Hi!
Hehehe, you should look at Heresy then in the vault which tried to use such
a thing in its game mechanics. Heresy is an alternative epic game Ken and I
made up. Have it a look over and tell me what you think.
Peter
-----Original Message-----
From: Thomas Wildman [mailto:tnrw00_at_...]
Sent: Tuesday, May 30, 2000 12:31 PM
To: netepic_at_egroups.com
Subject: Re: [NetEpic ML] RE: [Net Epic ML] SoB more than meets the eye?
One of the few things I liked about the new 40K was the Armor(Arm) stat and
the Armor Piercing(AP) stat. I know it take a whole reworking of the whole
system, but it would simplify the game, and speed it up, to have, for
instance, almost all infantry to have an Arm
of 6, and most weapons would have at least an AP of 6. Special infantry
like Terms would have Arm of 5 or better. Necrons would have a Repair roll.
They would still be better than most other army's regular infantry.
The biggest problem in making differences betwwen infantry is that this game
uses 6-siders. If we were using 10-siders, or 20-siders, the save for wimpy
gretchin could be different from slightly tougher IG, while you could have
Necrons tough at say Save 7+ but weaker than tanks with Save 6+.
I know it's suggesting an awful lot, but there are alternatives.
Tom
----- Original Message -----
From: Peter Ramos <pramos2_at_...>
To: <netepic_at_egroups.com>
Sent: Tuesday, May 30, 2000 10:37 AM
Subject: [NetEpic ML] RE: [Net Epic ML] SoB more than meets the eye?
> Hi!
>
>
> I see your point with the Scarab card, but i still think the
> Necron should have a base save.
>
> Ed and I have discussed this a bit. As they stand Necrons have TWO fixed
> saves, which no other unit in net epic has. This is a bit much I think.
What
> we had thought is give them just one fixed save, their repair roll. Thus
> they have ONE fixed save. I also suggested if we do this to give them the
> save in close combat. Basically it would work as bloodletters do, sort of
a
> regeneration roll.
>
> Whether the Scarab card takes up a SC or not is really a moot
> point. Have you ever filled up your SC slots when playing the
> Slann? I'd rather it took up a slot, and cost less, like 100-125.
> Besides, the Scarab protector card doesn't provide a 4+fixed,
> it's modifiable to 5+fixed.
>
> Correct the save bonus is modifiable.
>
> How much would the Necron CC's cost without the fixed save?
> And why are the Assault Necrons more expensive than the
> Raiders? Sure, they have +2CAF and can warp jump, but
> they have no Ranged weapons what so ever. I think they're
> pretty equal. Are you suggesting that both Necron CC's
> should cost 800 without the fixed save? Why are they suddenly
> equally priced if the save is removed?
>
> If we give it just its repair save, but let it apply to close combat I
think
> the cost remains unchanged. If the save is removed and it does not apply
to
> close combat then prices need to be reduced 50-100 points for support and
> double that for company cards.
>
> So, what are the options?
> Lose the Scarab card, or change the Necrons so that there
> is actually a point for the card?
>
> That's a good point. Then again the card benefits exodus more than true
> slann or necron.
>
> Peter
>
>
>
>
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Received on Tue May 30 2000 - 18:50:05 UTC