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New player with a few questions

 Post subject: New player with a few questions
PostPosted: Tue Sep 30, 2014 9:50 am 
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Hello everyone!

Just revisited NetEpic Gold and have played a couple of games - great fun, quick and easy. However, I have handful of questions/rules clarifications that I couldn't find in the rulebook or this board. Could anyone in the know please comment?

They are in the form "I am right in thinking..."

... that a company counts as a single detachment for orders and break point purposes? Comment - I've been playing these as completely separate detachments.

... that there are no targeting priority rules? So I can shoot over a tactical platoon at the thudd guns behind it?

... that the IG requirement to be within command range applies to any suitable command unit? Two examples - a tactical platoon from a different company is in command because it's near a Leman Russ CHQ, and a flight of flyers is near a commisar.

... that flyers and floaters can drop template weapons on enemy flyers and floaters they fly "over"?

... that flyers get the "+25cm" rule for being at high altitude, like floaters?

... that landed flyers or floaters use the same CAF values as when they are in the air?

... that PD weapons can be used against any type of target (not just infantry)?

... that a unit that destroys another unit in close combat can move into the destroyed unit's position, even if this means crossing barricades/barriers?

... that there is no movement after close combat to "tidy up" the survivors of the fighting detachments?

... that a scatter roll on a template-type target such as a Praetorian scatters the hit area by one place only?

Sorry if I'm being dense and doubly sorry if these questions have been answered and I've missed them.

Thanks for all the good work

UtR

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 Post subject: Re: New player with a few questions
PostPosted: Tue Sep 30, 2014 4:14 pm 
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UnderTheRadar wrote:
Hello everyone!

Just revisited NetEpic Gold and have played a couple of games - great fun, quick and easy. However, I have handful of questions/rules clarifications that I couldn't find in the rulebook or this board. Could anyone in the know please comment?


Hi!

You've come to the right place. ;)

Quote:
They are in the form "I am right in thinking..."


No problem. :)

Quote:
... that a company counts as a single detachment for orders and break point purposes? Comment - I've been playing these as completely separate detachments.


A company counts as "one" for the purposes of the break point and VP award ONLY.

You must give EACH detachment within the company separate orders. Thus a company with 3 detachments gets three orders and the VP's are awarded when casualties total the break point value of the company. This means an individual detachment can get wiped out, but still not reached the company break point value and still be functional.

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... that there are no targeting priority rules? So I can shoot over a tactical platoon at the thudd guns behind it?


Targeting restrictions apply to HQ units for the most part. To avoid them getting singled out. Usually LOS restrict what you can see and this is according to "pinning class". A model of a larger pinning class would block LOS and thus not target models behinds them unless you were at a higher elevation.

Quote:
... that the IG requirement to be within command range applies to any suitable command unit? Two examples - a tactical platoon from a different company is in command because it's near a Leman Russ CHQ, and a flight of flyers is near a commisar.


First fliers don't need to be in command radius they are independent formations. So you don't need to worry about those.

Second you raise an interesting question, which I have no given a lot of thought on. I would rule that unless something specific says otherwise, any HQ unit cand serve as command as long as the chain of command is observed.

Quote:
... that flyers and floaters can drop template weapons on enemy flyers and floaters they fly "over"?


Yes, fliers are deadly!

Quote:
... that flyers get the "+25cm" rule for being at high altitude, like floaters?


Yes, these rules are on page 24 of the core book. :)

Quote:
... that landed flyers or floaters use the same CAF values as when they are in the air?


Yes, but they cannot fire any other weapons other than point defense.

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... that PD weapons can be used against any type of target (not just infantry)?


It can be used only versus models classified as infantry. Anti-infantry weapon.

Quote:
... that a unit that destroys another unit in close combat can move into the destroyed unit's position, even if this means crossing barricades/barriers?


As the rules stand there is no post close combat movement after winning a round of CC. The models stay where they are and move in the next movement phase.

Quote:
... that there is no movement after close combat to "tidy up" the survivors of the fighting detachments?


Correct, no movement after close combat. Although there have been a lot of house rules proposed for something like this. ;)

Quote:
... that a scatter roll on a template-type target such as a Praetorian scatters the hit area by one place only?


Not sure what you mean here, but if I understand correctly, then answer is "yes". THe two dice are read and it will wind up in a space "Adjacent" to the originally targeted location. If there is no location (outside template) it is a miss. You must apply the results of BOTH dice to determine final location.

Quote:
Sorry if I'm being dense and doubly sorry if these questions have been answered and I've missed them.


Not at all sir!

We welcome all such questions in hopes to better clarifying the rules (and even spark some debate!).

Quote:
Thanks for all the good work


Thank you and welcome aboard! ;D

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 Post subject: Re: New player with a few questions
PostPosted: Tue Sep 30, 2014 4:24 pm 
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Primarch beat me to it, but I've added page numbers to some of my answers which may also help you.

Targeting priority: See the line of sight rules on page 33. It's what you can see that governs this. There is no 'shoot at the closest target' rule.

Flyers and the +25cm rule: This is covered on page 24.

Flyers, Floaters, and CAF on the ground: Nothing in their rules suggest that their CAF changes when on the ground (again see page 24).

Flyers, Floaters, and templates/barrage: This is touched on in the alternative rules on page 25 in the high altitude section, but possibly needs making more specific in their core rules.

Unit coherency after taking casualties: Page 20 explains what you must do and when in the event of unit coherency being lost.

Moving assault units into a new position: This could only be done in the next movement phase, usually to continue the combat, so far as I am aware.

Point Defence: See page 20 of the core rules. There is no restriction on units which this can target.

Those are the ones I can help with. I hope this was useful :).

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 Post subject: Re: New player with a few questions
PostPosted: Tue Sep 30, 2014 8:52 pm 
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Welcome to the boards! Always great to see more people playing Net Epic! Glad to hear you're enjoying it! Keep the questions coming if there's anything good else the crops up!

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 Post subject: Re: New player with a few questions
PostPosted: Tue Sep 30, 2014 10:05 pm 
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Great!

Many thanks for all this... I notice the disagreement over the PD rule but I read the explanation which said "anti-infantry" and the comment about Gretchen with pistols persuaded me that only infantry or targets with no save could be attacked using PD. If not, we had the odd situation of PD being used against aircraft!

Thanks again and I hope to be posting something more constructive.

UtR

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 Post subject: Re: New player with a few questions
PostPosted: Tue Sep 30, 2014 10:38 pm 
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Remember that at high altitude, you have to add 25cm to the range to hit fliers and PD only goes up to 15cm.


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 Post subject: Re: New player with a few questions
PostPosted: Thu Oct 02, 2014 8:41 pm 
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Hello again

Sorry – clearly being slow on the uptake again, but can I have a clarification on the break points/morale rules?

I think the best way to approach this is by way of an example. Imagine that part of my Imperial Guard Army Card looks like this:

Card..........................................Break Pt..... Morale......VP.............Points
Tactical Company.......................17..............4..............6...............600
Special: Forward Observers........2................-..............1...............100
Support: Heavy Infantry Pltn......3................4.............2................200
Support: Marauder Sqdn............2................3.............4................350
Totals........................................24.............................13..............1250

The Tactical Company is “accompanied” by the Heavy Infantry Platoon but the other detachments are elsewhere on the table. I note that the Tactical Company has five detachments – Company Commander, three Tactical Platoons and the Commissar.

Situation (1)

The Tactical Company group gets hammered. Two entire Tactical Platoons are wiped out (20 units), the Heavy Infantry Platoon is decimated (3 units) and the Command Rhino is lost (1 unit). That makes 24 units in total which is the break point for the entire card.

Situation (2)

Two Tactical Platoons have been wiped out. That makes 20 units which is greater than the break point for the Tactical Company only.

Situation (3)

One of the Tactical Platoons loses five units which is the break point for that detachment only.

Situation (4)

The Marauder Squadron loses two units which is the break point for that detachment only.

In all four situations, what should I test for, and which detachments may end up with Fall Back commands?

I’ve been playing that each detachment is handled separately with its own break point and VPs, and that the Company Army Cards are there to provide a structure for the force and a “discount” on points costs.

Again, thanks in advance

UtR

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 Post subject: Re: New player with a few questions
PostPosted: Thu Oct 02, 2014 9:01 pm 
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Hello again!

You do not add the break points of support cards to the company card. The Tactical Company requires any 17 casualties from any of the detachments and the HQ unit. Any Rhinos also form part of the Break Point (usually there is one for the HQ).

The idea is that Companies are hard to break, requiring a lot of casualties before they do so, but they also yield a large number of VPs to your opponent.

Support cards are more flimsy and have a low VP yield but obviously their low BP makes them easier for your enemy to go after.

Orks play in the way you have set out here but best to ignore this is you don't have an Ork force.

So, to answer your question...

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 Post subject: Re: New player with a few questions
PostPosted: Thu Oct 02, 2014 9:07 pm 
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Situation 1:

The tactical company is broken (21 casualties between the tactical troops and the command rhino). This exceeds the BP and your opponent receives 6VPs. You would roll Morale Checks for any remaining Platoons. In this case you only have 1 platoon left, meaning only 1 morale check. If the roll is failed all troops in that platoon are on fall back orders.

The heavy platoon is also broken awarding your opponent 2 points. The platoon must make a roll to pass morale.

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Last edited by The Bissler on Thu Oct 02, 2014 9:13 pm, edited 1 time in total.

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 Post subject: Re: New player with a few questions
PostPosted: Thu Oct 02, 2014 9:11 pm 
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Situation 2: as explained in situation one (except nothing happens with the heavy platoon)

Situation 3: nothing happens this turn, the company may fight on as normal.

Situation 4: the unit is broken and you opponent gains 4VPs. You make a single morale roll for the remaining units in the squadron. In this case the one roll applies to the sole survivor.

I hope this helps! :)

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 Post subject: Re: New player with a few questions
PostPosted: Fri Oct 03, 2014 2:22 am 
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Hi!

Thanks for fielding the question Bissler!

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 Post subject: Re: New player with a few questions
PostPosted: Fri Oct 03, 2014 6:05 pm 
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Once again thanks for the quick and thorough replies; this is a very supportive group and much appreciated.

I'll have another go this weekend playing the "proper" way.

UtR

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 Post subject: Re: New player with a few questions
PostPosted: Fri Oct 03, 2014 8:47 pm 
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You're very welcome, glad to have been of help. ;)

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 Post subject: Re: New player with a few questions
PostPosted: Tue Oct 14, 2014 10:18 pm 
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Hello again!

After another trial game a handful of questions...

+ How big is a trench - in other words, how many infantry stands can I fit inside one?

+ Is combat between the occupants of a bunker/strongpoint and units assaulting it close combat, or is it down to exchanges of fire? Linked question - can I assault a bunker with tanks?

+ Can I confirm that I can fire template weapons at aircraft assuming the template weapons are on First Fire orders? For example, if I have a battery of Earthshakers, can I attack a flight of Marauders within range using the artillery template?

+ Am I right in thinking that (except where specifically mentioned, like for Dropships) all aircraft weapons can engage both ground and air targets?

+ What altitude are aircraft at while moving, assuming they don't move at the final altitude?

+ Do I have to use templates for direct fire? For example, I have three Basilisks providing close support to some tactical infantry which is mixed up with the enemy, and if I use templates I will end up hitting both the enemy and my own units. Can I attack a single enemy unit with a single Basilisk shot, using the Basilisk cannon like a tank gun?

+ Is it individual stands that are pinned, not entire units? For example, after close combat one of the tactical stands in a platoon of ten is locked in combat with an enemy infantry unit. What options are available to the tactical stands that are not in close combat?

+ How do I handle this sort of situation... A militia company starts crossing boggy ground. The CHQ stand goes with them but the Rhino can't follow. As I read the rules, there quickly comes a point where the CHQ stands can go no further because they will move out of cohesion with the Rhino, and soon after there comes a point where the Militia platoons can advance no further because they have moved more than 25cm from the CHQ. I want to carry on the advance. I have up until now "voluntarily" lost the Rhino. Am I missing something here?

+ Finally... I've been trying to look for posts about soft transport - trucks, jeeps and so on. It seems a PDF or Imperial Guard - type army would have cheap transport available, but there is no provision for such transport in the army lists. Can anyone give me a steer on availability, cost and so on?

Once again thanks in advance for all the help! I am currently playing this game with card counters so any battle report I would put in would be (a) pic-less, and (b) probably laden with rules errors. That said, the games have been fast and furious and I can't wait for the opportunity to properly embody my PDF/IG mix in glorious 3mm and share the fun.

UtR

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 Post subject: Re: New player with a few questions
PostPosted: Wed Oct 15, 2014 7:30 pm 
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UnderTheRadar wrote:
Hello again!

After another trial game a handful of questions...


I'll field these.

UnderTheRadar wrote:
How big is a trench - in other words, how many infantry stands can I fit inside one?


As I cannot find the rules for Fortifications in NetEpic, I've gone back to 2nd edition for the answer to this. If NetEpic says something different, I may be wrong.

In the "Space Marine Battles" softback book, it lists that for 150 points you may place up to 50cm of entrenchments anywhere in your set-up area. It does not state the exact width/depth of each trench, but the assumption seems to be one stand deep. Thus if you crammed in as many as you could get, you could get 25 stands per 50cm length of entrenchments, assuming you are using the 2cm square bases from 2nd edition. It would be a fewer if you are using the rectangular bases, but I don't know their size as I don't have any.

Ah, just found the table for Fortifications in the core rules (page 30). Trenches appear to have been reduced to 30cm for 150 points, thus could hold a maximum of 15 stands per 150 points of Trench. If using odd lengths, it works out to 10 points per stand protected.

UnderTheRadar wrote:
Is combat between the occupants of a bunker/strongpoint and units assaulting it close combat, or is it down to exchanges of fire? Linked question - can I assault a bunker with tanks?


A bunker or stronghold is a building and follows all rules therefore. Thus Infantry may close assault models in one, but tanks may not. Whether Infantry are close assaulting it or not depends on where the attacker put them and intent. If they are touching the structure, it should be safe to assume they are close assaulting. If they are not touching it, they would have to use ranged attacks.

UnderTheRadar wrote:
Can I confirm that I can fire template weapons at aircraft assuming the template weapons are on First Fire orders? For example, if I have a battery of Earthshakers, can I attack a flight of Marauders within range using the artillery template?


The core rules answer this. Page 24, near the top of the second column, both altitude descriptions say "Template weapons may affect the aerial unit or units on the ground, but not both." In other words, yes, artillery may attack Flyers.

However, this varies depending on which of the two sets of rules you are using for Flyers. If you are using the rules on page 26, then Heavy Artillery (Basilisk, Manticore, Earthshaker, etc) may NOT fire at Flyers at all as their type is not listed among the types that may fire at Flyers. If you are using the rules on page 24, which does not have the "Hard Target" ability, then they may. Note that you should be using one set of rules or the other, not both.

UnderTheRadar wrote:
Am I right in thinking that (except where specifically mentioned, like for Dropships) all aircraft weapons can engage both ground and air targets?


As far as I am aware, a weapon system is only restricted to one or the other if it specifically says it is so limited in the description of that specific model.

However, this also varies depending on which set of rules you are using for Flyers. If using the set with "Hard Target", then many weapons on many other Flyers cannot target Flyers, as most Flyers are technically in the "Vehicle" category and most of their weapons are not turreted or 360 fire. Also, this means that any Flyer that is "Super Heavy" may not fire at other Flyers at all, as that pinning category is not listed at all.

UnderTheRadar wrote:
What altitude are aircraft at while moving, assuming they don't move at the final altitude?


Based on the wording under the "Altitude" ability, I'd interpret that as saying that the craft begins the turn at whatever altitude it ended the last turn at, and moves at that altitude for 90 to 95% of it's move, only ending the turn at it's new altitude, whatever that may be. As that is not specified, if you and your opponent are comfortable doing it differently, then go for it.

UnderTheRadar wrote:
Do I have to use templates for direct fire? For example, I have three Basilisks providing close support to some tactical infantry which is mixed up with the enemy, and if I use templates I will end up hitting both the enemy and my own units. Can I attack a single enemy unit with a single Basilisk shot, using the Basilisk cannon like a tank gun?


Yes, you must use the barrage template even for Direct Fire. Also, most races are not allowed to shoot at their own forces (intentionally anyway) at all, so you could not fire into an area of mixed ally and enemy.

The exception would be if a specific model has an ability that says otherwise. I cannot think of an existing Artillery model that also allows single-target direct fire. One could be designed, but balancing it could be tricky, outside of the Points Formula anyway.

UnderTheRadar wrote:
Is it individual stands that are pinned, not entire units? For example, after close combat one of the tactical stands in a platoon of ten is locked in combat with an enemy infantry unit. What options are available to the tactical stands that are not in close combat?


Yes, only the specific stand that is in close combat is technically pinned, but the remainder of the formation (please stop using "Unit" as it's meaning is too vague) is still required to maintain coherency with it. What options they have entirely depend on their order for that turn, and whether or not they have moved yet. Assuming the formation has not yet activated, but one stand has just been pinned:
_ If on Charge: The remainder of the formation may enter Close Combat with any enemy formations in range while still maintaining coherency.
_ If on Advance: The remainder of the formation may move around as they wish, so long as they maintain coherency with the stand that is pinned.
_ If on First Fire: The formation really should have Snap Fired (without the -1, see page 19: Enemy Response) at the charging formation. Whether or not they did, they cannot move anyway as they ore on First Fire.
Their options in the Combat Phase will depend on the outcome of the Close Combat, and their orders.

UnderTheRadar wrote:
How do I handle this sort of situation... A militia company starts crossing boggy ground. The CHQ stand goes with them but the Rhino can't follow. As I read the rules, there quickly comes a point where the CHQ stands can go no further because they will move out of cohesion with the Rhino, and soon after there comes a point where the Militia platoons can advance no further because they have moved more than 25cm from the CHQ. I want to carry on the advance. I have up until now "voluntarily" lost the Rhino. Am I missing something here?


The Rhino *should* just be able to go around the impassible terrain. While this would force the CHQ stand to take a more circuitous route through the terrain rather than straight across, to maintain coherency, it should enable the Rhino to come along. If you are having battles with such terrain that extends from one side of the battlefield all the way to the other side, or is otherwise impossible to go around, then you need to adjust your strategy accordingly.

As far as I am aware, the rules do not support being able to lose the Rhino for this kind of reason. The CHQ would have to maintain coherency. That said, if your opponent is fine with you doing that, then just consider it a "house rule" and play on.

UnderTheRadar wrote:
Finally... I've been trying to look for posts about soft transport - trucks, jeeps and so on. It seems a PDF or Imperial Guard - type army would have cheap transport available, but there is no provision for such transport in the army lists. Can anyone give me a steer on availability, cost and so on?


Correct, Imperials do not have "light" transports. Still, you make a good point, at least about the PDF. The only comparable model that I can think of would be the Ork "Trukk". It would not be unreasonable to use the same stats and point cost (as both Orks and PDF require a command radius) for a PDF version, possibly representing a supply truck or even a Hummer-like vehicle. Get your opponent's permission before doing so.

Actually, the PDF do have a "jeep" of a sort. The "Recon Vehicle" is basically a jeep or dune buggy like vehicle used for scouting. It would be a bit too small to carry even a single stand of Infantry though. There is also the "Artillery Tractor" but that only has the Tow ability, not Transport.

UnderTheRadar wrote:
Once again thanks in advance for all the help! I am currently playing this game with card counters so any battle report I would put in would be (a) pic-less, and (b) probably laden with rules errors. That said, the games have been fast and furious and I can't wait for the opportunity to properly embody my PDF/IG mix in glorious 3mm and share the fun.

UtR


No worries, that's what we are here for. Glad to help another enthusiast.

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