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Determination of unit type http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=1314 |
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Author: | Shadow Hunter [ Wed Mar 05, 2003 4:32 pm ] |
Post subject: | Determination of unit type |
As I never played Orks in any other version of epic, I'm unsure as to what previous incarnations of this weapon were like. I have just had delivered yesterday some big gunz and pulsa rokkets. I made them up, and was suitably impressed by the size of the rokkets. I then looked through the Ork list to see it has the same stats as a big gun ![]() Surely something this size should have different stats. Explode maybe. What was it like before? And am I the only one thinking like this (probably) ![]() |
Author: | CyberShadow [ Wed Mar 05, 2003 4:53 pm ] |
Post subject: | Determination of unit type |
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. |
Author: | Legion 4 [ Wed Mar 05, 2003 5:52 pm ] |
Post subject: | Determination of unit type |
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 ... ![]() |
Author: | Shadow Hunter [ Thu Mar 06, 2003 3:57 pm ] |
Post subject: | Determination of unit type |
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. |
Author: | Legion 4 [ Thu Mar 06, 2003 4:33 pm ] |
Post subject: | Determination of unit type |
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 ... ? ![]() |
Author: | Shadow Hunter [ Thu Mar 06, 2003 4:39 pm ] |
Post subject: | Determination of unit type |
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. |
Author: | Legion 4 [ Thu Mar 06, 2003 4:54 pm ] |
Post subject: | Determination of unit type |
Oh yes, SM1 was a very detailed set of rules, but still required some "fine tuning" to suit us. ?Then they dropped everything and eventually produced SM2, which we took some ideas from that, merged them with Dirtside and other games we liked. And we did the same with E40K. ?But since there were only 3 of us, now 2, we could do that, without much "consternation" ![]() ![]() ![]() |
Author: | Shadow Hunter [ Thu Mar 06, 2003 5:02 pm ] |
Post subject: | Determination of unit type |
![]() Also, you can cheat, and you wont get called on it. *rolls a 1 for his Gaze of Mork* "hmmmmm ![]() *turns it over to a six* "A hit!" *Whistles* ![]() |
Author: | Legion 4 [ Thu Mar 06, 2003 5:24 pm ] |
Post subject: | Determination of unit type |
I tried not to cheat, you never know when the =][= is watching ![]() |
Author: | primarch [ Fri Mar 07, 2003 12:35 am ] |
Post subject: | Determination of unit type |
Hi! The pulsa rokkits are one of those "must" have in the old ork lists. When it is first fired you use a small 2-3cm template. You immediately roll on a table to see what happens. On a one the generator shuts down prematurely and the attack "duds". On a roll of 2-5 the generator hums into life and will grow to a large 12cm template the next round. If you are lucky to roll a 6, the generator explodes in a radius of the large template literally destroying everything in that radius (very powerful). You roll each turn its in place until it goes away. Those targets within the radius may get hit with a variable save modifier, when it explodes its real high and the likelihood of casualties is good. Large targets like titans get hit multiple times. The field also offers a physical barrier to movement, so its great to close off access routes on the battlefield. The downside, is that it is VERY erratic. You much "guesstimate" the range by selecting a number of dice between 1-20. You roll these dice and add the result to the minimum range of 50cm and that the distance the missle travels. In addition to this it manditorily scatters too. Some people dont like the weapon because of this, but I'm REAL good at guessing ranges ![]() You gotta love ork weapons! ![]() Primarch |
Author: | Shadow Hunter [ Fri Mar 07, 2003 9:25 am ] |
Post subject: | Determination of unit type |
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 ![]() |
Author: | nealhunt [ Wed Aug 10, 2005 7:13 pm ] |
Post subject: | Determination of unit type |
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. |
Author: | Da Warboss [ Wed Aug 10, 2005 8:45 pm ] |
Post subject: | Determination of unit type |
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. |
Author: | cx2 [ Tue Aug 16, 2005 12:16 pm ] |
Post subject: | Determination of unit type |
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? ![]() |
Author: | nealhunt [ Tue Aug 16, 2005 2:31 pm ] |
Post subject: | Determination of unit type |
I find the idea of -1 to hit LVs with AP interesting though. |
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