[Epic] Fwd: New EPIC Overview

From: Mark A Shieh <SHODAN+_at_...>
Date: Thu, 13 Mar 1997 02:41:37 -0500 (EST)

Most of us know most of what's in here, but just in case there's a
couple tidbits we haven't heard about until now...

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From: dburgerotr_at_... (DBurgerOTR)
Newsgroups: rec.games.miniatures.warhammer
Subject: New EPIC Overview
Date: 13 Mar 1997 00:53:20 GMT

Hey everyone,

Tim has tried to explain the new EPIC game, but can't because 1) the HQ is
moving and 2) He's pretty bust and 3) last time I checked he hadn't gotten
a chance to play and 4) it takes awhile with all the new changes . . . so
I thought I'd write up some of the highlights. Again, these are only
highlights and NOT the whole game . .. which has tons of stuff in it. . .
making it kinda hard to summarize .

The new EPIC is very different than the former game.

Setup-- Each player can buy individual squads . . at *roughly* the same
cost as 1/10th of a 40K squad. No more unit cards. You can mix and match
units within a detachment. Each unit has a stat for movement, range,
firepower, assault value, and armor value. Plus special abilities that are
now all generic ("Hero" allows fixed 4+ save, double assault value;
"assault" adds one to the assault value, but shortens range to 15cm;
"heavy weapons" adds one to firepower and increases range to 45cm, but
halves assault values . . . etc).

Orders are similar to the other game, but are printed on a die instead of
counters. "Overwatch" allows you to reroll misses when shooting. "March"
orders allow triple moves, at the cost of being more vulnerable to fire.
"Assault" moves allow you to move in the assault phase and enter melee,
but you're at half firepower when shooting. Flee orders mean you run . .
A special order is used for some artillery and flak guns.

The game itself.

1. Movement

a. Flyers declare missions (ground attack, transport, interceptor)
b. Determine initiative (By drawing chits, higher strategy rating= more
chits)
c. First Player Movement-- roads now add 5cm to movment. March moves= x3
movement, but you are more vulnerable to enemy fire.
d. Second player movment

2 Shooting Phase

a. Determine initiative again
b. First player shoots w/vehicles & infantry.
For shooting you basically add up the firepower ratings of your whole
detachment, cross-index it on a chart for the target type and cover to
find the number of dice to roll. Any dice that beat your opponant's armor
value is one kill [for comparision, marines have armor of 5, orks 4,
landraider 6].
c. Second player shoots with vehicles and infantry.
d. Determine initiative again.
e. First player shoots war machines (i.e. titans and super heavies . . .
anything with more than one wound.) Ttians now have more "generic"
classes of weapons . . . no more remembering exactly what a
turbo-laser-destructor does. They also have multiple wounds instead of
dying during the first hit.
f. Second player shoots with war machines.

Assault Phase

a. Determine initative
b. First player moves his assault move (yep another movement phase!),
close combat, and firefights (see below).
c. Seconds player does the same

Rally Phase

Roll to remove blast markers (counters that add up to hinder your
detachment's movment and firing).
Rally troops (roll under the number of blast on 1d6)
Repaier shields (titans only)
Determine who won.


Close combat and firefights are weird. Each side adds up the assaults
values of everyone in hand-to-hand. You add one for every unit within 15cm
as they lend "supporting fire". Each side rolls a d6 and adds modifiers
for have a psyker, have a bigger assault value, have double the defenders
assault value, etc. The difference between the two rolls determines the
degree of victory. You then roll for each unit in HTH, the bigger the
victory the greater chance you kill enemy units while the less chance he
kills yours. The loser runs 20cm. Any troops within 15cm of an enemy after
they run are destroyed . . . gone.

Firefights are similar to assaults except opponants close in to short
range and blast away. It works like close combat with everyone within 15cm
blazing away. The loser still runs.

All during the game units collect "Blast Markers" that accumulate and
hinder your unit's movement, assault values, and firepower.


That's a ROUGH taste of things to come.

Oh yeah, the plastic building ruins are pretty cool too. You also get
enough units for a whole company of marines, pluss support, and a gaggle
of orks. You get lots more specialists this time around . .
Received on Thu Mar 13 1997 - 07:41:37 UTC

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