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Rare Earth: Conflict

 Post subject: Re: Rare Earth: Conflict
PostPosted: Thu May 09, 2013 4:38 pm 
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Neat. Will give a read today.

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 Post subject: Re: Rare Earth: Conflict
PostPosted: Tue Jun 04, 2013 7:51 pm 
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Hi had a look quick skim of the basic rules (sorry no time at mo for background.) Huge amount of work !! Looks very interesting too. Thought i'd give a quick reaction as a thanks for sharing.

Loving the Command Stack idea. [Been thinking myself about reintroducing orders back into EA (hidden like SM) for a while...]

Do you think the -1 activation penalty for overriding command is high enough - seems to negate a key aspect tactical aspect if over ridden regularly (?) The command stack might also seem burdensome if easily overridden...

Like that you get a -2 to activation for 1/2 unit strength of suppression markers - [another thing i've thought about trying in EA.]

Like the combat move/tactical move idea - though could this be achieved by restricting the Dash command if close to enemy ?

Not sure about the D5cm charge move... Sounds both random and also 5cm is very negligible.

Shooting rules seem quick and clear - always though epic40k could have benefited from a D10/12 base to allow differentiation.


Sounds a little like you feel like me - EA is great but feels board-gamey and needs some wargaming command structure put in. Also suffers from the GW buckets of dice issues... I have been toying with the idea of an "Epic 3.5" myself - Taking the fluidity of E40k and adding some of the grit from EA along with the army list concept. Just don't have enough people round here to play let alone tinker !

Will keep an eye on this project. Cheers.

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 Post subject: Re: Rare Earth: Conflict
PostPosted: Tue Jun 04, 2013 9:53 pm 
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Very interesting. Thanks for sharing.


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 Post subject: Re: Rare Earth: Conflict
PostPosted: Fri Jun 07, 2013 7:51 pm 
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Charges failing is fine - but this should be because of too much suppression fire or too intimimidated by the enemy - not because i roll 1cm too little... Seems very 40k-random in an otherwise grownup rule set.

I always liked the way in E40k, units could advance to within charge range then get shotup enough prior to the actual combat that they failed their supression test for the charge (though not always having taken actual casulaties) Of course you had to account for this and suppress them first or if you played it well you could make a large enemy detachment waste its firepower deterring a coming assault. Of course now in EA, if a unit fails its activation it just skulks the other way and hides. :-\

If i find a willing tinkerer i will try a playtest some time :)


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 Post subject: Re: Rare Earth: Conflict
PostPosted: Mon Jan 27, 2014 7:14 pm 
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Though there is not much time for reading recently, a brief overview of your outstanding work looks very cool to me! When I finally can give it a try, I will let you know...

Thanks for this game system!

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 Post subject: Re: Rare Earth: Conflict
PostPosted: Wed Feb 19, 2014 12:13 am 
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I read this a while ago and thought it had some neat ideas, and was just having another look at it. Have you done a battle report of it somewhere?

Also are there any army specific rules? Or did I miss them?

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