Re: [Epic] WW2 with EPIC

From: Mike Bowen <mbowen_at_...>
Date: Fri, 20 Feb 1998 19:17:30 -0600 (CST)

On Fri, 20 Feb 1998, Aaron Day wrote:

> >
> >I would "bend" the e40k rules a little more, like give the infantry
> >2 for armor, instead of 3.
>
> Well, I don't want infantry to be dying all over the place, thus allowing
> some shooting matches but 1-6 doesn't give you much room to maneuver. I'll
> have to play it both ways first.

makes getting into cover very important, to get that bonus.

>
> >the FP for the tanks main gun is a little low. also, rather than just
> >using the barrel size in MM, you may fudge this to represent stuff like
> >low velocity guns shooting HE were more effective the the hi-vel guns.
>
> I was under the impression the 75mm HE was the same reguardless of what shot
> it, also, I am afraid to make tanks too effective and too deadly to try and
> keep the kill ratio down.

I think thats why Gen. Bradley bitched back to ordinance, that the 76mm
still wasnt good enough to take out panthers at range, and that the HE
bursting charge was poor compaired to the 75mm. so US used the inferior
75mm until the end of the war, because it was effective vs german
infantry.

for infantry, maybe a "spotting" roll would be needed to target infantry
if they were over25cm away for a tank to shoot at them.

>
> >I would raise some tanks (elephant, tiger2)armor up to 7, so the only way
> >they would get hurt is by AT shots or close assault.
>
> I gave them a save to represent reduced effectiveness of AP rounds. I wish
> there was some way of representing immunity to small weapons fire to make
> lightly armored vehicles more survivable to infantry shots (it would work
> better if I used SM/TL)
>
heh- that would make it too easy though....

>
> >maybe use "deathray" to represent panzerfausts and tungsten ammo
> >PF, range 10cm, 3+ deathray
>
> I consider all things like PFs, Bazookas, Piats inherrent in all infantry
> squads, thus explaining how they can kill tanks at all.

depends how abstract you want to make it, but PF made tank hunting easy,
if the infantry had enough nerve to let the tank get into range.
all these items could also be used against other targets besides tanks.

maybe have an infantry type with these weapons be rated with a higher
Assault, and standard grunts lower(grenades only)

>
> >I would double all ranges, if the unit has not moved(had time to aquire
> >target) this goes for arty also, but use the foward observer stuff
>
> Maybe increased range on Overwatch in lew of rerolling misses (which will
> also serve to lower kill rates in shooting matches)
>

this sounds good.


> >
> >the increased range isn't a problem in europe, and would represent
> >some of those long range shooting matches in the east and in the
> >western desert--like can the Honeys charge in fast enough to shoot before
> >the 88mm tear them apart?
>
> I never have enough terrain to have much effect in my EPIC battles.
>

well, get started on them trees! so much _fun_ to make serveral hundred

;-)

>
> I agree. Actually I intended to but never got around to finding out which
> tanks actually had it. I dissagree about AA guns though, few tankers (except
> Audy Murphy) would be not buttoned up at that range.

yeah, A.M. was a true to life "special character" worth a lot of points..

"I'm too busy to get off this burning sherman- lots of nazis to shoot!"

and he was a regular GI, as the tankers had enough brains to get out of a
burning sherman,fast.

>
> >I would give rocket arty and flame throwers "disrupt" as well as the FP
>
> I want to use disrupt for things like chemical (White Phosphorous) mortors
>

incoming WP, rockets, napalm, all worthy of placing blast markers, INHO

>
> -- Aaron Day
>

**
mike
**
Received on Sat Feb 21 1998 - 01:17:30 UTC

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