Re: [Epic] Epic scale, rant and rave - long -

From: Alan E & Carmel J Brain <aebrain_at_...>
Date: Tue, 11 Nov 1997 22:42:33 -0800

Miller, Chris wrote:

> ------> I agree that this is a major distinction. I love the flexibility
> of the new army lists, but it is a much more involved task to pick your
> units now. I would also add that there is a difference between adding
> new rules ( which is what it would take to carry over cool items from
> SM/TL like the Deflekta shield dragsta, Madboyz, etc.) and just
> changing/adding a unit using what's in the game already (like giving
> orks a vehicle with AT shots, or adding support weapons with FPand some
> support weapons with an AT shot to cover the differences between a Mole
> >Mortar and a Tarantula.)

> ------> I don't know about the Wargaming part, but miniatures could
> certainly be a problem. I don't think adding units using existing rules
> is a problem (at least it's not for me), but I do pause when someone
> posts 50 lines of new rules to accomodate one unit.


> A new unit - fine. A new special
> weapon (the Bork ray!) is kinda questionable .You have the "system", now
> "build" your unit within the system. I've seen enough posts here to
> finally (and grudgingly) admit it can be done. May not be exactly what
> it was in the old version, but I bet it's close, like most of the other
> units in E40K.

Agree wholeheartedly. My original post on JML's page had exactly 6 new
rules, 5 expressable on one line, the 6th having appeared in the CJ.

IMHO JML's additions are a bit complicated for me in their current form.
I rather think he wants to simplify them too. Just as I'm sure, some of
my units could well be simplified out of existence with no real loss (eg
Tarantula/Rapier).

My original idea was to allow all of the Rogue Trader, and WH40K units,
and the SM1 and SM2 ones, into E40K with the minimum of pain, while
trying whenever possible to retain some flavour. This is a very
subjective area. Some people would be quite happy to say "Madboyz
are...Boyz. Period." I'd agree, if the results were consistant. That is,
if the degree of abstraction was approximately equal in all armies. But
it isn't. Worse, the GW people appear to be giving way to the impulse to
unneccessarily complicate the game with "special rules" that don't add a
lot. E.g. the infamous Deathwing, Space Wolves etc etc. These abilities,
if added, should have been made more generic: Thus instead of "Space
Wolf" we should have "Melee Specialist" : + 1 AF, cost +3 (hey, Assault
costs at least +1 and cuts down range to boot), and allow it for
Snakebites, etc. Or maybe for Skarboyz, and have Snakebites being all
assault. But I digress...

Anyway, the first attempt at E41K is nearly finished for Orks and
Imperials. Afterwards, I'd like some feedback on it, giving examples of
where it can be simplified (rather than complicated). Heck, I managed to
merge the Repair ability of a Tekmarine into the forcefield of a
dragsta, so I'm not averse to 'creative' solutions.

I guess what I'd really like is to have a body of rules that, if not
official, are widely accepted, so strangers can fight battles without
having to agree on widely-differing house rules that try to achieve the
same thing. And in which any WH40K player can reproduce his own
favourite detachment.

"To Dream....The Impossible Dream...."etc

-- 
aebrain_at_...     <> <>    How doth the little Crocodile
| Alan & Carmel Brain|      xxxxx       Improve his shining tail?
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                    By pulling MAERKLIN Wagons, in 1/220 Scale
Received on Wed Nov 12 1997 - 06:42:33 UTC

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