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Post by krimsonstarr on Sept 13, 2002 18:54:32 GMT -5
What can I say . . . I've played at least a couple of dozen (big, i.e. 5000 point or more) games of EpicA now using the three army lists that are available and I have no complaints about the way Assaults work.
[snip] 5. 4+ save for basic guardsman in cover? I can understand that for shooting but what about assaulting? Your average guardsman is as tough as a battle hardened SM once it gets behind a wall. Shouldn’t one of the reason players want to assault is to dislodge an enemy formation? [snip]
This is incorrect. No cover save modifiers of any kind are taken into account during an assault. So, I.G. infantry who take a hit will be killed since they have no armour save.
Richard
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Post by scipio on Sept 18, 2002 10:47:17 GMT -5
In which section of the rules can I find the no cover save for assault rule?
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Post by krimsonstarr on Sept 20, 2002 10:01:04 GMT -5
Sorry my mistake. Here's a question that was posed and the answer that came from J.J.'s keyboard:
[Q.] Cover saves: do they work in assault? From both firefight and CC attacks, or just FF?
[J.J.] Yes to both questions.
That should clarify it for you. All this and more can be found in the updated EpicA FAQ. Version 8.43 rules are out now with many significant changes having taken place.
Richard
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Post by stormking on Sept 26, 2002 8:58:13 GMT -5
i've been playing a few games with the playtesting rules, and as a whole i think the system works well, and seems quicker but i've found a couple of things that seem to need tweaking
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Post by CyberShadow on Sept 26, 2002 9:00:04 GMT -5
i've been playing a few games with the playtesting rules, and as a whole i think the system works well, and seems quicker but i've found a couple of things that seem to need tweaking For example? ;D
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Post by stormking on Sept 27, 2002 21:34:19 GMT -5
the crossfire rule needs attention, i think assaults should be looked at as well, i like the assault rules where any enemy units that are within 15cm of a charge will engage but it does not seem to allow friendly units within that range to assist which seems a little harsh
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Post by CyberShadow on Sept 30, 2002 3:47:37 GMT -5
At the risk of sounding like a Epic/Fanatic devotee, I dont think that it is so bad, and Ilike the way that the engagement in EpicA works. The attacker gets to move first, so he should be positioned fairly well in the first place. The defender can only move towards the attackers, so he should be even better placed after this movement. And the firefight range is 15cm, so stands do get to help out their mates in cc.
Sure, there will be times when some units in the attackers force are more then 15cm and out of ff range, but there should not be many.
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Post by stormking on Sept 30, 2002 16:54:50 GMT -5
cybershadow, i agree that positioning should hopefully help the attacker but the defender gets to engage with all units that are within 15cm while any friendly units within 15cm just watch their mates get slaughtered, i like the idea that a ff/cc can suddenly drag in alot of local units which can have an instant impact on the battle
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Post by krimsonstarr on Oct 1, 2002 0:10:53 GMT -5
cybershadow, i agree that positioning should hopefully help the attacker but the defender gets to engage with all units that are within 15cm while any friendly units within 15cm just watch their mates get slaughtered, i like the idea that a ff/cc can suddenly drag in alot of local units which can have an instant impact on the battle In the full rules you will find that the "Imperial Guard Command" unit and the "Space Marine Commander" unit have (oddly enough a special "Command" ability which allows them to order up to 3 formations (including the one they belong to/or are attached to as would be the case with the SM's) to participate in a combined assault if they pass their "Initiative" roll. So it is possible to launch an assault with a large number of troops being involved. Often I'll group 2 Space Marine Assault detachments and a Bike Squad together and send them in to get the job done! Richard
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Post by stormking on Oct 2, 2002 9:41:59 GMT -5
is the ork warboss' leader attribute the same as the imperial commander attribute?
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Post by stormking on Oct 2, 2002 22:21:16 GMT -5
please ignore the above question, i missed the leader part of the rules, sorry
but considering leaders, do you think the orks should be allowed a commander?
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Post by CyberShadow on Oct 3, 2002 7:02:47 GMT -5
Sure. The commander attribute simply represents the Ork Warboss screaming Waghh and charging forward, and every other Ork just piling forward with him.
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Post by stormking on Oct 3, 2002 8:01:10 GMT -5
thanks cybershadow, in the version i downloaded a warboss only has the leader attribute, and i was wondering if he should be given the commander attribute and the nobz perhaps the leader attribute?
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Post by Shadow_Hunter on Oct 21, 2002 5:21:44 GMT -5
Well I've just downloaded version 9 of the rules. I'll go over these and try out a game with these rules. I will try some flyers this game, and may try out some eldar flyers I'm tinkering with.
Has anyone noticed that you cant get to the vault login section anyway from the epic pages? It took me ages to find them since I'd forgotten the links with being on holiday. Luckily I'd saved my first email; with my password etc on.
A quick question on rules now. I played a game with titans, and found that you need as many blast markers as damage capacity to suppress a war machine (stop it firing a weapon) but its broken then anyway. Am I getting confused? I think I'm missing something somewhere, if someone could elaborate I'd appreciate it.
P.S. I didn't think the warlord was as good as I was expecting ( though it did nearly destroy my revenant with the first shot of the game. Imperial win first turn, warlord goes first, shoots revenant with its (mega) long range volcano cannon, as the revenant is stationary, the holofield doesnt do much to protect it. this causes one damage point immediatly, and a critical which causes another point!) The holofields I'm experimenting are working nicely. Normal weaponary rarely hits (often needing a 6 followed by a 4 to hit) but the volcano cannon doesn't usually have many problems blasting a huge gaping hole in them.
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Post by Karandras on Nov 7, 2002 15:50:20 GMT -5
The orks get a supreme comander for free in the v.9 rules (the only ones I've seen . That makes a warrboss(or gargant or a great gargant) both leader and commander..
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