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Tunnelers deviation |
scream
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Post subject: Tunnelers deviation Posted: Thu Jan 13, 2005 4:13 pm |
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Brood Brother |
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Joined: Thu Mar 13, 2003 3:18 pm Posts: 1619 Location: France
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Hi all,
I have a question rules about tunnelers in NetEpic rules:
when a tunneler surfaces but is deviated to a location that is out of table limits, what happens ?
- tunneler and transported troops are destroyed ? - tunneler is considered as surfacing at the limit of the play zone ? - something else... ?
I searched in The NetEpic CoreRule but tunnelers are not explained in it, in Squat Rules but did not find anything about this case... Thanks for your answers,
ScREaM
PS: sorry for my poor english...
_________________ Fair players live longer Epic40k.fr Techpriest
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Warmaster Nice
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Post subject: Tunnelers deviation Posted: Thu Jan 13, 2005 4:35 pm |
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Joined: Tue Sep 30, 2003 9:15 pm Posts: 7948 Location: Denmark
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Well if the rules doesn't state anythhing specifically I'd simply say that they have to surface at the limit of the play zone. Of course that's a matter of opinion and how competitive your opponent is. You could allways roll the dice for it: 1-3 the unit appears at the edge of the play area 4-6 it is lost and may not enter the game again. Werthe rof not the opponent should be awarded any VP's for it is another question of course.
Cheers! 
_________________ Sofa General
Nobody expects the Inquisition!!! http://theepiclounge.wordpress.com/
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primarch
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Post subject: Tunnelers deviation Posted: Fri Jan 14, 2005 1:19 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!
We left it vague because different groups use different approaches.
Our recommended one is that the tunneler fails to surface that turn and can try again next turn.
Primarch
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scream
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Post subject: Tunnelers deviation Posted: Fri Jan 14, 2005 10:31 am |
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Brood Brother |
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Joined: Thu Mar 13, 2003 3:18 pm Posts: 1619 Location: France
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Thanks Warmaster and Primarch for your answers,
Both answers are interesting, even if I personnaly prefer the second one (a Hellbore full of stands that is destroyed because of an "out table surfacing" would make me feel very disappointed)...
_________________ Fair players live longer Epic40k.fr Techpriest
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Jimbo
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Post subject: Tunnelers deviation Posted: Fri Jan 14, 2005 11:07 am |
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Brood Brother |
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Joined: Fri Feb 14, 2003 11:01 pm Posts: 3495 Location: Wessex
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CyberShadow
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Post subject: Tunnelers deviation Posted: Fri Jan 14, 2005 12:24 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9350 Location: Singapore
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I am not 100% familiar with the NetEpic rules ( sorry! ), but I would probably say that the tunneller is treated as destroyed, and that the transported troops enter the board from the relevant table edge after a delay of a turn.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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scream
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Post subject: Tunnelers deviation Posted: Thu Jan 27, 2005 2:22 pm |
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Brood Brother |
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Joined: Thu Mar 13, 2003 3:18 pm Posts: 1619 Location: France
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Thanks for all replys.
I think I'll play this out table deviation like this :
- if tunneler transport vehicle is destroyed and deviation is out of table, tunneler and all carried troups are destroyed
- if tunneler transport vehicle is not destroyed and deviation is out of table, tunneler can not surface this round
_________________ Fair players live longer Epic40k.fr Techpriest
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primarch
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Post subject: Tunnelers deviation Posted: Thu Jan 27, 2005 3:10 pm |
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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!
Thats a pretty good compromise. I think I'll pass it on to the editor to include it in version 5.0.
Primarch
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[ 9 posts ] |
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