yes the 4 rules you list is just how we play at our league. Is the
disavantage of being charged, but if you are a command unit you should be
able to last CC and fire, unless outnumbered. Then it is better to Snap fire
at all that charge you and kill as many as you can before they get to you.
----- Original Message -----
From: Warprat <warprat_at_...>
To: <netepic_at_egroups.com>
Sent: Monday, June 12, 2000 4:32 PM
Subject: Re: [NetEpic ML] silly question?
> Hi Everybody!
>
> In the past, I've used this House Rule too. It's actually not too bad.
> Been so long since I had used it, I had completely forgot about it.
>
> Of course, the BIG gamble is, how many dice do you need to allocate to
> the attackers. If you don't allocate enough, the attackers get through
> AND you don't get to fire those precious shots anywhere else either.
>
> A rather nice trade off. Of course, that was when my group was not
> using the Snap Fire rule. So we used the House Rule.
>
> I guess then, that there are four options for a First Fire unit being
> attacked by a unit that can pin it:
>
> 1) First Fire at the charging units.
> 2) Snap Fire at the charing units, AND other targets.
> 3) Use the House Rule and gamble for the chance to hit other targets.
> 4) Wait untill the Advance Phase to fire. Of course, that means you
> need to survive Close Combat. ( I've used this, but NOT very often! )
>
>
> What does everybody else think?
>
> Warprat ;)
>
>
>
>
> >
> > As a house rule I have also used that players may nominate a certain
amount
> > of their total dice to the unit in close combat and IF it is destroyed
the
> > others can fire at another target. IF that unit is not destroyed the
extra
> > shots are wasted.
> >
> > Peter
>
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Received on Wed Jun 14 2000 - 01:11:57 UTC