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EPIC Fathomless Destruction [Fan made rule-extension]

 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Thu Dec 02, 2021 7:55 pm 
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NOV TOTAL got polished into 1.6
At my new home and lifestyle (farm life :)) I can only work from an, old machine in the village. This scrumbled up the print friendly edit again.Everything is there, but sadly they will need manual edit if someone wishes to print them.

When I get back to my computer at familiy, in city, I can redo the edit. That is probably at xmas, but don't know if I'll have the time.

Apart from that, you get a tested rulebook, army list, unit stats, game summary of 6 years development of stand alone Epic E:A extension -> Alight.

Missing update! (will take time until getting back to machine) : Storm Trooper formation cost from 225 to 175
Storm Trooper close combat from 4+ to 5+
Storm Trooper hot-shot lasgun from AP6+/AT6+ to AP5+/AT5+

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***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Fri Dec 03, 2021 6:52 pm 
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Through the years Epic Alight went through many changes, switchbacks until it reached it's current form. With version 1.6 NOV TOTAL the game meta from test battle experience looks like the following:
1. It is free to create almost any size and unit compositioned formation. Activation is important, so it may be good to have singles. Due to havoc rule (1 blast for 6 shots), and small size, single formations are mostly ineffective in combat. (it is intended!) Two formations merged (dual) are the real combat formations that can make some damage / blast, and bear them for a degree. Three formations merged (trio) receives CAB, which makes them viable option, and also the main battle force each. Packing up more formations will mean less activation, and that could be a disadvantage. (it's still an assumption)
2. Range is king. With overwatch gaining move or +1 to shoot (if not moved) and boundless garrison, these things became important assets of the meta.
3. Split fire is in the game, however it is still valid to focus fire. Usually splits are used by main battle forces, combat formations to eliminate smaller targets or to utilize AP, AT firepowers.
4. Hide and concealed advance is a fine addition, yet not that powerful, especially since aerial recon is introduced!
5. Air game really went on steroids. They got upgunned, and also get the flexibility to merge / split during battle!
Air transportation also got their power up with the ability zo free bring, pick up any formation and still disengage!
6. On the other hand, ground anti air, and even CAP, dogfihts are made more stable, and hard or even impossible to evade. Currently aircraft can strike anywhere, making a real punch, but a solid AA bubble can push them back with blasts and some lucky kills here and there. And aircaft can't capture or contest. Only ground forces can!
7. In assault both CC and FF is viable, the FF domination is successfully reduced.
8. The 50 cm no enemy bonus in Rally made true retreating mosty the best option when breaking.
9. Victory Condition cut back to objective capturing only, brought back manouvre to the game. (since the many changes that upgunned everything)
10. War Engines life were made better by the ability to hold more blast marker, and the removal of criticals.
11. Logistic Points works well. It is good to have 10+ in normal battles (4-5000 army point). They allow to come back from a broken, losing battle, reducing the snowball effect!
12. CSB adds enough characters to grease the command structure. It is good option to have 1-2 inspiring or faction special CH.
13. Spacecraft is big mystery. Sometimes it is very powerful, but whenever scatter rolled too high, it could have terrible result. They definietly have a very high impact to the game.
14. Beacuse of this, orbital defense towers are considered a solid blitzguard (ranged ones). I can see that new / casual players may agree to completely disallow spacecraft intervention and orbital defense from their game!
15. SM / CSM got reverted, as they were too powerful with double hp, double attacks. Now as with original, only blast marker holding is doubled.
16. Though Action Test failure is less restrictive, it is still important to activate well. IMHO the original game were too much, as it prevented initiative retaining, and many key orders to play out! This was the very first thing I have changed when started converting the rules and it works excellent since! :)
17. Rally is a bit more important hence all the buffs to increase the chanches!
18. Dangerous and difficult terrain, and minefields are a thing!
19. Ground reinforcements, off board arty / AA are there. So far the most use were from skimmers as they can't start hidden in deployment zone, and are usually fast enough to arrive good, from table longedge.
20. Opting for 1D6 via CH-s taking dire actions in assault is fun! :)

Enjoy!

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Epic Commander of the Prassium Invasion Troops 214th Regiment
***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Fri Dec 10, 2021 9:50 pm 
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Update to new version 1.7 [DECIMATOR]

First of all, I (think) figured out a way to fix print friendly edition. Apoligies for inconvenience!

The major hit of this update highly affects Towering War Engines a.k.a Titans! They got upgunned, got more damage capacity, and more!
Also the Titan weapons works different on different machines! Like Super-Heavy can barely hold them, and focus only to fire them at least!
Loaded on Titans they automatically get the range bonus from shooting a lot higher! Assault Titan weapons also adds bonus to firefight which is only applied if it is a Titan who bears them!
Assault Titan weapon is more effective on a Battle Titan as it has more power capacity to better utilize it's capabilites!
Titan cost overall has been touched aswell. Mainly lowered beacuse of three reasons:
Recent updates introduced differentation in Logistic Points, which also got more expensive (from 5 to 10). That together made Titans more expensive overall!
Weapon Damage rule is a thing. If that penalty is reached, the Titan becomes less intimidate. It could be enough for armies to (repel a Titan) pack up firepower just do that and leave it be.
Third, which also relates to recent updates: Titans movement speed got reduced overall.
These changes conlcudes to the vision that Titans are mainly gigantic guntowers, possessing long range and unmatchable firepower. Though their armour are the thickest (in most cases), their numbers counted in DC's are still few and easily outmanouvred.
Eager to see how these will play out!

Core rule has also been changed! And that is Victory Conditions! NOV TOTAL already deleted Break Their Spirit, Cut Off as these two made the game focus more (and actually win) on fighting, rather than capturing.
Remaining with only 4 Victory Conditions, I realized how were they connected, to be precise, how They Shall Not Pass (converted to objective based goal) works with Defend the Flag. These made the game a bit uniplanar. To solve that, came up with the idea; severing the close ties with the two defensive Victory Condition so that all four can be done seperately, leading to different combinations to accomplish victory.

Instead of being a Victory Condition, the fighting missions are still there as denials: eliminating the opponents commander, reducing their Supply (eventually cutting off!), or just pushing out the key formations that are residing upon objectives. It is up to the player, but fighting alone will get nowhere, while leading a successful assault or holding out at key position are the real deal, check-matte of the game!

Enjoy 40k! Enjoy Epic Alight! All yours to conquer!
Any feedback, opinion are welcome!

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Epic Commander of the Prassium Invasion Troops 214th Regiment
***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Mon Dec 20, 2021 7:32 pm 
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Version [Decimator] updated into 1.8.
I kept the codename as only a single part of the game got touched. Spacecraft. Reworked their rules, and adjusted their Discipline values, leading into a generic 3+ and 4+ for Chaos Armies.

Spacecraft cannot be prolonged or repelled or pass a turn. They are too big for that. This means they surely activate at 7+. This makes the SC part of the game more simple. The riskiness of it was done via earlier revisions that changed the scatter values higher, making it really volatile on failed activation. (they can do friendly fire!)

Selectable Actions are already introduced with 1.7 Decimator, and just got more look into. (and finalized perhaps) Added Counter Operation, which simply is a penalty for opponent's SC Action Test.

And that's all.
Plan well and roll good!

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Epic Commander of the Prassium Invasion Troops 214th Regiment
***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Tue Dec 28, 2021 1:33 pm 
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Small patchup for version [DECIMATOR]. In this patch (1.9) D10 are used for Spacecraft scatter. Also got fixed the wordings for SC: activation, passing, summary chart and counter operation.

Also characters got a deeper look into, and though the change in 1.9 is very small, I take this opportunity to write about the whole concept behind them all along.
In Epic Alight Characters are boons to the army, starting with commanding officers on the field, supported by inspiring, psyker or some other special ones. Though every CH add CC and / or FF attacks to their units, and personal invu saves, their primary role and function comes from their abilites, instead of a raw combat power upgrade.
This is further reinforced when we add experience points to the game.
***[Generally playtesting shows, that newcomers are already struggling with all the new stuff, so I usually just skip exp part of the game, and leave it to regular players or tournament, campaign games.]***
Basically exp is zero, since CH are already a good bonus on their own. XP just makes them more powerful and is there to reward risking the CH. The more it advances on the battlefield, the more closer it gets to enemy (attacking in assault), or taking a hit anytime, are all the things that normally players try to avoid! In avoiding, we can also mean putting the CH into powerful units, war engines! That is why the "life threatening" part is included for experience gaining for receiveing a hit! This means a mathematical chanche for the CH's unit to be destroyed in that encounter!
Since War Engines don't have Criticals anymore, receiveing less hit than their ACTUAL DC, is not life threatening, as it is 100% they gona survive that blow!

Now that XP is gained, their spending introduces player decision based boosting system to the game, which became popular in nowadays tabletops.
For combat; experience points only allow to re-roll that single attack or invu save, so even a very strong CH with 10+ exp, just make a highly probable single blow with better survival yet alone won't be able to overpower an entire formation!
But when it comes to their abilites, they weigh more and with some experience points turn the tide of battle, by better activating, rallying troops, detecting hidden enemy or pumping out an assault resolution!
This way players at least get a path to include strong characters to their game, or level them up through a campaign!
According to army points, currently there is only a one-time 5 point option to give 1 xp for one CH in a standard game.
Currently I don't see proper way to include prices for more, as some ability strengthtening here and there can rapidly slip the game into Herohammer, which would be welcome for an extremely huge once in a life 20 turns showdown, but is out of scale for the usual Epic Alight combined arms vision.
Just take that in mind when experimenting. :)

And that is all for this year. Get ready for the next!
Enjoy battle, enjoy 40k and Happy New Year!

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Epic Commander of the Prassium Invasion Troops 214th Regiment
***Action is our prayer. Victory is our offering.***


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 Post subject: Re: EPIC Fathomless Destruction [Fan made rule-extension]
PostPosted: Mon Jan 24, 2022 8:13 pm 
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Salute!
Epic Alight 2.0 have arrived and ready for insertion!

CORE RULE CHANGES

-deteroriated the Discipline value by 1 for every faction!!!
-Action and Rally Test allows for 7+ and automatic failure beginsfrom 10+!!
[side note: i missed to change it in the rulebook, but it is changed in the summary!] [i`ll edit when fixed that!]
-added 20 cm aura range to executive, psychic shield
-commander ability changed to give re-roll instead of +1D6.
-removed turn ending pass and added Hold Position Order instead.
-renamed Rest Order to Rearm.
-clarified that characters adopt the unit's base wargear. For example first strike, ignore cover, macro, titankiller. Since it is base wargear, the additional weapons (for example titans) does not count.
-characters 1 exp combat re-roll can be used for a single armour save of a life threatening hit. (earlier only personal invu saves couls be re-rolled)
-Command Staff Bonus gained two more option for residual or unused opportunities. For every 500 point gain 1 Logistic Point. For every 1000 point one CH gain 1 xp.
-clarified that scenario, terrain theme, army lists, army points must be agreed and known before battle.

TAU EMPIRE
-fixed the guided missile change from earlier patches
-broadside 2x medium cn switched to 1x AT cn.
-pathfinder move changed back from 16 to 15 cm.

TYRANID
-spinegaunt weapon range increased from 15 to 20 cm.
-barbed trygon weapon became long trap, upping the range from 30 to 40 cm.

NECRON
-removed lychguard and lych destroyer
-added necron flayer warrior, and flay destroyer.
-removed teleport from pylon, and sentry pylon.
-changed armour of Immortal from 4+:6+ to 3+
-changed armour of immortal hoplon from 4+:5+ to 2+
-wraith gained first strike on it's firefight attack.
-created fixed mounted ability for destroyer type units.
-quick withdraw army strategy allows teleport to reserve at the end of action, instead of point of breaking!

DARK ELDAR
-blink army strategy changed and renamed to speed is armour: giving +2 to Action Test for Orders with 2 or 3 moves, for DE only.

ELDAR
-blink army strategy changed to +1 to Action Test for non-combat orders.
-rangers: they gain +1 to Action Test for all Ground Orders on their own. (not Rally!)

IMPERIAL GUARD
-storm troopers: they gain +1 to Action Test for all Ground Orders on their own. (not Rally!)
-storm trooper formation cost increased from 175 to 185

The activation succes rate were slightly overclocked, while failure became less punishing. My problem was actually the latter, so making the success rate a bit worse may bring back more gritty excitement to activations, and also making characterst (hence the aura range buffs, and army buffs to action tests) logistics, larger airfield more impactful, required to run the army smooth.

Stay tuned for Rally Test edit in rulebook. I will sign that with my usual first post edit also! ;)

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Epic Commander of the Prassium Invasion Troops 214th Regiment
***Action is our prayer. Victory is our offering.***


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