(zap123 @ Jun. 14 2008,13:19)
QUOTE
E:A is wildly different to NetEpic I'm afraid. ?Somewhat similar to Epic40K, but nothing like NetEpic. ?I'm assuming honest mistake but that probably shouldn't have been posted here.
Your house rule for the Bio Titan is actually probably less bad than the real rule....so the Tyranid players will like it I guess

. ?In V5.0 a bug that is knocked over for too many wounds only gets its CAF, rolling no dice.
I really woundn't have wanted to be the PDF on that table

You are correct that I misread the thread, but the proposed should work for Netepic just as well (in fact I have used it for a number of widely different fictional and historical rules). In essence, this provides a staged build up to a battle, with the initial forces being deployed in the orange deployment zones, while both sides can hold back reserve formations to arrive later to arrive on different parts of the battlefield. It is this choice of flank attacks that actually makes the battle more interesting than the usual head-to-head slog.
When setting up, each player may deploy some "Light" or 'static' troops to defend the objectives in their table half, a form of 'trip wire' that can be used either as a means to slow up an advance, or to channel the enemy into particular sectors. (These are assumed to have been put in place before the battle started). Both sides should then decide on their off-table reserves in secret before the game (and it is up to you and the gaming style whether you reveal their composition or not). Finally both sides deploy their initial forces and start the battle.
From turn #2 onwards, both sides may bring on their reserve forces either in their "reserve deployment ares" or attempt to bring them on as "flank" forces down roads outside that area. If you decide to try to bring formations down a road but fail, that side passes the initiative over to the opposition, but the troops can be brought on later in any other part of the battlefield (so they are not committted to the particular road).
Winning the battle is determined by the number of "Objectives" achieved rather than the number of opponents killed. In E:A, the Objective system is one of the more elegant means I know of determining winners and losers, and I am sure you could also use it here (or indeed in any other rule system). In summary, there are five different "objectives" that each side can try to achieve :-- "Defend the flag"
Achieved if you have active formations within 15 cms of each of the three objectives in your table half
- "They shall not pass"
Achieved if there are no active enemy units in your half of the table (you fail if there is only one enemy unit from an active formation in your half). Note here, the battle is fought diagonally, but reserves can arrive very close to the enemy half.
- "Take and hold"
Achieved if you have managed to get active units within 15 cms of two uncontested objectives in the opposing table half. The enemy contests the objective if he also has active units inside 15cms.
- "Take the Blitz"
Achieved if you manage to get an active unit within 15 cms of the uncontested objective on the opposing table edge.
- "Break the spirit"
Achieved if you have managed to completely destroy the most valuable enemy formation (ie there is no remnant left on the battlefield)