreich!

What??? I'm sure you had something interesting to say. Could you
seperate your ideas, just a little? I mean this in a nice way, it would
be a little more understandable for me.


Thanks Hellreich!

Warprat ;)




hellreich_at_... wrote:
>
> 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
> > >
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Received on Tue Apr 18 2000 - 18:52:20 UTC

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