New Experimental Rules |
Tas
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Post subject: New Experimental Rules Posted: Sun Feb 15, 2004 11:39 pm |
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Joined: Thu Mar 06, 2003 10:01 am Posts: 7823 Location: Sydney, NSW
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Remember the Army cards in EpicV2 aka "Space Marine" ? I thought they were great for rapidly building your armies, quick reference etc.
Some enterprising person has made some up for Ultramarines in EA. You'll find them in the EA Vault.
Now who is going to do all the others?..... (bags not!)
_________________ Tas My General blog: http://tasmancave.blogspot.com/ My VSF Blog: http://pauljamesog.blogspot.com/ My ECW Blog: http://declaresir.blogspot.com/
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iblisdrax
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Post subject: New Experimental Rules Posted: Mon Feb 16, 2004 2:19 am |
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Joined: Mon Oct 13, 2003 10:54 pm Posts: 3381 Location: First star to the right, and straight on till morning.
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These are cool!! I hope whoever did these does some more soon!
my 2cents,
iblisdrax
_________________ "Have Leman Reuss, will travel"
"Hallo. My name is Indigo Montoya. You killed my father prepare to die!"
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Viscount Charles
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Post subject: New Experimental Rules Posted: Mon Feb 16, 2004 4:48 pm |
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Joined: Tue Apr 01, 2003 10:49 pm Posts: 63
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Chernobyl is working on or has completed most of the Imperial Guard and Ork cards. The Vault is pretty slow at putting his finished cards up (and the links to everything except the first three Marine cards don't work for me), but he can be contacted through the official Fanatic E:A forums and he'll cheerfully send you out a set of whatever he has done.
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iblisdrax
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Post subject: New Experimental Rules Posted: Mon Feb 16, 2004 5:50 pm |
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Joined: Mon Oct 13, 2003 10:54 pm Posts: 3381 Location: First star to the right, and straight on till morning.
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Cool!!
my 2cents,
iblisdrax
_________________ "Have Leman Reuss, will travel"
"Hallo. My name is Indigo Montoya. You killed my father prepare to die!"
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Legion 4
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Post subject: New Experimental Rules Posted: Mon Feb 16, 2004 6:05 pm |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA
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We're "stuck in the '90s" and still use the SM1 templating system for the most part. It does require a little xeroxing to make up new counters though ... 
_________________ 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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Tas
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Post subject: New Experimental Rules Posted: Mon Feb 16, 2004 10:06 pm |
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Joined: Thu Mar 06, 2003 10:01 am Posts: 7823 Location: Sydney, NSW
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Quote (Viscount Charles @ 17 2004 Feb.,00:48) | Chernobyl is working on or has completed most of the Imperial Guard and Ork cards. ?The Vault is pretty slow at putting his finished cards up (and the links to everything except the first three Marine cards don't work for me), but he can be contacted through the official Fanatic ?E:A forums and he'll cheerfully send you out a set of whatever he has done. | Thanks for the Info V/C! I think he's done a cracking job.
Now I want to see some Chaos and Tau ones.... 
_________________ Tas My General blog: http://tasmancave.blogspot.com/ My VSF Blog: http://pauljamesog.blogspot.com/ My ECW Blog: http://declaresir.blogspot.com/
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primarch
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Post subject: New Experimental Rules Posted: Tue Feb 17, 2004 12:08 am |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
L4, I think Epic A's format is similar to those SM1 templates. They have basic building blocks that fill an organizational framework. Pretty similar.
Primarch
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Legion 4
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Post subject: New Experimental Rules Posted: Tue Feb 17, 2004 6:19 am |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36984 Location: Ohio - USA
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I've noticed that and you are generally correct. Of course SM1 have not 'Nids, Tau, etc., so those new templates/lists hold particular interest to me ! 
_________________ 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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Shagrat Nutbraker
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Post subject: New Experimental Rules Posted: Thu Feb 19, 2004 7:24 am |
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Joined: Sun Feb 01, 2004 9:54 am Posts: 54
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Morning All,
Ive been hovering for a while and posted a few bits recently ( Thanks everyone who replied ) and have now come up with a (fairly) final draft 4K Orcish horde.
I was wondering if some of you veterans out there would mind looking over it and giving me your experienced opinion.
Cheers in advance ..
Storm Boyz ?150 Pts
K.O.S. ?200 Pts
K.O.S. ?200 Pts
6 Fighterbombers ?300 Pts
6 Fighterbombers ?300 Pts
3 Fighterbombers ?150 Pts
Gunmob Inc Oddboy 6 Guns ?200Pts
Stompa Mob Inc 3 Stompas, 1 S Stompa 4 Dreads ?615 Pts
Blitz Brigade ?10 G Wagons ?320 Pts
Big Warband Inc 8 B Wagons 630 Pts
Big Warband Inc 3 Dreads ?455 Pts
Big Warband Inc Oddboy and 3 Big Guns ?475 Pts
Total 3995
When I want to field a Gargant ( or increase the points ) I would look to drop the Stompa mob and a couple of big gunz to pay for the points.
All Comments appreciated 
_________________ Life is like a dice roll ... take a chance.
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Mojarn Piett
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Post subject: New Experimental Rules Posted: Thu Feb 19, 2004 7:59 am |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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I'm not an expert of Ork (or any other!) tactics, but I just had to peep in. IMO your army is very Orky: lotz of large boyz detachments. Uge warbands may not be so tactically flexible but, well, neither are Orks. And anything Uge is just, well, Orky and fits in with Ork mentality and da kultur.
But I think there's a typo:
6 Fighterbombers 300 Pts
6 Fighterbombers 300 Pts
3 Fighterbombers 1500 Pts
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How can 3 F/Bs cost 1500? or is that some kind of subtotal?
_________________ I don't know and I let who care. -J.S.
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nealhunt
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Post subject: New Experimental Rules Posted: Thu Feb 19, 2004 5:04 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'm sure it's supposed to be 150.
>> Uge Warband Inc 8 B Wagons 630 Pts
I didn't check the points, so I dont' know if that's a typo or not, but 8 wagons will not carry your warband. You need 12 for a Uge mob (8 non-grot units x 3 for Uge / 2 per wagon = 12).
Other than that it looks okay. It's a bit air-heavy for my tastes, but that's just my personal preference.
_________________ Neal
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Shagrat Nutbraker
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Post subject: New Experimental Rules Posted: Thu Feb 19, 2004 5:58 pm |
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Joined: Sun Feb 01, 2004 9:54 am Posts: 54
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Thanks guys Glad you noticed my errors ( of course they were meant )
The mobs should be big Mobs then the points should be correct.
Ive amended the origianl post.
Thanks again
_________________ Life is like a dice roll ... take a chance.
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Mojarn Piett
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Post subject: New Experimental Rules Posted: Fri Feb 20, 2004 7:31 am |
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Joined: Fri Feb 14, 2003 7:35 am Posts: 5455 Location: Finland
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Quote (nealhunt @ 19 2004 Feb.,16:04) | I'm sure it's supposed to be 150. |
Why doesn't the simplest solution ever enter my mind? No wonder I am software designer...
_________________ I don't know and I let who care. -J.S.
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Cuban Commissar
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Post subject: New Experimental Rules Posted: Fri Sep 03, 2004 11:17 pm |
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Purestrain |
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Joined: Wed Oct 22, 2003 4:32 am Posts: 2933 Location: Colorado, USA
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Just wanted to let people know that Jervis has posted some experimental rules in the Epic SG forum.
So throw in your 2 cents while you can.
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