Re: [Epic] Things I miss in E40K
>>Any unit with a chance to move up to 75cm in a single turn and then be
>>so overwhelming in CC, makes the choice simple.
>
>1) They can only move 30cm + 45cm if they can enter hth. Otherwise they are
>restricted to 30+30, so first turn they only get 60cm.
>2) You get a firing phase half way through their move, and they must be
>within 45 cm in order for them to be able to hit you. Therefore, you get a
>fourth chance to suppress them. (That's prep bombardment 1st turn; fire
>phase 1st turn; prep bombardment 2nd turn; and fire phase 2nd turn). If I'm
>not mistaken, they have to roll morale to move each time. The chances of
>them failing at least one roll should be pretty good.
>
>Temp
True, but in a CC heavy force like Chaos/Tyranids there might be too
many units to be able to pin them all. Especially with Tyranids, as they
always pass leadership rolls. (until nearly wiped out that is)
BTW, I really see little effective difference between the Flamers moving
up to 75cm and engaging in HTH, moving 60cm out of HTH. Sheesh, I'm just
glad they didn't make Bikes into Cav units, that kind of move would
scare the crap out of me!
Well, they more I deal with E40K, the more I'm liking the overall feel of
it. Now all I have to do is try and keep Epic 2nd rules seperate from E40K.
Greg Klett
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| W. Gregory Klett | Those that can, do! |
| cyclops_at_... | Those that could and won't, dream. |
| | Those that can't, pretend and brag about it! |
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Received on Mon Apr 21 1997 - 00:56:10 UTC
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