Re: [Epic] Er...genestealer moves a lot in one turn but not 95cm

From: Alan Brain <aebrain_at_...>
Date: Tue, 29 Apr 1997 20:51:46 -0700

oki_at_... wrote:

> Which does not quite add up !!! We have an infantry going flat out in
> assault mode versus the same infantry unit moving in the transport with the
> same move rate.
>
> What gives ?

Actually, this is not far short of a realistic simulation of how
armoured infantry actually works. Not that that has much to do with
Epic, 40K or no. The main advantage of transport is not in the final
stage, but the march to contact.

> BTW, as I have not played any E40K (hopefully in abt a week's time. Yippee)
> I would like to get more feedback from prev. edition Epic player. How does
> this extreme assault movement as well as the shortening of weapon's range
> affect the gameplay as compared to the old Epic system
>
> Any feedback would be much appreciated.

Let's look at a typical 2nd Ed situation: Turn 1, SMs in Rhinos move
50cm on Charge orders. They end up short of the enemy by 40 cm or so.
Then in the fire phase, the opposing IG or whatever fires at them,
requiring a 5+ to hit, IF the IG weren't on Charge orders.
Next turn, survivors charge again, and dismount. Opponents IF they're on
First Fire orders get to fire at them incoming, otherwise don't. Then
there's Hand To Hand, in which nearly 50% of the troops involved die if
the sides are balanced.

Now for E40K.
In Turn 1, the Rhinos move 20cm in the movement phase and dismount their
troops. As they're on Assault orders, their firepower is halved (Yes, I
know it's 0 for Rhinos). They end up within 20cm of the enemy. Whose
firepower is halved too if they're on assault, but who get to re-roll
misses if they're on Overwatch (similar to the old First Fire). Then in
the Assault phase, the SMs charge in, with the Rhinos as support within
15cm of the "line of scrimmage". Assuming an even match, about 40% of
both sides will die, BUT the loser will retreat in disorder.

So 2 Turns worth of action in 2nd Ed are compressed into one in E40K.
The "retreat if you lose" plus the firefight section - which doesn't
cause many casualties but forces retreats and disorders the loser - are
the big differences. But the shorter range doesn't make much of a
difference. Imperial Guard charging vs emplaced positions will still
take a clubbing on the way in. Massed IG on normal movement will still
take longer but do better. The difference again is having to keep
reserves, making sure that units can rest after action before resuming
the assault/ re-manning the parapets.

Yes I like 2nd Ed. But prefer E40K, rough edges and all.

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Received on Wed Apr 30 1997 - 03:51:46 UTC

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