Re: [Epic] Q&A suggestion: (was] Cheddar & Edam)

From: Thane Morgan <thane_at_...>
Date: Thu, 29 Jan 1998 19:01:04 -0700

Scott Shupe wrote:
>
> Miller, Chris wrote:
> >
> [transports in seperate marching detachment]
>
> > --------> I think we could almost all agree that this is rules-lawyering
> > bigtime, but the problem is that by the letter of the rules it's legal.
> > All it would take to fix it is a statement like "a unit leaving a
> > transport has movement remaining which is proprotional to the amount of
> > movement used by the transport. Example: If you move the transport half
> > of its move #, troops inside can move a max of half their movement
> > allowed by their orders, even in the assault phase." Ok, that's a little
> > cumbersome to explain, but anyone who's played SM/TL knows what I'm
> > trying to say. That way, even if the transports are on march, the
> > assault troops aren't gaining this sudden movement burst.
>
> Yeah, the old SM/TL transport rules were much better and
> more intuitive than the E40k rules... but adopting the TL rules
> wholesale doesn't completely fix the problem since there are 2
> movement phases in E40k, not just 1. To use the Swooping Hawk
> example: (I'm not sure how fast falcons are, I'm assuming 20cm
> here)
>
> E40k transport rules:
>
> (60cm - 5cm (transport on march, disembarking troops)) +
> (30cm - 5cm (Hawks in movement phase, disembarking)) +
> (45cm (Hawks charging into CC in assault phase)) = 125cm total.
>
> Proportional movement:
>
> (58cm (transport on march, 1/30th of movement left over)) +
> (1cm (Hawks disembarking)) + (45cm (Hawks charging)) = 104cm total
>
> Not a whole lot of difference.
>
> I guess the solution to that is to carry over the
> percentage of movement left to the disembarking unit into the
> assault phase... i.e. in the example above, the Hawks have 1/30th
> of their movement left in the movement phase, so they would only
> be able to use 1/30th of their movement in the assault phase.
> But now things are getting kinda complicated, especially since
> infantry has a variable movement in the assault phase (depending
> on whether a stand can get into CC or not), as well as a minimum
> movement requirement (the 5cm thing).
>
> Scott Shupe
> shupes_at_... shupes@... http://www.rpi.edu/~shupes
> ***********************************************************************> "The day will not save them. And we own the the night." - Warmaster
> Horus

Plus you would end up with ground pounders in some cases moving faster
than their mech. infantry counterparts during a turn. This is just an
ugly artifact of the crappy artificial "assault phase" Chambers had to
add to allow assault troops to get into combat unmolested. Let's face
it, in all but the most cluttered battlefields infantry would be chewed
up long before they got into hand to hand. Even flying from trees 50
yards in front of your squad, you'd get tons of fire before they got
to you. Yet at least a third of the casualties in this game come from
hand to hand weapons.

I think making the units carried must be on the same orders as their
transports will fix the worst of this. Making the movement adjustments
before multiplying or subtracting would fix much more of it.

Example from above

Falcon (using lawn mower engines, speed reduced to 20) on assault
carrying swooping hawk.

Disembarking in movement:
move: falcon 15 cm (20-5), swooping hawk 10 cm (15-5)
assault: swooping hawk 45 cm (15*3)
total: 70 cm

Disembarking in assault:
move: falcon 20 cm
assault: falcon 15 cm (20-5), Swooping Hawk 30 cm ((15-5)*3)
total: 65 cm

Yes, roads could allow a unit to move up to 15 cm faster in a turn, but
so what?

Thane
Received on Fri Jan 30 1998 - 02:01:04 UTC

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