Re: [Epic] Net Epic

From: <oki_at_...>
Date: Wed, 19 Feb 1997 18:48:42 +0800

At 02:40 AM 2/19/97 -0600, you wrote:
>>To make it easier on everyone lets take a poll on two propositions:
>> 1-the current rules with the skimmer add on
>> 2-any of the other ideas posted, but please pick one in
>
>Ummm...seeing as I'm not really sure what the current rules are I guess I'd
>favour number two.

I would prefer the existing rule - that Titans can be brought down by swarms
of CC.


>In general, I favour anything that strengthens Titans/vehicles that are soon
>to be reclassified as Titans (hopefully :P), and anything that makes CC less
>important for the average unit. It would be nice to see a system that could
>accomodate a CC between more than two sides. And it would be nice to see a
>system that could show wider differences between the really average units
>and the really spectacular units. Frex, Titans being monsters of CC (though
>I realize we're not discussing them yet), and certain vehicles/troops being
>minor daemons of CC.

I always see Titans more as gun platforms, their CC being used to take out
other similar sized or super heavy vehicles. I mean Titans can only turn so
many degrees in their movement, as compared to infantries. I find it hard to
see them fighting ala Harlequins (a quick bounce here, a quick bounce
there); a quick snap of my chain fist splits your Leman Russes into two
equal halves; my combat head allows me decimate your ork commandoes (never
mind that the combat head is positioned like 7 times higher than the Orks).
On the other hand, I would like to see normal troops CC Titans to be able to
hit their legs only. Not the carapace missile, nor the reactor or heads. CC
specialist with additional equipment - jump pack, hawk-wings - or skimmers
should have an advantage though.

Titans are the lumbering giants of the 40k universe, not the armoured suit
of Japanese-anime. They are really far from Gundam in CC. Although, the
scout Titans might just the closest thing.


It really bothers me the way save modifiers and CAFs
>have all gradually escalated, so that the land raider's +3 that is described
>in the rule book as "incredible" has become so-so. Most units in my view
>should be +0 to +2, with the really exceptional unit being higher.
>

True, but you know how it is like with GW fluff. Rechanging the CAF value
would probably cause tons of confusion - in as much as I would like to soup
up the Daemon Primarchs. Just let them be.


Regards
Oki
Received on Wed Feb 19 1997 - 10:48:42 UTC

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