CyberShadow
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Post subject: Determination of unit type Posted: Wed Mar 05, 2003 4:53 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9350 Location: Singapore
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I cant remember the specifics, but previously the Pulsa Rokkit sent out force field waves which knocked the enemy to the floor. Good fun, but not actually destructive. I would prefer if it was a Big Gun with Explode.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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Legion 4
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Post subject: Determination of unit type Posted: Wed Mar 05, 2003 5:52 pm |
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Brood Brother |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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The Pulsa Rokkits from SM2 are bigger, so we use a 6cm burst template for those and the smaller 3-4 (?)cm Template for the E40k version (models) and we went with HE instead of the SM2 rules. It works ... 
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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Shadow Hunter
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Post subject: Determination of unit type Posted: Thu Mar 06, 2003 3:57 pm |
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Brood Brother |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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I think they do require a little something to differentiate between them and big gunz. Adding Explode is the ideal method, I would have thought.
I have just painted up two mekboy speedstas too last night. I guess that liftadroppa is now just a zap gun (or whatever it is) now.
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Legion 4
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Post subject: Determination of unit type Posted: Thu Mar 06, 2003 4:33 pm |
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Brood Brother |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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That makes sense, I think we're going to have to piece a lot of old stuff into the new rules. ?But this won't be the first time, since SM1 in '90, for me. ?We use a set of "hybrid" rules and take what we like best from all sources ... ?
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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Shadow Hunter
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Post subject: Determination of unit type Posted: Thu Mar 06, 2003 4:39 pm |
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Brood Brother |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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I never saw space marine, but heard it was very comprehensive. I bet there are a few weapons/rules that you have lost, which you'd like to keep.
I suppose with epic being such a small community, its easier to introduce 'house rules' or modifications, to add flavour and variety and generally improve the game.
I may add the stat to my army lists anyway, and increase the cost of them to 150points extra's. I only game against myself anyway, so I dont need to ask permission
I am going to have to really try and make the playtesters day at all costs.
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Legion 4
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Post subject: Determination of unit type Posted: Thu Mar 06, 2003 4:54 pm |
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Brood Brother |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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Legion 4
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Post subject: Determination of unit type Posted: Thu Mar 06, 2003 5:24 pm |
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Brood Brother |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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I tried not to cheat, you never know when the =][= is watching ...
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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Shadow Hunter
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Post subject: Determination of unit type Posted: Fri Mar 07, 2003 9:25 am |
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Brood Brother |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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Those are excellent rules. As a Skaven WFB player, there's nothing I like more than unpredictable weapons of mass destruction.
Oh why couldn't they keep those rules 
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nealhunt
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Post subject: Determination of unit type Posted: Wed Aug 10, 2005 7:13 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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For those interested in following or giving input regarding guidelines for future development there is what I think is a good discussion going on the SG boards in this thread:
http://www.specialist-games.com/forum/t ... PIC_ID=980
I'd like to hear what the brain trust around here thinks, since many of you don't frequent the SG boards.
_________________ Neal
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Da Warboss
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Post subject: Determination of unit type Posted: Wed Aug 10, 2005 8:45 pm |
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Brood Brother |
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Joined: Wed Aug 10, 2005 3:11 pm Posts: 28 Location: Tennessee
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I think you've done a pretty good job with labeling things.
I think this is just a common sense issue though.
Base things as though they were 40K and we get close enough.
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cx2
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Post subject: Determination of unit type Posted: Tue Aug 16, 2005 12:16 pm |
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Joined: Sun Aug 01, 2004 6:20 pm Posts: 74
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IMHO: Any infantry hit by a lascannon would be fried pretty much no question of that. However if you have 3-7 infantry per stand one infantryman getting fried won't do much to the stand as a whole. Plus at long range you'd have a bugger of a time hitting any sort of infantry. Infantry can spread out, and AP weapons can fire a barrage of shots in the enemy's direction (either fire rate or blast as in missile launchers).
Tyranids are an issue and here's my opinion on armour. Does the unit have vehicle grade armour and the size to go with it? If so is it completely covered by this armour, or just partially? If a unit had tough armour or carapace, but had either an open top or an area with lesser armour than LV would work. If the unit is too small to be compared with vehicles then reinforced armour as in terminators is probably best.
If battle suits have consistent armour levels then I would guess good armour as infantry, possibly with reinforced armour, would be most appropriate. The light vehicle classification to my mind represents inconsistent armour protection.
I find the idea of -1 to hit LVs with AP interesting though. Represent bullets pinging off the side of an assault bike? 
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nealhunt
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Post subject: Determination of unit type Posted: Tue Aug 16, 2005 2:31 pm |
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Purestrain |
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Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
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I find the idea of -1 to hit LVs with AP interesting though. |
They already have boosted armor saves to represent their "dodginess." Much cleaner mechanics with the same sort of effect.
_________________ Neal
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