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FW v SG SHT's

 Post subject: FW v SG SHT's
PostPosted: Fri Nov 07, 2003 3:40 pm 
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Has anyone playtested EpicA with extremely large forces, ie, 5k and above, and found any major slowdowns?  Especially with the smaller unit sizes?  This is probably the only problem I currently have with the new rules.  Comments, please.


my 2cents of questions,

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 Post subject: FW v SG SHT's
PostPosted: Fri Nov 07, 2003 8:52 pm 
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Agree that you end up with a myriad of activations. However I think it's not much different than when playing old SM2.  Sure it takes longer to play and an SM or Eldar player will have a lot more activations than his/her opponent but I haven't found it to be too much of a problem. Good tactics on behalf of the IG Chaos or ORk player can level the problem out pretty much (But of course a wrong move will tend to cost you dearer)

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 Post subject: FW v SG SHT's
PostPosted: Sat Nov 08, 2003 4:38 am 
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I've found that things can slow down a bit... plus the extra saving throws for many units.  For this reason I'm keeping Epic40k around.

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 Post subject: FW v SG SHT's
PostPosted: Sat Nov 15, 2003 12:04 pm 
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iblisdrax

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 Post subject: FW v SG SHT's
PostPosted: Sat Nov 15, 2003 4:37 pm 
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We have always used activation, since we start playing Epic with SM1.  It was the first major change we made.  Activation makes for a much better game and makes it more like chess then checkers. SM2 sold very well but from a war game stand point it was quite puerile, IMO.  E:A with activation and their combat results system makes this Jervis's best attempt.  Of course if you like checkers, just play 40K !  :laugh:

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 Post subject: FW v SG SHT's
PostPosted: Sun Nov 16, 2003 9:43 pm 
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Hi!

Unit activation is the mechanic in "vogue". Its engaging and provides a very "tactical" experience. The second edition mechanics were not built to accomodate it and the most net epic could do is make movement alternating as is the firing phase.

Thats why Heresy was updated to its second version, to incorporate unit activation. It improved the design by leaps and bounds.

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 Post subject: FW v SG SHT's
PostPosted: Mon Nov 17, 2003 5:58 am 
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Yep, I can't imagine playing Epic without activation ...   :;):

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 Post subject: FW v SG SHT's
PostPosted: Mon Nov 17, 2003 2:27 pm 
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Activation is not what concerns me, actually.  The fact that they decided to reduce unit sizes from epic40k (I havent played any of the earlier games, so I dont know what the unit sizes were then)  is what concerns me the most.  If the detachment/formation sizes were left the same, especially for eldar/marines, I think that the game wouldnt slow down that much.

my 2cents

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 Post subject: FW v SG SHT's
PostPosted: Mon Nov 17, 2003 5:20 pm 
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From my experience starting with SM1 and activation since then, I don't see it being a concern. ?SM2 lended itself to Big detachment games because many things had no saves or a 6 Save in the case of Terminators (!). ?I'd watch as guys played SM2. ?They'd spend more time putting stuff on the board and taking it off after one round of firing then maneuvering ! ?So I don't believe that the detachment size will slow the game. ?We still use SM1 Unit Organization Templates for the most part. ?Units are usually 4-8 models/stands. ?If anything will slow play, it's the combat results system, as in SM1, every weapon on a vehicle gets a shot. We prefer the E40K Firepower system, with the occasional AT shot. ?After years of using the SM1 weapons tables, we had to bow to the more efficient (IMO) Firepower system. ?Of course "slow gaming" is matter of taste, as it is for us to find 4-6 hours to play a game or even 2-4 is too much. ?As we got older we had less time to play and spent more time on our responsibilities (!,?) and we didn't start playing Epic until our mid-30s ! ?:{

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 Post subject: FW v SG SHT's
PostPosted: Sun Dec 21, 2003 11:02 pm 
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If you want to play a really huge game (on the organizational level) go and play battleforce (for the battletech system) or make up a counter style game.

EA rocks.

Cheers!
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 Post subject: FW v SG SHT's
PostPosted: Mon Jan 05, 2004 11:07 pm 
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Now I know it's not out yet, but I was wondering of anybody had any info on how many mistakes/typos have crept into the new EpicA rulebook? I'm expecting a few this being GW, but am hoping they aren't as bad as I've heard the new Necromunda rulebook was. Hopefully a few of you guys have seen pre-release copies or got a indication from whats up at the vault to know how the rulebook has shaped up in this regard.


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 Post subject: FW v SG SHT's
PostPosted: Mon Jan 05, 2004 11:52 pm 
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but am hoping they aren't as bad as I've heard the new Necromunda rulebook was.


..Lol.... aren't we all...  :laugh:

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 Post subject: FW v SG SHT's
PostPosted: Mon Jan 05, 2004 11:56 pm 
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Quote (stormseer @ 05 2004 Jan.,14:52)
Lol.... aren't we all...

Not me. I've seen the preliminary copy of the rules (as can almost anyone who wants to download it from the Vault) and while I haven't seen the Necromunda book in question I think that the Epic rulebook is quite well done and has had some very good volunteer editing by some of the members of the Epic Forum.

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 Post subject: FW v SG SHT's
PostPosted: Tue Jan 06, 2004 1:22 am 
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I dont think it will be that bad, considering that most of the rules have been up in the Vault for a while.  Most of the typos and mistakes have been picked out and commented on.

my 2cents

iblisdrax

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 Post subject: FW v SG SHT's
PostPosted: Tue Jan 06, 2004 3:09 am 
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Hi!

I guess I'm really out of it since, I dont particularly remember GW books having so many typos. Poorly explained rules, loopholes the size of elephants, but not really horrible typos.

Of course, I haven't bought a GW since 1997, so I may be outdated. :;):

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