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SM vs. Epic Rule Engine http://www.tacticalwargames.net/taccmd/viewtopic.php?f=4&t=173 |
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Author: | nealhunt [ Wed May 07, 2003 3:48 pm ] |
Post subject: | SM vs. Epic Rule Engine |
I realize Netepic might be a beter board for this thread, but... I'm curious as to why some of you guys like the SM/TL rule engine so much more than the Epic set up. I can understand the desire for lots of nifty, cool units that were absent in Epic's release. However, those could have been written in Epic with house rules (and many were). I really don't get it. I found the SM rules to bog down rapidly. There was little opportunity for a variety of tactics. When there was, it was due primarily to some extreme force selection. For example, a friend took 9 falcon hosts in several games, which works out to falcons spaced exactly 6cm apart in virtually the entire deployment zone of a 4x8 board, and put everyone on first fire, using HQ units to snag objectives. Different, but still mind-numbingly dull. The thing I really disliked, is that there was no way to drive someone back short of decimation. Because of that, it became very WWI, line up and shoot across no-man's land until the CC units charge across. It was very static. So, maybe a better question is, how are you guys playing that it's possible to do things like turn flanks, rout an enemy formation, etc.? |
Author: | primarch [ Wed May 07, 2003 4:27 pm ] |
Post subject: | SM vs. Epic Rule Engine |
Hi! I really don't get it. I found the SM rules to bog down rapidly. There was little opportunity for a variety of tactics. When there was, it was due primarily to some extreme force selection. For example, a friend took 9 falcon hosts in several games, which works out to falcons spaced exactly 6cm apart in virtually the entire deployment zone of a 4x8 board, and put everyone on first fire, using HQ units to snag objectives. Different, but still mind-numbingly dull. |
Author: | nealhunt [ Wed May 07, 2003 5:20 pm ] |
Post subject: | SM vs. Epic Rule Engine |
Well, it certainly sounds as if NetEpic fixed a lot of the problems I had with SM/TL. However, I would characterize restructuring of the turn sequence (both movement and revealing orders) as a major game mechanic/engine change. At that point, we're not talking about SM vs. Epic, imho. Your post does confirm that everyone else had the same problems with SM that I did. What (aside from the lack of diverse units/weapons) was the big drawback(s) with Epic? I am also curious as to how you would beat the falcons without knowing in advance that is what he is taking. The time I played him I had a chaos horde that was cut to ribbons before they got close. |
Author: | primarch [ Wed May 07, 2003 9:19 pm ] |
Post subject: | SM vs. Epic Rule Engine |
Hi! Well, it certainly sounds as if NetEpic fixed a lot of the problems I had with SM/TL. However, I would characterize restructuring of the turn sequence (both movement and revealing orders) as a major game mechanic/engine change. At that point, we're not talking about SM vs. Epic, imho. |
Author: | primarch [ Wed May 07, 2003 9:22 pm ] |
Post subject: | SM vs. Epic Rule Engine |
Hi! Oops! Didn't cut off the quotes where I should have so there are more responses in the quote box. Primarch |
Author: | Mojarn Piett [ Thu May 08, 2003 8:09 am ] |
Post subject: | SM vs. Epic Rule Engine |
I made a set of suppression rules for Net Epic, which IMO were quite nice. They can be found in Incoming 9 in case anybody is interested. As of yet, nobody has sent any playtest data so I don't know whether they work in practice or not. |
Author: | nealhunt [ Thu May 08, 2003 3:33 pm ] |
Post subject: | SM vs. Epic Rule Engine |
Primarch: I agree that SMs are particularly well-suited for dispatching Eldar, just like Eldar are particularly adept at destroying chaos. However, I disagree that your force is a "balanced" force. 1-2 companies in Thawks, and 1-2 companis in drop pods is virtually all of your non-titan units dropping in from orbit. I consider 3000 points of virtual teleportation to be extreme. I don't think it's "beardy" or "cheesy" as it fits the fluff and generally makes sense, but it is still extreme. I think the SM army was broken for that very reason. When I had a company's worth of detachments run off the board by bloodclaws, another company's worth decimated by the same, and a company's worth of forces destroyed by drop pod company, all with miniscule damage to the SMs and before I moved, I realized it was bad. As I said, a couple detachments in Thawks and a company in drop pods is not what I would consider cheesy, but it is devastating and impossible to guard against nonetheless. Personally, I believe that even with alternating movement, there would be very little that would stop a marine player from destroying several times the number of points paid before any sort of reaction could be mounted. Not seeing orders might help, but the marines could just as easily pick units they can pin, or wait until a unit moves to assault it. Dang. I had forgotten how much I hated marines... Incidentally, the SM vs. Eldar and the Eldar vs. Chaos were exceptions to the 2 out of 3 initiatives rule. They just won. Period. But that's still not fun. |
Author: | primarch [ Thu May 08, 2003 6:17 pm ] |
Post subject: | SM vs. Epic Rule Engine |
Hi! However, I disagree that your force is a "balanced" force. 1-2 companies in Thawks, and 1-2 companis in drop pods is virtually all of your non-titan units dropping in from orbit. I consider 3000 points of virtual teleportation to be extreme. I don't think it's "beardy" or "cheesy" as it fits the fluff and generally makes sense, but it is still extreme. |
Author: | nealhunt [ Thu May 08, 2003 9:23 pm ] |
Post subject: | SM vs. Epic Rule Engine |
>> Therefore you "teleporting" forces dont reach 1000 points. 750 points in drop pods 350 points for detachment (250 deploying) in Thawk (100) Another 350 if you go with 2 That's 1450. Admittedly less than the 2 companies I thought you meant (2850). >> Swoop and scoop became RARE after players learned this counter tactic. Admittedly, most of my SM play and the two tournaments I played in were pre-flak rules (ca 1991-1993). Counter Thawks and drop pods without using flak and I will be heartily impressed. It was dicey before, but after the Space Wolves junk came out, there was no point in playing with SM forces because even someone playing, say, Dark Angels, would take a detachment of blood claws (or two or three) as allies. Also a problem in the pre-flier days was combined SM-IG forces. Cheap IG Hvy companies and artillery that were difficult to attack because of the marines. >> The point is Neal, we have been having a discussion on TACTICS, Which I really didn't want to do, so I guess I shouldn't have asked. ![]() I don't remember flak being nearly as effective as you claim, though I was happy with it at the time. I seem to recall it was a significant improvement, but still left a problem. Anyway, I can't really argue it almost 10 years after I last played it. Though I don't remember enough about the flier rules to argue it, I remember there being something I found very poor about them. Did Netepic change that, too? At this point, I would probably give NetEpic a try, but just the thought of SM/TL still gives me a bad taste in my mouth. |
Author: | primarch [ Fri May 09, 2003 12:48 am ] |
Post subject: | SM vs. Epic Rule Engine |
Hi! 750 points in drop pods 350 points for detachment (250 deploying) in Thawk (100) Another 350 if you go with 2 That's 1450. Admittedly less than the 2 companies I thought you meant (2850). |
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