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Epic Campaign System

 Post subject: Epic Campaign System
PostPosted: Mon Oct 18, 2004 8:25 am 
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You make a good point there... some meathsield cultists would work well. I think I have put them in an older incarnation of WB list, but simply forgot to do this in the latest.

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 Post subject: Epic Campaign System
PostPosted: Thu Dec 30, 2004 10:02 pm 
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:cool: ?After studdying the codexes for a couple of weeks, here is my take on the "Space Wolves".

Space Wolves transport is not include in their cost ( I yield to the Horseman and Lion. I was wrong)
Space Wolves have "no mater the odds" . Modifier for being out numbered in assault results should be ignored. (this only negates the "you have more units" modifier, not the "you have 2x" modifier.)
Space Wolves (except "Long Fangs") will always attempt to "counter charge into contact"
Space Wolf Jump Pack troops should be limited (one per great company????).

Wolf Guard: ? ? ? ? 4+Sv ? 3+ CC ? 4+ FF Power Weapon, Plasma Pistols, missile launcher and Leader
(which can be Terminators): 4+ Sv ?3+ CC ? 3+ FF (no change in weapons) (lose teleport gain Leader)
Wolf guard are used as body guards or used as wolfguard leaders assigned to detachments. A Wolf Guard/ Terminator Detachment must have a Wolf Lord, Rune Priest or Wolf Priest. May be added to any Detachment.

Wolf Guard Leaders: Leader, Power Weapon (MW+1Atk) 25 points
(new lower cost leader class to reflect their orginazation. Every detachment must have character upgrade of some kind)

Long Fangs: 4+ Sv ? ?5+ CC ? 3+ ?FF 4x missile launchers and "Fearless"
(don't come back that it is more than they had. Look at the codex. Devastators have 4 ML for a squad of 5 to 10 (normal being 10 in Epic) LF have up to 5 Heavy Weapons in a squad of 3 to 5) A normal squad being 2 bases with 2x ML each.
Long Fangs squads are one base with up to 4 ML and one other Hvy Wpn with the Pack Leader. They are also the most experrienced veteran warriors in the Company.

Grey Hunters: 4+ Sv ? 4+ CC ? 4+ FF Power Weapon (MW+1Atk), Plasma Pistols and 1 Plasma Gun per two units They give up their transport and long range for better "close combat weapons and one a Plasma gun for ever two units (as in IG Infantry)

Blood Claws: 4+ Sv ? 3+ CC 5+ FF Power Weapon (MW+1Atk) (no jump packs)
(They also could have one heavy weapon but IMO doesn't seem to fit. They just want to get into the thick of it) IMO the "Beserk Charge" and the PwrWpn and the fact that their skill is lower can be considered to be included in these stats.

Wolf Scouts: 5+ Sv ? 4+ CC ? 4+ FF ( I have to put the comments first on these guys. They are the best trained and most heavilly armed guys in the entire game. Look at the codex. A single stand (5 figs) can have 2 sniper rifles or plasma pistols, 2 Power Weapons and a heavy weapon (flamer/ meltagun or plasma gun) and also operate behind enemy lines (read as stealth or teleport). Their lighter armor is a negative but they are not inferior to the Grey Hunters. From the fluff, even "fearless" would be in character with these guys but may be a bit much.

Blood Claw Bikes: ?4+ Sv ? 3+ CC ? 4+FF Power Weapon (MW+1Atk)
They could actually also have a Heavy Weapon. IMHO the stats (which are the same as codex) include the HvyWpn and bike Twin linked Bolters . ?The "beserk charge" can alos be considered included with the PwrWpn.
(Attack bikes seem to operate as separate units normally but see no reason to restrict them).

Slightly off subject?? Specialist (medic and Tech-marine) 25 point upgrade with "leader" ability. (with the "wolf Priest" also a medic, the extra cost lets him remove 2 Blast Markers. One for the "character
" and one for the "medic" ability) or as a unit 50 points. (A unit could also be a "Thrall" bodyguard for an "Iron Priest".) ?Nothing else, the removal of blast markers represents their skills. What do you think.

Fenrisian Wolves: ?As much as I want to see them in the list, I think they may end up just as a dressing on a command stand.
I really dislike their only being "character upgrades" and not "command squads" or "bodyguard units" as in the past or as in some other armies.

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 Post subject: Epic Campaign System
PostPosted: Mon Jan 03, 2005 9:20 am 
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Nice to see you back, buddy.

Long Fangs squads are one base with up to 4 ML and one other Hvy Wpn with the Pack Leader.

I concur. Pack Leader can take special weapons and Power Weapon, but not Heavy stuff.

As for the Blood Claws, they are also only Jump Pack troops in a Space Wolf army... just a note.

Fenrisian Wolves could, I think, be neatly represented as extra attacks in CC with First Strike ability. Something like +1 or +D3 attacks will work about nicely.

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 Post subject: Epic Campaign System
PostPosted: Mon Jan 03, 2005 3:18 pm 
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:cool: ?Happy New Year!
I know there are a lot of power weapons but that is what they have. (unless the just out codex has something different).
Do the stats look right to you?
What do you think of all the post wanting everything to be in multiples of 25? Since I don't do tourneys it is not a concern to me. At 3000 points 10 to 20 points overall is not a concern to me. BUT, to accomidate those... rounding the detachment cost to the nearest 25 doesn't seem to be to much to do.

I have the flu, so am a bit under the weather at the moment.

I would really like to see F. Wolves and the "Iron Priest and Thralls" make it into the list. They really give "character to the list. They really are the most diverse of the Chapters.
What do you think of a 25 point Wolfguard leader required for ever formation that does not have a reqular leader? With just "Leader and MW(+1Atk). It may simplify what we have discussed with the other requirements in the past. The actuall wolfguard stands (regular and Terminator) would still be there as a detachment but the individual wolfguard as assigned as leaders would still be represented as characters. From what I am reading, this would be more correct in their oragination. One other thing before I get back to the bed... I know Long fangs have the extra launchers but I do not think their cost should be over 100 at the most. That is still more than a terminator.
Please excuse the spelling. I need to go. Try to get back tomorrow if I can.

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 Post subject: Epic Campaign System
PostPosted: Tue Jan 04, 2005 10:47 am 
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All of your ideas and stats seem viable.

The multiples of 25, as far as good for more Codex Astartes following Chapters, are pretty much useless for one as diverse as Space Wolves. Yes, rounding the cost of detachment... but you will still have to use the fractional costs for the units themselves. Let's keep this to minimum.

Your idea for characters seems valid too... solves a lot of problems.

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 Post subject: Epic Campaign System
PostPosted: Tue Oct 04, 2005 11:50 am 
??? ... OK, let me try this one more time...

I am looking around for a campaign system for EpicA. I would like something that would allow us to create a map, set out a number of forces, and move them around to capture strategic points. If anyone knows the campaign system in the 4th Ed 40K rule book, that is the kind of thing that I would like to see.

Short of cannibalising the 40K campaign, does anyone have any sources for this? Anything produced for Epic, or for another game that can be easily transferred to Epic?

Thanks.


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