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Proposed shooting chart

 Post subject: Proposed shooting chart
PostPosted: Fri Sep 08, 2017 5:17 am 
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Every weapon in Netepic has a different chance to hit I think they were trying to incorporate wound chance and balistic skill (BS) into one roll.

BS 2&3 Imperial guard,orks,guardians etc Hit on 5-6 no change.
BS 4&5 Eldar aspects.spacemarines, etc Hit on 4-5-6
Commanders add +1 to hit so imperial command = 4+ and a Spacemarine commander =3+


Thoughts?


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 Post subject: Re: Proposed shooting chart
PostPosted: Wed Sep 13, 2017 11:08 pm 
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Possibly, but as you said, the to-hit roll for Epic takes more than just BS into account. The experience of the troops, the quality of the hardware (IE, Sniper weapons hit more often, Shotguns less), the rate of fire, and so on. Thus while having something like that as a guideline would not hurt, each specific model must be considered on it's own merits.

In other words, good start, but needs more detail.

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 Post subject: Re: Proposed shooting chart
PostPosted: Thu Sep 14, 2017 2:08 am 
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MagnusIlluminus wrote:
Possibly, but as you said, the to-hit roll for Epic takes more than just BS into account. The experience of the troops(BS), the quality of the hardware (IE, Sniper weapons hit more often, Shotguns less),BS again the rate of fire,got that and so on. Thus while having something like that as a guideline would not hurt, each specific model must be considered on it's own merits.

In other words, good start, but needs more detail.


I am taking into account the number of shots example can it kill 5 guys ( a Stand )in one or 2 rounds of firing?
, bs , and strength of the weapons.
In order to fit those on a d6 you need to combine stats like orcs bs2 and imps bs3 to hit on 5+

Lets take a volcano cannon: currently it hits on a 3+ save -4 . The shadowsword has a BS of 3 if you shoot a tank they have -4 save .
The save modifier already takes into account the str of the weapon so why would it hit the target better than a Leman Russ BS3 firing it's battle cannon?

Changed it to make it cleaner
BS 2&3 Imperial guard,orks,guardians etc Hit on 5-6 no change.
BS 4&5 Eldar aspects.spacemarines, etc Hit on 4-5-6
Named Commanders add +1 to hit


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 Post subject: Re: Proposed shooting chart
PostPosted: Thu Sep 14, 2017 4:20 pm 
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MagnusIlluminus wrote:
Thus while having something like that as a guideline would not hurt, each specific model must be considered on it's own merits.

In other words, good start, but needs more detail.


The details will be the equipment on the vehicles and with each individual weapon.
Note the brackets

Baneblade 3 Hull points
Armour save 1+
1 Baneblade cannon range 75cm hits 5+ (+2 to hit infantry due to the template in 40k) save - 2
1 Autocannon 50cm range 5+ save -1
1 Demolisher cannon 25cm range 5+save -3 (+1 to hit infantry, can destroy buildings )
2 Lascannon 50cm range 5+ save -2
PD 4 25cm range hits on 5+(6 if not on ff)


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 Post subject: Re: Proposed shooting chart
PostPosted: Fri Sep 29, 2017 1:06 am 
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Cleaned it up a bit more
1 is always a miss

Ballistic skill 2/3 hits on 5+
Ballistic skill 4+ hits on 4+
Named commanders +1
Flamers and stuff with teardrop templates +1

Shooting at a building (not the guys inside )
Small building +1
Large building +2
Heavy Infantry moving -1

Cover only gives saves
light 6 = saved fixed
med 5+ = saved fixed
heavy 4+ = saved fixed

Since I have changed ranges to fit more closely to 40k
Flamers have a very short range.
I gave them a chance to hit like a direct fire weapon instead of a template.( not hellhound flamers they are the same)

Flamers ignore cover saves
So a flamers range is 10cm and hits on (as per troop type +1 )
So Imperial guard would hit on a 4+ and marines a 5+
The only difference between a flamer and a heavy flamer is a -1 TSM otherwise they are the same.

For tanks having heavy flamers on them it would act like Point defence (always first fire) if they are charged hitting on a 4+ rather than a 5+.

This next section is a new idea

In 40k a flamer is an assault weapon you can charge with it and fire.

That is easy to incorporate here for epic.
An assault weapon stand acts like a command unit in that it can always first fire.

Subject to the following

Firing an assault weapon/pistol on charge orders -1 to hit.

Units with pistols range 10cm can always fire on charge orders with a -1 as above.( I have never used troops to fire pistols unless they were some kind of command unit.)

Example a unit of ork burna boys charges into a city 20cm move and will be able to still fire up to 10cm hitting on a 5,6
Ork boyz with shootas hit on a 6 range 18cm
Terminators with storm bolters charge into a city can still shoot 25cm hitting on a 5+

This will greatly enhance the "flavour" of troop types for each faction.

Examples
For Orks (instinctive stuff is the same)

Badmoons
Move 10cm Caf +1
1 shot 50cm 5+ -2 TSM (heavy weapons)

Deathskullz
Move 10cm Caf +1
1 Shot 18cm 5+ 0 TSM shootas (assault weapons)

Blood Axes
Move 10cm Caf +1
1 Shot 25cm 5+ 0 TSM bolters (rapid fire = 2 shots on ff orders under 1/2 range)

Evil Suns
Move 10cm Caf +1
1 Shot 18cm 5+ 0 TSM shootas (assault weapons)

Goff Clan
Move 10cm Caf +3
1 shot 10cm 5+ 0 TSM (pistols)

Snakebites
Move 10cm Caf +2
1 Shot 18cm 5+ 0 TSM shootas (assault weapons)

Eldar
Guardian Defenders
Move 10/25 Caf +0
1 shot 12cm 5+ TSM 0 shuriken (assault weapons)

Fire Dragons
Move 10/25 Caf +1 Save 5+
1 shot 12cm 4+ TSM -2 firepick (assault weapons)

So would you folks like this level of detail?


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