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Playing Epic at divisional level

 Post subject: Playing Epic at divisional level
PostPosted: Sun Aug 28, 2005 5:36 am 
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In Modern Spearhead armies use the battalion as the normal combat formation on the table , but as battalions don't exist in Epic i will assume the best thing to do is split IG Regiments and SM Chapters into battalion sized formations.


Why not use Companies as the Basic Buildoing Blocks for SM?

That way you can have multiple, smaller formations capable of more independant action and thus being mroe representative of the C2 arrangement and initiative of the Marines compared to the Guard.

That is, after all, what Spearhead most captures - the Command and initiative factors of each army.

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 Post subject: Playing Epic at divisional level
PostPosted: Mon Aug 29, 2005 7:55 am 
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For space Marines I'd use company-sized units instead of battalions as Tas says. Marines usually operate in company-sized task forces which are mix & matched together as needed, meaning a company may operate together as a task force or a task force may have units from different companies as needed. The companies are really just logistical units.

As for IG, anything you come up with is allowed as the regimental organisation varies widely. There are tank regiments and even divisions as Krieg Panzer divisions are mentioned in Imperial Armour 1. The I:A 1 in fact has some unit organisations; I can post 'em here tomorrow if I remember to take a look at the book today.

I had roughly grouped the army command levels as follows:
NATO 1: Eldar, Necrons, Space Marines, Tau.
NATO 2: Sisters of Battle, Squats (Squats use NATO 1 artillery table), Dark Eldar.
Warpac 1: IG, Chaos
Warpac 2: Orks
I guess Feral Orks would be third world and Tyranids require something entirely new.

Skimmers must have a new movement type; I was considering just using the helicopter rules for them.

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 Post subject: Playing Epic at divisional level
PostPosted: Tue Aug 30, 2005 7:24 am 
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I dug up the old thread about Hammer Head. Not much in there just a couple of points worth saving.

1) Titans/praetorians should have a damage stat to take into account the fact they are HUGE war machines and can take more punishment than a tank platoon.

2) Skimmers:

Back to Hammer Head. One thing I definetely am trying concerns the movement of Skimmers.

Idea: Skimmers can move either like ground-based vehicles (they will have their own column in the movement cost table) OR they may fly higher, in which case they are treated like helicopters at NOE altitude.

The player must state which movement mode he's using and can't change modes during a turn. The only difference to helicopters when movin this way is that the skimmers may be targeted with non-AA weapons, but with a -1 die roll modifier. AA weapons may target Skimmers without penalty, when in this movement mode.


We could create a new movement category (Skimmer) to use the above rules. Skimmers couldn't fly at higher than NOE altitude.

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 Post subject: Playing Epic at divisional level
PostPosted: Tue Aug 30, 2005 5:52 pm 
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Aye , the "skimmer " movement category looks a good idea.

On the SM , i was going to use them in 2 Coy Battalions , my thinking was that if they were fielded any smaller there would be a tendancy to group them together anyway.

Termies Coy and Assault (ad hoc) Coy + T-hawks.Airborne Btn

Tac Coy and Scout Coy + Land raiders -  Assault Btn.

Dev Coy and Tac Coy + Whirlwinds- Defensive Btn.

I was thinking the Assault Btn above would carry the Tac and Recce SM into battle rather like Soviet tank riders , though inside the LR not on them.

Also, i agree with the classifications for the different 40k races , though i'm not sure that Dark Eldar ever field in battalion strength let alone in Regts/Divs .

Have you got as far as doing stats for any armies , my main interest lies in IG/SM versus Chaos( Slannesh).
But i would playtest any of the armies i have access to ...Ork , Eldar , Squat or Nids.

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 Post subject: Playing Epic at divisional level
PostPosted: Wed Aug 31, 2005 8:05 am 
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I added Dark Eldar just for the sake of completeness, although one would think that to capture any meaningful numbers of slaves there would have to be at least a battalion-sized force just to round the captives up and herd them.


On the SM , i was going to use them in 2 Coy Battalions , my thinking was that if they were fielded any smaller there would be a tendancy to group them together anyway.


This is definitely a suggestion worth testing.

I have not yet made any stats, although I had decided to use the 40k and E:A stats mainly as guidelines. This is for the simple reason that, for example,  no matter _how_ advanced the Land Raider is supposed to be there is IMO no way it is going to have as much armor as a Baneblade like it has in 40k.

Also, I thought to "borrow" as many vehicles from the MSH lists as possible.  }:)

And of course I forgot to take a look at the IA 1.  :(  I'll try to remeber today.




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 Post subject: Playing Epic at divisional level
PostPosted: Sat Sep 24, 2005 4:06 pm 
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After the delay with the forum being down , i 've gotten a bit of work done on the IG stats for Epic/MSH.

The ranges are calculated like this;

1 kilometer in E:A =30 cm.
1 kilometer in MSH = 10"

So ...a lascannon in E:A is 45cm which translates into 15" in MSH. :)

Modern infantry defence factor is 5 , i would use this as well for the IG foot infantry.

AFV defence i have calculated like this.

Take the average WH40K AV as 12 and assign it a factor of 5.

So
AV 14= def  7 (Leman Rus front armour.)
AV 13 = def 6 (predator FA)
AV 12 = def 5 (Chimera FA , Leman Rus side armour)
AV 11 = def 4
AV 10 = def 3 (Sentinel FA)

On to AT factors ...A Las cannon has a Strength in WH40K of 9.

It has 1 in 6 chance of penetrating AV 14.
The MSH combat result table gives 1 chance in 6 of a kill when the factors of attack and defence are even.

Therefore a lascannon has a factor of 7.
As a rough guide , take the WH40K weapon strength and deduct 2 = MSH Anti tank factor.

So this gives us Las-cannon  AT 7-15"....

The AI stats are based roughly on MSH trooptypes.
The movement rates are guesstimetes. :p

TYPE     ;      DEF    :          AT         ;      AI        :   Move

Chimera        5/3  (6)        7-15"(las-C)        6-9"         12"

Infantry         5                7- 15"(las-C)       5-3"           3"

Mortar            5                2-50"                 5-50"         3"

Autocannon    5                 5-15"                 5-9"           3"

Sentinel (A-C)  3/3              5-15"                 5-9"           6"

Bikers             5                    -                    5-6"          12"

L Rus             7/5               7-24" (1)            6-24"          9"

Hellhound        5/5               4-3" (2)              6-3"         12"

Basilisk           5/3                7-30"                 7-21"         9"
indirect fire                          4-80"                 6-80"

Manticore (ind) 5/3               5-100"             7-100"     9"    
Also has flak ability   AA 5-50"

Hydra              5/3               6-15"                6-9"       12"

Shadow Sword (3)   9/9 ?       10-30"             8-12"         6"


note (1)...This assumes the rus fires battle cannon with specialist AT rounds.

note (2)...A flamethrower with a range of a km ?...no way.

note (3)...I have no idea of a S-Swd AV in WH40K , its a guess , i would think its better than the way it is represented in E:A .

If SHT and Titans are said to be multiple platoons which fight as one model , then this might work.

Lets say a S-swd is 3 platoons so it can fire 3 times when it has 3 lives and only twice when reduced to 2 lives ..  etc.

Also it could count as being 1 level higher for both spotting  and being spotted and can fire overhead.Its going to make them a lot better than in E:A  , but i'm okay with that.

Looking forward to some input .

Commissar Zak

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 Post subject: Playing Epic at divisional level
PostPosted: Mon Sep 26, 2005 7:35 am 
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A quick response just to tell you I'm still listening. In 40k there seems not to be greater armor value than 14 since the superheavies all have armour of 14. IMO this is stupid; a SUPERheavy tank should have front armor greater than a Leman Russ or even a Land Raider.

I really like your ideas about the superheavies.

I'll write a more detailed comment when I have time to refresh my memory about the rules of MSH. That may take a while as the consturction project I'm in the middle of saps about all my free time at the moment so please be patient.

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 Post subject: Playing Epic at divisional level
PostPosted: Tue Sep 27, 2005 6:04 pm 
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No problem. :)

To refresh your memory ,

The MSH crt is

6   = dead
4 or 5 = suppressed
1,2 or 3 = a miss.

Deduct the defence from the Attack value and use it to modify the 1d6 roll.

ie Hammerhead railgun AT 8 versus  Leman Rus front armour of 7 is +1 on the die roll.

5 or 6 ...a kill , 3 or 4...suppressed, 1 or 2 ...missed.

You can never get better than +3 on the die roll , or worse than -3.
If the modifier falls below -3 , you can still suppress on an 11 or 12 on a 2d6 roll.
A die roll of 1 is always a miss.

BTW , i was thinking that Vultures would be helicopters instead of skimmers .

Def 5   AT 8-30" missiles, AI 8-12"  rockets, (this assumes it has a 12 armour in WH40K ?)

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 Post subject: Playing Epic at divisional level
PostPosted: Wed Sep 28, 2005 10:08 am 
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Yes, Vultures and Valkyries should be helicopters while Thunderhawks are best handled as VTOL aircraft.

I don't remember the armor value of Vulture & Valkyrie off hand; my copy of Imperial Armour 1 is at home.

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 Post subject: Playing Epic at divisional level
PostPosted: Thu Sep 29, 2005 5:41 pm 
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I agree about the SHT armour , its got to be better than 14.

In one of the Gaunts Ghost books , a Rus tank fires Auspex rounds at close range at a Chaos Baneblade which pierces its armour , however none of the other tanks can !.
And in fact the Baneblade is destroyed when an IG tank shoots through the holes caused by the Auspex rounds.

The stats for the Rus, a couple of posts back ,mentions specialist AT rounds in the notes .These are the Auspex rounds mentioned above.

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 Post subject: Playing Epic at divisional level
PostPosted: Sun Oct 02, 2005 1:15 pm 
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Both Vulture and Valkyrie have armor F11-S11-R10.

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 Post subject: Playing Epic at divisional level
PostPosted: Tue Oct 04, 2005 6:35 pm 
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Cheers , so that makes them Def 4.

BTW i 've talked one of the guys in my group into play testing the ideas we have been talking about.

He is an Eldar player  , so i'm now working on stats for them instead of the Violators.

And the first problem that pops up is .....pop ups. :p

Pop up attacks work different in MSH as formations rely on a recce helicopter to spot for the pop up attack.
I was thinking of binning that idea and popping up the same way as we do in E:A .

The pop up platoon firing during the "moving while firing phase".
Although it would count as a disapearing target.
So could only be fired on by static firers.

I'm guessing this is a problem you might have looked at ,as the Tau might be more in focus for you .Seeing as you originally called this project "Hammerhead".

My current pet name for it is "Regiment 40K " .
(I thought of Divisional 40K , but as there are no divisional organisations in 40K so it didn't fit. )

???

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 Post subject: Playing Epic at divisional level
PostPosted: Wed Oct 05, 2005 10:54 pm 
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I was thinking along the same lines but never got that far. As for the name, it is simply a rather unimaginative combination of warhammer and spearhead.  :)

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 Post subject: Playing Epic at divisional level
PostPosted: Thu Oct 06, 2005 8:22 am 
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What kind of transports do you think basic IG infantry regiments would have? Trucks? Lightly armored trucks or BTRs? Halftracks? Transport helicopters? Transport skimmers? Small or big? None of these are present in WH40K or Epic games, but they'd be present in a bigger scale.


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 Post subject: Playing Epic at divisional level
PostPosted: Thu Oct 06, 2005 5:35 pm 
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Probably all of the above, and more, depending on which world a regiment comes from, it's tech level, main role in battle, etc etc.

In Gaunts Ghosts the Ghosts use soft-top trucks when they head into Vervunhive (sp?) in Necropolis. Halftracks are also mentioned at several points in the books.

Let your imagination run wild... :;):




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