Tactical Command
http://www.tacticalwargames.net/taccmd/

Core Rules Changes
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=69&t=11594
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Author:  CyberShadow [ Wed Jan 30, 2008 11:11 am ]
Post subject:  Core Rules Changes

This has also been posted on the SG forums.

Scenario - You turn up at your favourite Epic-friendly venue, and are presented with the opportunity to play a game. Your opponent is unknown to you, and gives you a choice - would you like to play the rules as they are in the core download, or would you like to play the rules with the 'approved' changes applied?

Since this is an unknown player, you cant use your usual gaming groups house rules and have to play the core EA rules as written, and you either play all of the rules changes or none of them, you cant just pick the changes that you like.

The rules changes are listed and available here:
http://www.tacticalwargames.net/wiki....eryId=4

The file is 'Core Rules Review'.

Thanks.

Author:  Tiny-Tim [ Wed Jan 30, 2008 11:27 am ]
Post subject:  Core Rules Changes

Playing a person out of the blue, I'd play what ever version they want. However, if we had planned the meeting I would go for Core as this is the set that I mainly use.

Author:  Nicodemus [ Wed Jan 30, 2008 11:33 am ]
Post subject:  Core Rules Changes

Rules, every change. Lists? Totally different topic.

Author:  zombocom [ Wed Jan 30, 2008 11:53 am ]
Post subject:  Core Rules Changes

Tricky. Like most people our group plays with some funky house rules (my favourite of which is that jetpack equipped troops can lock skimmers in close combat).

I'd probably play with the core rules, assuming that includes the skimmer errata.

Author:  Crabowl [ Wed Jan 30, 2008 1:15 pm ]
Post subject:  Core Rules Changes

No Changes

Most of the changes are good but at least the following ones are not for me:

1.1.3 Unit Datasheets (there's no need for this)
2.1.2 Commander (way too good since some armies get free commanders in half of the formations)
2.2.X Flame Template (too good, why not get apocalypse templates as well..)
4.2.4 Flak -1 to hit (9 fighta-bommers vs 2 hunters.. do I have to say more?)
4.2 Aircraft Escorts (there should be no room for 'optional' rules in the rules duh..)
6.14 Place Objective Markers (I'd rather see them aircrafts not being able to contest or capture on the turn they land)
2.1.X Disposable (expendable sounds better)
2.1.X Support craft (there's skimmer and there's aircraft, there's no need for skimmer craft)

Fix those and then yes.

Oh and zombo'z jetpack thingy should be in those rules!

Author:  Moscovian [ Wed Jan 30, 2008 1:38 pm ]
Post subject:  Core Rules Changes

With Changes.  They are simply better.  Although if somebody wanted to use the old ones I wouldn't say no.

Author:  Crabowl [ Wed Jan 30, 2008 3:06 pm ]
Post subject:  Core Rules Changes


(Hena @ Jan. 30 2008,12:24)
QUOTE
Crabowl. Could you post those to an own thread as comments and I'll be giving some opinions on them, please :D. As this is not a thread for that I think.

I R too lazyh but you can always copy 'em to a new thread =)

Author:  Evil and Chaos [ Wed Jan 30, 2008 7:28 pm ]
Post subject:  Core Rules Changes


(zombocom @ Jan. 30 2008,10:53)
QUOTE
Tricky. Like most people our group plays with some funky house rules (my favourite of which is that jetpack equipped troops can lock skimmers in close combat).

Do we have any other house rules?

I can't think of any off the top of my head.

Author:  BlackLegion [ Wed Jan 30, 2008 7:59 pm ]
Post subject:  Core Rules Changes

Our house rule is that pre-measurement is not allowed :)

Author:  Ginger [ Fri Feb 01, 2008 2:46 am ]
Post subject:  Core Rules Changes

Much depends on circumstances, experience, preferences etc. However, if forced to choose between them, IMO the revised rules have fewer problems than ?the current core rules with their imperfections and lists of FAQs

However, there are still issues in the proposed revisions, that I would like to see ironed out ASAP. Equally, I am much less happy on the Army lists which still contain some major problems - but that is a different debate :p





Author:  rpr [ Fri Feb 01, 2008 8:23 am ]
Post subject:  Core Rules Changes

I like to enforce that fearless units cannot make a retreat move within 15cm.
And have changed LOS rules for pop-ups.

Author:  CyberShadow [ Fri Feb 01, 2008 11:00 am ]
Post subject:  Core Rules Changes

I realise that there are areas of the rules change doc that are more developed than others, but this should really be an 'on balance' decision.

Essentially, Neal has noted that the ERC has the view that the changes are to block loop holes and not generally for pushing the game forwards. I thought that it would be interesting to see whether the players majority decision would be to encompass the changes doc and make it official.

Author:  nealhunt [ Fri Feb 01, 2008 5:49 pm ]
Post subject:  Core Rules Changes

I think this thread has highlighted a few things, but the one that give me the most concern is this:

===

People who aren't regular posters and participants on the boards have a much different perception of the revisions.  Primarily, this seems to be because they seem to be simply unaware that other groups have interpreted the rules any differently.  As a result, the clarifications are at best unnecessary because it seems obvious that it's done that way, and at worst, a change to something that has been working fine as far as they know.

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