Re: [Epic] Fwd: New EPIC Overview

From: Brian Douglas <bdouglas_at_...>
Date: Thu, 13 Mar 1997 16:03:51 PST

This is the first day I've been part of the Space Marine list and this
is the first message I've read but heres a possible tactic/recipe for
Epic 40K.

With a force of, say, space marines have a strong assault detachment
and 2 small fast detachments (bikes, L/speeders etc).
1. Put the 2 small units on your forward line 15 cm either side of an
objective with MARCH orders. Rush them 30 cm past the objective (say,
an Ork village).
2. Assault the village with your large force. You're aim is not to
destroy enemy units in HTH, just to win the melee.
3. Rules Lawyer Time. The defeated defenders now have to retreat 20
cm. Unfortunately, no matter where they go (unless they can retreat
over 45cm in 1 move) they are now within 15cm of an enemy force (even
a small bike unit which has already taken losses from being on MARCH
orders) and therefore are destroyed outright.

This would seem particularly suited to taking out units with lots of
armour and long range firepower such as vehicles as a) you may not
cause them casualties in the HTH but will destroy them later, and b) a
long range unit forced to retreat would have still been a threat to
the unit which assualted it.

As an improvement, try rushing the fast units to between 10-15 cm
beyond the objective. That way they can give supporting fire helping
your main force win the assault, and if the 20 retreat is set by the
rules regardless of the defenders' normal movement allowance they will
still be within 15cm of your small units. Goodnight Vienna.

On Thu, 13 Mar 1997 02:41:37 -0500 (EST) Mark A Shieh wrote:

> From: Mark A Shieh <SHODAN+_at_...>
> Date: Thu, 13 Mar 1997 02:41:37 -0500 (EST)
> Subject: [Epic] Fwd: New EPIC Overview
> To: Bulletin Board Administration
<bb+hobbies.gaming.D-11_at_...>,
> space-marine_at_...
>
>

>
> 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...
>
> ---------- Forwarded message begins here ----------
>
> 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 Fri Mar 14 1997 - 00:03:51 UTC

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