RE: [NetEpic ML] Veteran HQs

From: (wrong string) � Benet <cibernyam_at_...>
Date: Thu Aug 17 01:22:49 2000

> >I'm a little reluctant to veteran HQs for the SM. The next step would
>then
> >be to "customize" the the ork nobz according to clans. We have tried this
> >and found it to be unballanced. Let a HQ be a HQ no matter what kind of
> >company it commands. (Exceptions would off course be assault and termie
>HQ
> >because of different armors and eq)
>
>Hear, hear! Why would the Commander of a Veteran Company be all that much
>better then a normal commander for other Marine formations? A Commander is
>simply a superior officer. Granted he's probably more experienced that the
>other troops but Would he necessarily be that much better than the
>Veterans? Let's just leave HQs of a certain figure type as
>standards. That way there is little confusion on the field.

HQs are not "a-commander-and-four-guys-in-power-armour"s. They represent the
officer which leads the company PLUS some veteran marines PLUS other
specialists. In my opinion, a Medic card is not a single medic, but a very
good one. Every company has a chaplain, a medic, a techmarine or a qualified
servitor, ... and these people form the company HQ.
But, on your first question, I think that a veteran commander will be more
experienced than a young one, so he'll probably be better facing the enemy
at short distances. We are talking about rising from +4 to +5. Note that
from another point of view, a veteran HQ is only +1 better than the company
troops, while tacts, devs and scouts are +2 better. And of course they are
the FIRST company HQ. They HAVE terminator honours.

>
> >I'm not too found of veteran IG either, I think it diminishes the
>difference
> >between IG and SM. If veterans should be fielded I think it should be as
> >special cards with 1 or 2 detachments
>
>Yep. Have to agree here too. Whole companies of Veteran/Elite Imperial
>Guard? There's really that many of them to go around? If we are going to
>allow for Veteran/Elite IG troops, let them be Special Card units for most
>battles and only allow their use as more common cards in special
>scenarios. Otherwise what is the point of taking basic IG?

Actually, IG forces are recruited as a whole. When Imperial recruitors
arrive to a planet. They rise a whole army, not chosen ones. Perhaps there
won't be more recruitments for some years, but when there is one, the world
is cleaned of all his SCORN. These people are more or less trained
(depending on the IG commander philosophy) and launched against any enemy
(as required). There are a lot of casualties, but reinforcements never come.
When this army is more or less "broken" to the point of not being able to
withstand a battle, survivors join other regiments that suffered heavy
punishment to form veteran regiments. But normally 1st army from Planet X
never meets 2nd army from planet X. So, veterans companies are possible, but
not common.

Be it a special card or a Company card it doesn't matter. The point on tact
IG is that is cheap and EXPENDABLE. Do you want veteran warriors as cannon
fodder? (I do, but don't trust my acts, better trust the words). The point
here would be to think of a set of rules which allow veterans in some
armies. But not as guys-with-a-big-terminator-armour, or
aspect-warriors-you-don't-know-who-you-are-talking-with. It should be
something as easy (and powerful) as increasing +1 to CAF, reducing 1 point
morale value, removing army limitation(chain command, slave minds,...), or
something as a like. Even more, why not allow buying one of this advantatges
at the cost of 150% the original costs getting a veteran detachment (or
company). Wow! .
Well, this idea has to be rounded a little, but I think that with a little
adjustments it wouldn't unbalance the game, but improve it.
What do you think?

Albert

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Received on Thu Aug 17 2000 - 01:22:49 UTC

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