Re: [Epic] Net Epic - Close combat morale
On Wed, 12 Feb 1997, Jyrki Saari wrote:
> How about taking back the 1st edition system for infantry close assaults:
> when a stand of infantry wants to close assault a titan roll a die
> 1-5: split! the stand is stomped
> 6: the infantrymen manage to wedge a bundle of grenades to the titans knee
> joint. Roll in the leg damage table with a +1 modifier.
> This is modified a bit: in 1st ede there were two damage tables; superficial
> and critical. The grenades caused automatic critical damage, so I thought the
> +1 modifier would be in order. Or maybe +2?
> Comments, please.
Actually, the photocopies I have say that the grenades cause a normal
hit to the legs, but has a chance of causing critical damage. 6+ for
Frag grenades, 4+ for Crack grenades and 4+ for Melta Bombs. This is
what it says, but I personally think the +1 is simpler and better. :)
(also, +2 is added to the first roll if the titan can't move)
Now about close combat in general.
I suggest implementing the 1st edition rule of losing close combat.
"Any detachment that loses more melees than it wins during a turn
must take a morale test in the end phase of the turn." Reasonable?
It would work better of course if we had saving throws for infantry
as 1st edition had..
1st edition also has some nice modifiers for close combat and separates
vehicle -vs- infantry melees. Here is the close combat table:
Infantry -vs- Infantry
Charge orders +1
Fall back orders -2
Each stand over 1 involved in melee +3
Infantry -vs- Vehicles
Infantry stand in the open -1
Infantry stand in soft cover 0
Infantry stand in hard cover +1
Charge orders +1
Fall back orders -2
Each squad over 1 involved in melee +3
Target vehicles AR +/- AR
(not quite sure what this is..)
Vehicles -vs- Infantry
Vehicle is a dreadnought +2
Vehicle is an armoured vehicle +1
Charge orders +1
Fall back orders -2
Each vehicle over 1 involved in melee +3
I also support the idea of having to roll a morale check when
charging a titan. (with infantry/fast attack troops that is..)
A few more additional snips from 1st ed.:
Titan Stomp Attacks
"Titans may make stomp attacks against any infantry stands that
they move over during the movement phase. Roll a d6 for each stand
that is stomped; on a roll of 4 or more the stand is destroyed.
Stands with first fire orders may make snap fire attacks before they
get stomped, and such attacks will take place inside the titan's
void shields."
Vehicle Overruns
"Vehicles may overrun infantry stands in the open during the movement
phase. The stand being overrun may snap fire at the vehicle if it
has first fire orders. If the vehicle survives it may make and
immediate close combat attack and then carry on moving.
A vehicle may only make one overrun per movement phase. However,
it may stop after the overrun and attack the stand again in the close
combat segment."
Opinions?
- Jason
Received on Wed Feb 12 1997 - 11:06:12 UTC
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