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NetEpic Rules Questions |
Falesh
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Post subject: NetEpic Rules Questions Posted: Thu Aug 14, 2003 7:29 pm |
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Brood Brother |
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Joined: Tue Aug 12, 2003 4:35 pm Posts: 313
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My brother and I have just started playing epic again, this time using the netepic rules sine our old space marine ones are missing many pages. ?The first game went very well (huge thanks to those involved in netepic, it's a great system) but I've got a few questions if anyone can help. ?Any answers would be very much appreciated!
1) Do orks riding inside vehicles count towards weirdboy points?
2) If two gargants next to each other both have mork heads and one of their heads is blown off, do the orks in range have to take a morale test or does the remaining mork head negate that?
3) Do orks need a morale check if a gargant with a mork head dies but the head isn't specifically blown off?
4) I'm unsure how fear effects orks. ?For instance if a unit from the legion of the damned goes into close combat with an ork boys stand (or say a battlewagon), if the ork player fails his morale check do all of his ork boys (or battlewagons) in that clan go on fall back?
5) When is the above morale check taken, is it in the combat phase or when the unit is moved into base contact? ? If it is when the models come into contact does that mean that several morale checks could be needed as each of the legion moves into base contact?
6) Where do thunderhawk gunships start the game? ?They used to be able to come on from different table edges, if I remember right, but it doesn't mention that in their description in netepic. ?Does this mean they start being set up with all the other troops?
7) When exiting a flying transport do troops move at full or do they follow ground rules and move a % of the transports move, i.e. A flyer has moved 60% so the troops can only move 40%?
Do flyers move in the movement phase, shoot in the combat phase, etc? ?I've seen a number of descriptions take of the flyers phase but I can't find much info about that.
9) Finally, do deathstrike missiles explode when they select a target and reach it in the movement phase or do you count it as a first fire?
Falesh
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primarch
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Post subject: NetEpic Rules Questions Posted: Fri Aug 15, 2003 12:41 am |
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Brood Brother |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Greetings Falesh!
Welcome to the boards!
My brother and I have just started playing epic again, this time using the netepic rules sine our old space marine ones are missing many pages. The first game went very well (huge thanks to those involved in netepic, it's a great system) but I've got a few questions if anyone can help. Any answers would be very much appreciated!
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We aim to please!
You've come to the right place for netepic questions, feel free to ask as much as you need to!
1) Do orks riding inside vehicles count towards weirdboy points?
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A definite YES. Any transported unit counts towards the points accumulated in the wierdoy blast potential. It is a calulated risk though, IF he overloads and the vehicle fails its save (very likely) you'll lose all the occupants too! Bummer!
2) If two gargants next to each other both have mork heads and one of their heads is blown off, do the orks in range have to take a morale test or does the remaining mork head negate that?
Excellent Question! (I love how people come up with stuff I haven't thought about after all these years!)
The answer is NO. As a matter of fact it is a liability having to many of these heads around because if BOTH get destroyed the roll for morale to all units in line of sight TWICE!! I have seen this happen, very BAD.
Thanks for bringing this particular question up, the ork revision for 5.0 is coming up and I must add this!!
3) Do orks need a morale check if a gargant with a mork head dies but the head isn't specifically blown off?
NO. The demoralizing factor comes from seeing the head blow up. Orks expect carnage, seeing a gargant blow up is probably as much fun as seeing anything blow up for them. But seeing the actual idol head blow up is another matter....
4) I'm unsure how fear effects orks. For instance if a unit from the legion of the damned goes into close combat with an ork boys stand (or say a battlewagon), if the ork player fails his morale check do all of his ork boys (or battlewagons) in that clan go on fall back?
Only the actual MOB/DETACHMENT in question that the unit belongs to and fails the check go on fallback order not the whole clan. For example:
The goof clann is composed of the goff clan card (company card), and three support cards of battlewagons.
The fear causing unit charges the ork BOYZ and they fail morale. ALL the boyz part of the boy mob that forms the clan card go on fall back orders, but the Nobz (which form their own mob) and the battlewagons (that form their own mobs) DO NOT receive fallback orders unless they too were in the area of effect of the fear causing unit and failed their separate roll.
Clear enough?
5) When is the above morale check taken, is it in the combat phase or when the unit is moved into base contact? If it is when the models come into contact does that mean that several morale checks could be needed as each of the legion moves into base contact?
This has been open to debate over the years, but usually the following consensus is used:
a. Read the description careful, it may tell you when it takes effect. If not it takes place when you move the fear causing model into fear causing range.
b. Only ONE effect per fear causing DETACHMENT 9which may sometimes be one model) can cause fear to one unit at a time. Thus if one unit of legion of the damned charges one unit of, say, IG then only ONE check for the WHOLE detachment is performed. IF you charged the same unit with MULTIPLE detachments that cause fear, then that same unit must roll separate saves for each one. In other words, if a fear causing unit composed of 5 models charges a unit of 6 models you do not roll 5 saves, just ONE save becasue its ONE unit that causes fear. IF you have multiple single units that each on their own cause fear, then the same target unit must save each time as per being attacked by multiple fear causing units.
Clear enough?
6) Where do thunderhawk gunships start the game? They used to be able to come on from different table edges, if I remember right, but it doesn't mention that in their description in netepic. Does this mean they start being set up with all the other troops?
This may have been re-edited, but ALL flyers must be deployed FROM YOUR OWN TABLE EDGE. It too powerful to let flyers come from the side or rear and invalidates the use of AA fire. Your fliers start off-table but commence moving anywhere on YOUR table edge.
7) When exiting a flying transport do troops move at full or do they follow ground rules and move a % of the transports move, i.e. A flyer has moved 60% so the troops can only move 40%?
The follow the rules for ground transports. Note that this was altered in version 5.0 to make it simpler. Now embarking and disembarking just costs you movement for each. A lot less "calculating".

Do flyers move in the movement phase, shoot in the combat phase, etc? I've seen a number of descriptions take of the flyers phase but I can't find much info about that.
Flyer rules have undergone a multitude of changes and incarnations. We ahve adopted a very simple one for 5.0, where flyers moves are "total", meaning they are not doubled for charge. All movement is in the movement phase, firing in the shooting phase.
Only AA units can "snap fire" at flyers in the movement phase to interdict them and only other flyers can "charge" them for dogfights.
One EXTREMELY important rule is that flyers CAN NOT be pinned, not even by other flyers. If you wish to destroy that bomber wing coming in you will need to shoot it down with AA fire or in dogfights (close combat). Any surviving bomber can fire its weapons in the advance phase normally, unlike ground units, which when pinned, cannot fire that phase. So as in real life bombers can slip through your defense if it isn't "tight" enough.
9) Finally, do deathstrike missiles explode when they select a target and reach it in the movement phase or do you count it as a first fire?
This I beleive was redited to state that the deathstrike missiles and other "effects" of its ilk move in the compulsory part of the movement phase and explode immediately, giving it a deadly "first strike" capability. However its not "in the air" until its activated and fired in the first fire phase of combat. This means they are vulnerable to "air strikes" on turn one....hint, hint....
Primarch