> -----Original Message-----
> From: EXT Luca Lettieri [mailto:magnus_at_...]
> Sent: 06. November 2000 11:45
> To: netepic_at_egroups.com
> Subject: [NetEpic ML] Re: War monger weapons
>
>
> Ok, I've read the rules on the Warmonger, I've seen the mini, and
> here are my thoughts (disclaimer: I don't have the epic mag here, I'm
> going from memory):
>
> A) Originally the thing should've been a slightly smaller version of
> the Imperator. The mini and his stats, however, do NOT support this.
> Basically this is an Imperator with different weapons. If anything,
> I'd say it's slightly larger than his brother.
>
> B) The thing is going to give us headaches. I'll try to explain in
> further detail later, but the fact that this is supposed to be the
> "long range Imperator" should be a good clue.
>
>
> An approximate translation in NetEpic rules:
>
> the special Imperator rules apply in full, thus we'll need to use the
> template, the plasma counters etc. Reason is obvious: the hull is the
> same. This alone puts the thing at over 2000 points.
>
Maybe reduce the infantry carrying ability?
> The weapons: the turret weapons have been replaced by AA-type
> quadruple-barreled weapons. Comparing the Epic40k Imperator and
> Warmonger, we see that the new weapons have a slightly inferior punch
> than the old AA. They should probably produce a larger amount of
> fire, though. Range stays the same (but see below).
>
Inferior? Four single mounts replaced by four quad mounts? How is this
inferior?
> Secondary weapons stay the same.
>
> The big turret laser has been replaced by a special sensor system
> which increases range of all weapons (except secondary ones) by 30cm.
> While this is directly translated into NetEpic terms, it also means
> that facing the monstrosity is going to put anyone in a world of
> hurt, since the thing outranges practically everything. Also,
> increased-range AA shots mean "forget about flyers".
>
I say we do away with this. Change it to "missile guidance center" and
reduce the amount of missiles fired per turn if it is destroyed.
> The Warmonger carries a small recon flyer (sort of the Colossus). In
> Epic40k rules, this allows it to fire indirect artillery as direct
> ONCE PER BATTLE. I don't think this makes any sense, and I'd convert
> it to "as long as the thing flies". I'd also give the vehicle a small
> token weapon (standard bolter, 15cm, 1 dice, hit on 6): this doesn't
> alter the balance in any meaningful way but properly reflects the
> fact that you don't fly unarmed recon vehicles in heavy combat
> situations.
>
This is ok.
> The head mounts two rather big cannons. I'd give the weapon a 50cm
> range (remember, this is going to be 80 in practice...), 2 dice, hit
> on 4+, save -2, fire directly ahead.
>
If the increased range thingy is dropped, make the range 75cm.
> The two big weapons are changed:
>
> First weapon: BIG double barreled energy weapon. The Epic40K stats
> are practically identical to an Epic40k Volcano Cannon, so I'd say
> let's translate it into the equivalent of two Volcanos, with
> overcharge possibility which increases range, to hit and save
> modifier (ouch!).
>
How about this:
Green counter: As twin Volcano cannon. No bonus.
Red counter: Range increased to 150cm.
Red and green counter: As red, -1 save mod increase.
Two red counters: As above, additional +1 to damage rolls.
If this is still too powerful, require that both barrels be energized
separately.
> Second weapon: here comes the trouble. It appears as some sort of
> projectile weapon surrounded by eight missiles. Curiously enough, the
> central weapon is not mentioned in the rules, so I figure it's just a
> part of the missile firing mechanism.
> The eight missiles are a problem. A BIG problem. Having a
> configurable Imperator entices the need for a "Hull cost + missiles
> cost". This leads to:
>
> A) An ungodly final cost which renders the thing unusable except in
> 8000 pts+ battles.
> B) Cheese. "I'll take 8 Vortexes, thank you very much".
C) Restrict to barrage missiles; it is still powerful but not overtly so.
>
> Also the rule about firing only one per turn doesn't make much sense,
> considering that many Epic games last 3-4 rounds. It helps somewhat
> countering the cheese-masters, but it also can be abused ("three
> vortexes and I'll leave five mount points empty so I pay less.. no
> sense paying for missiles I won't use").
>
> My proposal: let's produce 3-4 acceptable fixed configurations, rate
> of fire two missiles per turn. This will allow full use of the weapon
> in a normal game, and will save the headaches about trying to balance
> a configurable super-long-range Imperator.
>
And if the fire control is destroyed, one missile per turn.
> Final cost: at least as much as the Imperator; depends on the
> missiles' configuration, of course.
>
> Let's start the ball rolling..
>
My 2 FIM on this subject above.
>
> Luca
>
>
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Jyrki Saari
-There is no such thing as free lunch because eating takes time and time is
money.
Received on Mon Nov 06 2000 - 12:27:21 UTC