Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 63 posts ]  Go to page 1, 2, 3, 4, 5  Next

If you could change the RULES of E:a...

 Post subject: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 5:34 am 
Brood Brother
Brood Brother

Joined: Mon Nov 05, 2012 9:35 am
Posts: 3338
Location: Norrköping, Sweden.
Hi guys!

Just out of curiosity, if there was to be made a major rules (rules, not army lists) overhaul for Epic:Armageddon done what rule changes/clarifications/addons would you like to see? I'm just interested to see what people consider are the "weak links" of the system.

Maybe this has been disscussed before?

_________________
https://epic40ksweden.wordpress.com/

"You have a right to be offended" - Steve Hughes
"Your feelings are hurting my thoughts" - Aron Flam


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 6:45 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Sep 30, 2014 1:41 pm
Posts: 390
Location: London
For me, activation rolling, WE suppression/damage, fearless and counter charging toward nearest enemy.


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 6:46 am 
Brood Brother
Brood Brother

Joined: Thu Oct 31, 2013 5:14 pm
Posts: 91
Based on my rather limited experience, engagements are skewed too much in firefights' favour compared to CC. I'd maybe introduce a rule that stated that when making an engagement, any movement must be toward the target formation. That way if the enemy formation had already moved into close proximity, you couldn't engage backwards to a safer firefight distance, or move laterally to turn it into a clipping assault.


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 6:50 am 
Brood Brother
Brood Brother

Joined: Mon Nov 05, 2012 9:35 am
Posts: 3338
Location: Norrköping, Sweden.
ffoley wrote:
For me, activation rolling, WE suppression/damage, fearless and counter charging toward nearest enemy.



Interesting. Would you mind ellaborating on some/all of thoose issues? :-)

_________________
https://epic40ksweden.wordpress.com/

"You have a right to be offended" - Steve Hughes
"Your feelings are hurting my thoughts" - Aron Flam


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 8:02 am 
Brood Brother
Brood Brother

Joined: Thu Mar 01, 2012 4:38 pm
Posts: 49
I agree with tgjensen. It would be nice if CC focused units were more viable.

Another thing my group have discussed is ways to make low-activations armies more competitive, but we can't agree on any solutions :p


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 8:13 am 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 6353
Location: Leicester UK
I think generally the rules are sound, I'd like to see them tightened up a bit and have some plainer english to clarify some rules (War engine splitting CC/FF attacks for example, the ever present scout screen vs air assault circular debate, within vs entirely within on dismounts etc)

I could not disagree more on the countercharge rules, right now it adds nuance to the game about where you position units, and also how you set up engagements, with the dismount distance, if you could always countercharge towards the engaging enemy it would make it much harder to set up effective support fire and clipping engagements. It's perfectly well rationalised from a real-world perspective too as the ground scale is not linear, 15cm represents ~250m, 30cm is 1kM, when a company/formation is spread over that kind of distance, it would be perfectly understandable for the squads closest to the enemy would refuse to turn their backs on the enemy and run away....

I like the simplistic way war engines are handled personally, with suppression not affecting them until they break

In terms of rule changes I'd be interested to see a splitting of the reinforced armour rolls, so you could have it be Reinforced Amour(X) where X is the re-roll value

for example a warlord titan would have a 4+ armour save (or maybe even 3+) and reinforced armour (4) so it would behave as it is now, but a leman russ might have a 4+ armour save and reinforced armour (5+) it enables list writers to tweak the units a little more.... it's far from essential of course

TL;DR I'd want to clarify most of the 5-min warmup questions into concrete rules interpretations and fiddle about with armour saves ;)

_________________
NetEA Space Marine, Imperial Fists and Blood Angels Army Champion

NetEA Red Corsairs Army Champion

My hobby/painting threads

Army Forge List Co-ordinator


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 10:16 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Sep 30, 2014 1:41 pm
Posts: 390
Location: London
mordoten wrote:
ffoley wrote:
For me, activation rolling, WE suppression/damage, fearless and counter charging toward nearest enemy.



Interesting. Would you mind ellaborating on some/all of thoose issues? :-)


ok
- too many games with 2+ activation armies are won and lost on rolling 1s
- I don't like the way big WE don't suffer any suppression until BM = DC or any effects of damage
- theres too big a difference between fearless and non fearless.
- counter charging towards charger mkes more sense

I would put the advantage of higher activation count and the disparity between FF and CC as more problematic than any of my 4 initial thoughts


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 11:01 am 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 6353
Location: Leicester UK
ffoley wrote:
- counter charging towards charger mkes more sense


MikeT wrote:
"Whilst third company were currently being assaulted by a large mass of chaos cultists from the west, second squad, deployed on the Company's eastern flank, were unable to move to assist as they were pinned down by another mob of cultists moving on their positions from that direction as well"


perfectly rational and realistic explanation, conveniently ignored when it was posted in its original thread.... ;)

_________________
NetEA Space Marine, Imperial Fists and Blood Angels Army Champion

NetEA Red Corsairs Army Champion

My hobby/painting threads

Army Forge List Co-ordinator


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 11:14 am 
Purestrain
Purestrain
User avatar

Joined: Thu Jul 10, 2008 9:04 pm
Posts: 5961
Location: UK
Split fearless into two rules. (1: no hackdown, 2: no withdraw/wipe needed)
Make landing an aircraft count as moving.
Improve mechanics for CC assault vs FF.
RA and MW could be tweaked as mentioned above.
To add to war engine comment, titan armies where everything can stick a toe into a shrub then claim -1 to hit on all 8DC of their towering frame really annoy me.

I wouldn't want to see counter charges changed though. Current rules wording is simple but adds a nice bit of extra depth.

_________________
AFK with real life, still checking PMs


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 11:40 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Sep 30, 2014 1:41 pm
Posts: 390
Location: London
kyussinchains wrote:
ffoley wrote:
- counter charging towards charger mkes more sense


MikeT wrote:
"Whilst third company were currently being assaulted by a large mass of chaos cultists from the west, second squad, deployed on the Company's eastern flank, were unable to move to assist as they were pinned down by another mob of cultists moving on their positions from that direction as well"


perfectly rational and realistic explanation, conveniently ignored when it was posted in its original thread.... ;)


supposed realism doesn't make it a good rule


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 12:06 pm 
Hybrid
Hybrid
User avatar

Joined: Tue Apr 19, 2011 12:03 pm
Posts: 6353
Location: Leicester UK
ffoley wrote:
supposed realism doesn't make it a good rule


can you expand on how it's a bad rule from a mechanical point of view? like how does it affect the gameplay in a bad way?

you said it 'doesnt make sense' so I offered an explantion which perhaps helps make sense of it, adds some realism maybe, but then you imply it's a bad rule.... I'm not trying to dig at anyone here but genuinely interested to know what makes it bad.... it stuck out at me very early on as a great mechanic which stops engagements (the best bit of the game by miles) turning into big sloppy bunfights and adds in some clever tactical options

_________________
NetEA Space Marine, Imperial Fists and Blood Angels Army Champion

NetEA Red Corsairs Army Champion

My hobby/painting threads

Army Forge List Co-ordinator


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 12:25 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Sep 30, 2014 1:41 pm
Posts: 390
Location: London
lets not derail another thread


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 12:39 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9624
Location: Manalapan, FL
D10 (or 20).
As said above, RA should be a binary value such as RA(4+/5+) where a unary is shorthand for being the same in both rolls.
Roll nomenclature probably should have been used for abilities such as Invulnerable Save(x+) or Bulk(N) which would indicate transport sizes.
Additional abilities such as Totem (boost to rally nearby formations), Heavy (to allow/restrict barging independent of class), splitting damage from hits away from TK as there's plenty of weapons that could be easier balanced via additional hits but don't deserve MW/TK.
Line strafing/intercepting. Period. Full stop. The aerospace rules are for sh!t and off table strategic level assets should be treated differently than units/formation.

Of the above, most useful is simply the D10 expansion. I worked the math on the posted document for EA running in EW for those inclined. D6 is simply too small a range, especially in this era of vetted and quality die rollers.

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Last edited by jimmyzimms on Fri Jul 07, 2017 3:22 pm, edited 1 time in total.

Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 1:39 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 02, 2013 3:12 pm
Posts: 864
A/C to not stay hovering over the battlefield... (I know, don't start another flame war, the last was bad enough).

_________________
@MephistonAG for all sorts of twitter madness


Top
 Profile Send private message  
 
 Post subject: Re: If you could change the RULES of E:a...
PostPosted: Fri Jul 07, 2017 3:03 pm 
Brood Brother
Brood Brother

Joined: Mon Nov 05, 2012 9:35 am
Posts: 3338
Location: Norrköping, Sweden.
Keep them coming lads!

_________________
https://epic40ksweden.wordpress.com/

"You have a right to be offended" - Steve Hughes
"Your feelings are hurting my thoughts" - Aron Flam


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 63 posts ]  Go to page 1, 2, 3, 4, 5  Next


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

cron

Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net