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Rumor's true. GW to screw Internet businesses

 Post subject: Rumor's true. GW to screw Internet businesses
PostPosted: Fri May 02, 2003 8:43 pm 
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However, in the words of Michael Corleone, "It's not personal.  It's just business."


Well said,  :)  although I still diagree with you.  Games Workshop does a great job presenting the game, so in that sense it is excellent in marketing itself, but interest isn't isn't just from visiting it's website.  Others, including fansites, drive it as well.  This is just as much as grass roots effort from players as it is from Games Workshop.  I have taught more people how to play GW's games than people have taught me.  I doubt losing me as an ambassador will affect GW that much, but nevertheless I feel better putting my money into something else.  Whatever reason for their actions, from a consumer's point of view they are wrong.  These aren't diamonds they are selling, they are freakin toy soldiers.  

It will be interesting to see what happens.  

With that said, are many of you content playing previous editions of Epic, or 40k? What is NetEpic all about?

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 Post subject: Rumor's true. GW to screw Internet businesses
PostPosted: Fri May 02, 2003 10:22 pm 
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>> With that said, are many of you content playing previous editions of Epic, or 40k? What is NetEpic all about?

I like the current (Epic40K) rules, and I think if it had been supported, it would have done much better.  I'm perfectly happy to play it.

I dislike SM/TL.

A super-brief history from my crack-baby-like memory:

IIRC, NetEpic started during SM/TL as a collection of house rules.  After Epic40K came out a lot of the die-hards did not like the rules and set out to adapt and improve the SM/TL rules instead of using the (admittedly radically different) Epic rules.  There was also Epic41K, and for some reason I think there was a third crew working rules (maybe they were using Dirtside?).

NetEpic is apparently the most popular result.  I don't know a lot about it, but supposedly it uses the old SM/TL engine, with various tweaks to make it play better and (I would assume) new units.

I could be wrong on the details, but that's the gist.

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 Post subject: Rumor's true. GW to screw Internet businesses
PostPosted: Sat May 03, 2003 4:50 am 
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Hi!

Thats a good approximation for netepic Neal, you may consider joining our illustrious ranks of "diehards" and "ol foggies" :;):

For those interested in a run down of net epic as well as a comparison with previous versions, there was an old thread in the net epic background forum you can pull up and read. I will repost the message I posted that sums up the most salient ponits.

Hi!

"netepic" notified me of the question and since I have played all the versions of epic (including the EpicA play test rules) I give you a concise run down:

Net epic
These rules are based on the second edition rules known as Space Marine and its add on Titan Legions. While there are many simularities between the two, there are also many differences. I will concentrate on net epic alone, but keep in mind it shares the same basic mechanics with SM/TL, most of the changes are in the details.

Overview
At its core, the basic mechanics are quite simple. You place one of three orders: first fire, advance and charge. These limit the actions of your forces so some forethought is needed when placing them. First fire orders permits you to fire first in the firing phase, but at the expense of movement, advance permits some movement but you fire LAST. Charge permits double movement, the ability to engage in close combat, but no firing.

Combat is done by rolling the attack dice according to how many each unit has, rolling a to hit number and determining hits. Weapons have a save modifer that will affect the target units saving throw.

Close combat is very simple each combatant rolls 2d6 and adds its close assault factor (CAF for short), the loser dies and is removed, no save, its very deadly and direct. Extra combatants against the same stand give the player who outnumbers an extra D6, therefore you can gang up on stronger opponents with weaker ones and have a chance to defeat it (albeit with heavy casualties).

Simply put that is the core system, so where do the comments regarding the systems complexity come from?

Simple, the detail.

Net epic/SM/TL has loads of special rules and chrome for individual units.Mastering the core rules is simple, the interaction of all the detail with the core rules takes longer to master if ever.

Example: Titans use a different hit/location resolution, they use templates where you see the hit scatter and affect SPECIFIC parts of the titan, alll with different results when damaged (will the titans head get blown off and it will fall on the nearby building or will the reactor meltdown and kill everyone in sight?). You also arm titans, selecting and perchasing weapons for your titan, basically you arm them according to the necessity of the game and the costs for more effective weapons is greater than less effective ones.

Titans also interact differently with infantry since their mighty defenses make it impossible for them to gain close combat bonuses by ganging up.

Army construction
In net epic you use army cards which give you a "preset" battlegroup (or detachment which is the term used in net epic). The formations come in company size, support and special cards. The algorithm for construction is simple. For every one company card you can add 5 support cards and one special card.

THose are the basics, keep in mind there is a LOT more to go into, but since I want to make a simple comparison between the three, lets keep it simple. Feel free to ask more in depth questions.

Epic40k
This was a brand new system, with little in common to its predecesor SM/TL

Overview
Unit stats are more streamlined listing speed, range, firepower, assault and armor.

The turn sequence is similar to SM/TL in which there is a movement, shooting and assualt phase and instead of a end phase like net epic, it has a rally phase. Players move according to initiative which depends on the army (SM has a higher strategy rating, then say IG). Instead of a standard move you can issue a special order which are: Overwatch (you cant move but you fire at units that move within 5cm of you and you re-roll misses), assault (you move faster, but your firepower values are reduced), March (you move very fast but you assault AND firepower values are halved).

Shooting is very different from SM/TL, in epic 40k each unit does not fire individually but contributes a firepower value to the whole unit that fires. You add all the firepower from the unit and cross reference a table to find out how many dice youget to roll. Firepower can be modified by various factor such as cover and open terrain. Once the amount of dice are determined you roll them against a target detachment and compare your rolls with the units armor stat. IF you roll higher than the target's armor it is removed. Their not a save per se, but their are "skills" that may provide one (more on that later).

Blast markers- Epic 40k introduces a for of suppression that reflects reduced unit effectiveness under fire. The more you get fired at (firepower), the more blast markers you get. Get enough blast markers and the unit effectiveness is seriously compromised.

Close combat is also a lot different than SM/TL, like shooting individual units and circumstances add to a global assault total plus a die roll. The higher roll wins the combat. Blast markers are inflicted in close combat. The wider the number you win by the easier it is to inflict casualties. Unlike net epic where one roll resolves close combat between two particular units, in epic 40k you need to consult a table to determine the close combat difference (how much you win the roll by). This table tells you the number you need to roll to eliminate units in close combat. Roll for each unit involved.

Skills, there are no real special rules in epic 40k, there are a handful of skills that give an extra edge to units, like marines being stubborn and re-reolling failed morale checks or heros that actually get a saving throw.

War machines, these are titans and other big units, they have a damage capacity which works like hit points, when they reach zero it is destroyed, they have some tables for damage, but not as elaborate as net epic. The war engines have few special rules and obey much thesame rules as other units (blast markers ect).

Army construction
The construction is more free-form, with fewer restrictions than net epic. You make up your own deathcmnts within the guidlines for that list. Less regimentation.

As above this is very basic, keep in mind there is more to this game than that mentioned.

Epic A
It combines concepts from both games and is currently being tested.

Overview
Unit stats are similar (in name) to epic 40k ones, but they actually have a to hit value (like net epic) and not a additive firepower value (like epic 40k). Weapon stats have returned similar to net epic as well. UNits have a close combat stat and a firefight stat which is used in close combat for units not in base to base contact (those that are use the close combat stat). For long range combat you use the weapon stats provided for that unit. Also fire has been divided into AT for anti-tank and AP for anti-personel fire.

The turn sequence is more in keeping with modern game design and offers a "unified" turn sequence where you move that unit and fire in the same activation. If you played warzone or void the mechanic is similar. This does away with the phases of the previous two games. As actions you can move, double move, march (triple moves), overwatch, charge, hold and several special actions. You complete you actions then pass play to the other player unless...

Initiative. They use the warmaster mechanic where you can retain the initiative by rolling a D6 versus a target number which depends on the army (SM retain easier than say Orks). The more you try to retain initiative the harder it gets, other factors like blast marker impact on this ability.

Blast marker, just like epic 40k, with some differences, blast marker reduce  effectiveness by "freezing" (pinned down) a unit per blast marker to simulate the the shock of firepower in combat.

Firing and saving throws are similar to the SM/net epic mechanic with the difference that you have the difference of AT and AP shots.

Close combat is a meld between the two different systems, but IMO, still looks more like the epic 40k mechanic than the SM/net epic one. Blast markers are placed too and fire fights occur with models not in base to base contact.

Again, very bare bones overview of the basics, there is a lot more in this game too.

Comparison
The different systems appeal to different tastes:

1. If you like lots of detail, chrome and easy army construction method, SM/ netepic probably for you.

2. If you like a streamlined version with more abstraction of certain mechanics at the expense of detail, but more manuever and quicker resolution, then epic 40k is probably for you.

3. Epic A, is in between the two. In my view it leans more towards number two, but thats my opinion. Playtest it and decide where on the spectrum it falls.

As for fluff background, net epic changed a few things, for example, Necron are a "slave" race to the Slann to battle the tyranids and squats of course still exsist and have new units.

I'm more than happy to answer any more in depth questions.

Primarch

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