Re: [Epic] Infiltrators in Drop Pods

From: J Andrew Evans <J_Andrew_Evans_at_...>
Date: Sat, 19 Sep 1998 21:48:10 +0100

An interesting way to play. I would be interested in being involved in a game,
perhaps a small one to try it out?

A#

Sauron1 wrote:

> Sauron1 writes; JAE;
>
> First of all the biggest improvement is E-mail over the Internet. That
> is almost instant communications, a consistent map, as in the British
> terrain ones must be sent to each player.next you must decide on a turn
> sequence ratio,Real time or weekly turns. All turn moves are given by map
> CO-ordinates and the game master only identifies opposing units when they
> sight each other or are revealed by recognisance flights.
>
> { Report; LandSpeeder IG recon 17/5/98 Numerous Units of Orks Supported
> by a Midsize Gargant are attempting to bridge Cribit River at CO-ordinates
> 17-45-12, AA fire Encountered}
>
> { Them Pansy Eldar are moving der forces inclidn a big twiggy ,tu block
> us bashin their briges at the big factory over the hills at 16-55-12}
>
> You must not let any one player control a significant part of anyforce
> as his late or forgotten or Etc. moves cannot hold up the rest of the game,
> All parts of many armies either failed to show up or act as required for
> "Da-Plan" even in modern times!
>
> Your "away" players should have one Clan,SM or IG detachment or
> host,but only one of a couple of similar ones on one side. Suppose your
> furthest player is a University Student and he controls the Imperial
> airforce, his orders or lack of them was a major problem in my last
> campaign. No he is or was not a SM list member.
>
> "House Rules" and any other non-standard rules must be known to each
> player. {The Flier rules are still under discussion by my own wargame
> group.}
>
> Epic40K rules are known worlwide, but our own discussions on Drop Pods
> aren't nor the changes in Firepower. are as well known.
>
> It takes up a lot of personal time!
>
> sauron1 writes;
Received on Sat Sep 19 1998 - 20:48:10 UTC

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