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Worklist for TacComs EA - core rules

 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 1:32 pm 
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So, in light of recent discussions...

I propose the following for major items in the core rules be up for review for a "Net EA" or "TacComs EA" or "TacComs endorsed rules" or whatever we decide to call it:

*1.9.6 - Hit allocation (also 2.2.6 and 3.2.5 for MW/TK weapons)
*1.9.8 - Barrages (also 2.2.6 for MW barrage)
*1.12.5 - Resolve Assault
*2.1.13 - Skimmer rules [done?]
*4.2 - Aircraft (minimalist changes)
*6.15 - Garrison [done?]


If people would post some of the various minor issues that simply need clarification, I will add them as well.  I know there are many, these are just the first few that pop into my little noggin:

*10cm Scout intermingling
*Effects of Sniper in assault
*FAQs for swordwind
*Fearless review ("withdraw charge" was never intended)
*multiple specialist abilities
*AND/OR weapon conventions
*clarify turn order


Later major issues to handle:

*Army list reviews - Core, Swordwind, WS, SF, Chaos
*Air rules overhaul
- interception/escort
*new rules from other lists that should be in core rules
- Lance
- Flame template
- Non-barrage IDF
- Support craft
- Disposable
*Split MW into AP/AT.
*Intermingling for Assaults (defender/Commander also has choice?)
*Variable Invulnerable/RA saves (and applications)
*intermingling rules
*Major barrage changes
*Free Planetfall (no spacecraft req'd)
*GT review and scenario pack balanced for tourney play
*Rules for "Mega" War Engines.

=====

This is a work list.  Please just make suggestions on what issues to look at.  We can discuss proposals in dedicated threads.  Please also skip the detailed discussion on the "later major issues."  Those are probably worthy of entire threads of their own.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 1:34 pm 
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If this is to be done, then there is one preliminary task: Appointing a quorum.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 1:36 pm 
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Good iniative.

(Steps out of thread and leaves it to the Epic Specialists.).

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 1:51 pm 
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(Evil and Chaos @ Apr. 03 2007,13:34)
QUOTE
If this is to be done, then there is one preliminary task: Appointing a quorum.

My main purpose was to get a consolidated list of all the little niggling things that need cleaned up.  it seems like about once per week something comes up on the SG boards that points out a needed clarification of some kind, usually quite minor, that would make the intent of the rules more clear.

But yeah, before any serious discussion takes place, I agree that we'll need to bat around some ideas for how to organize it.

Of course, you could all collectively declare me "Emperor of All Things Epic" and I would be your benevolent despot.  :devil:

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 1:54 pm 
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(nealhunt @ Apr. 03 2007,14:51)
QUOTE
Of course, you could all collectively declare me "Emperor of All Things Epic" and I would be your benevolent despot. ?:devil:

(Steps back in)

That was your initial goal when you started playing epic.  :p

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 2:00 pm 
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I look forward to seeing this progress!

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 2:41 pm 
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Minor
Split MW into AP/AT.
-No effect as yet but lets us be imaginative in the future.
Scout ZOC/Assaults

Minor/Later
Abolishing RA and instead having 4+/4+ or whatever in save value. Most would be -,6+,5+ or the matched numbers. Still it 'mainstreams' a rule and allows more flexibilty down the road.

Later
Overhaul Barrage table
Make invulnerable saves variable and replace stuff like holofields, knights shield etc, i.e. holofield becomes Invulnerable save 3+
Help wise I potentially have 6 weeks of lonely evenings in some god forsaken conflict zone (poss Afghanistan or Sudan) and some dodgy software for working on pdfs......

If you want to be a despot go for it. You are around, willing to try out suggestions and seem to get in more games than most.

Umm, no idea as to the rest top of my head, edit them in as I think of 'em.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 3:12 pm 
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Neal, I think that list is a very good place to start.  I ran through the SG threads of recent months and didn't mind much more.

There are a lot of things out there having to to do with army specific rules (wraithgate, daemon summoning, etc.) and how they relate to the core rules, but I do not believe that is what you are looking for right now, correct?

I'll run through as much history as I can during lunch, but I just wanted to throw in my support for the endeavor now.

Revolution is in the air... :devil:  :cool:

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 3:30 pm 
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(nealhunt @ Apr. 03 2007,08:51)
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Of course, you could all collectively declare me "Emperor of All Things Epic" and I would be your benevolent despot. ?:devil:

Honestly, that's fine by me. I know we'll be in good hands.  :cool:

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 3:35 pm 
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Hail the Emperor :D
or
Ave NealHunt! Epicium te salutant! :D





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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 4:54 pm 
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It's been on the cards for a long time now, I'm just waiting for L4 to pop up with his usual - "We don't need no SG control!" - post :-)

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 4:57 pm 
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(colonel_sponsz @ Apr. 03 2007,11:54)
QUOTE
It's been on the cards for a long time now, I'm just waiting for L4 to pop up with his usual - "We don't need no SG control!" - post :-)

Orde

I'ts only a matter of time.  :D  Hey, I agree with him.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 5:46 pm 
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I wanna be a viceroy!  I wanna be a viceroy!   :blues:

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Apr 03, 2007 6:16 pm 
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How about the effects of multiple instantiations of the same specialist upgrade in a single formation - for example Leader on three units in the same formation (the common issue).

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