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Jump Packs and Skimmers

 Post subject: Jump Packs and Skimmers
PostPosted: Wed Nov 02, 2005 10:52 pm 
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This thread is to discuss the following proposed rule - from Baduin.

Maybe not necessary from the game mechanics point of view, but I think interesting option would be the following additional rule: "Infantry units with Jump pack special rule in contact with a skimmer use their Close Combat value, even if skimmer declares that it wants to use the Firefight value, (although the skimmer still gets to use Firefight value)."

This won't allow the Eldar skimmer war machines to avoid close combat. It is justified, I think, since infantry with jump packs can always reach skimmer, even if they are rising high.

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 Post subject: Jump Packs and Skimmers
PostPosted: Thu Nov 03, 2005 12:11 am 
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Reaching the skimmer and being able to actually use HtH effectively are far different matters.  Even skimmer v skimmer would likely be a dogfight style engagement that relied on the equivalent of FF.

How would a more limited jump pack troop expect to successfully use CC?

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 Post subject: Jump Packs and Skimmers
PostPosted: Thu Nov 03, 2005 12:34 am 
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Quote (nealhunt @ 02 Nov. 2005 (23:11))
Reaching the skimmer and being able to actually use HtH effectively are far different matters.  Even skimmer v skimmer would likely be a dogfight style engagement that relied on the equivalent of FF.

How would a more limited jump pack troop expect to successfully use CC?

Agreed.. I don't see this as making sense... As most skimmers are quite fast.

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 Post subject: Jump Packs and Skimmers
PostPosted: Thu Nov 03, 2005 2:25 am 
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I agree too ... maybe the Jump Pack troops could toss a grenade into the crew compartment ... at best !!! :;):

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 Post subject: Jump Packs and Skimmers
PostPosted: Thu Nov 03, 2005 3:24 pm 
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I agree as well. Skimmers have a decided advantage in speed and maneuverability.

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 Post subject: Jump Packs and Skimmers
PostPosted: Fri Nov 04, 2005 2:04 pm 
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Hi,
this brings me to another Question, based on logic: Why can Infantry and AV?s assault a Tau Support Craft? Isn?t it supposed to be at very high levels?

Cheers!
Steele

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 Post subject: Jump Packs and Skimmers
PostPosted: Fri Nov 04, 2005 4:15 pm 
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That is why I don't like the "Support Craft", rating ... more unneeded detail ...  The MANTA should be Planetfall, Skimmer (we are rating the T/hawk the same, as well as some others). I see it hovering like a TV UFO ... then popping up to fire like a helo-Gunship ... I like detail but too much is just that too much !  :D

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 Post subject: Jump Packs and Skimmers
PostPosted: Fri Nov 04, 2005 5:06 pm 
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Quote (Steele @ 04 Nov. 2005 (13:04))
Hi,
this brings me to another Question, based on logic: Why can Infantry and AV?s assault a Tau Support Craft? Isn?t it supposed to be at very high levels?

Cheers!
Steele

Steele,

FF in Epic basically represents a 40K game.

In 40K, everyone can fire at Aircraft (tbolts, Mantas, Eldar vipers, etc).

In 40K, support craft like the manta are so huge, that you don't need the obligitory 6+ to hit them and use your normal Ballistic skill to shoot at them. However, In 40K, like all aircraft, they are so far away that you must still reduce all 40K weaponry ranges by 12" (typical heavy weapon is 48" in that game). So they are still a real pain in the @SS to fire at because the flier rules in 40K only allow you to shoot at fliers on the approach move. A flier, like the Manta, will enter on on board edge minimally as possible, and stop - fire, then depart

Any 40K models in range, less their 12" deduction, can try and shoot at the flier or try and shoot at ground units - not both.

Since Epic FF represents a 40K game, its arguable that ground units should be able to assault Support Craft.

Now all that said - there's also a balance issue. If you talk about titan fliers that can't be assaulted or shot at except by flak or engaging enemy aircraft, you start talking about indestructable titans. Nobody wants that!

The Support Craft rule offers a happy medium between traditional operation and balance in Epic.

L4,

Support Craft concept is something the powers that be decided upon a long time ago, the looming prsence of these unique titan like structures.

From a game play perspective, skimmer works much better for me too... it also makes them more powerful and removes the suseptability to always being in LOF to all enemy units.

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 Post subject: Jump Packs and Skimmers
PostPosted: Fri Nov 04, 2005 5:07 pm 
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CS,

I'm with the masses, on this one as well.

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 Post subject: Jump Packs and Skimmers
PostPosted: Wed Nov 09, 2005 12:13 am 
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I guess that this suggestion is not accepted in general. Therefore, to keep things simple and tidy, I am closing this thread without adding this proposed rule to the next document. Any variations on this rule to be put forward should be stated in a new thread. Thanks.

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