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Worklist for TacComs EA - core rules

 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 25, 2007 10:17 pm 
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Aye, a balanced scenario pack which takes into account all basic armylist types would be great.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Wed Apr 25, 2007 10:18 pm 
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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Fri Apr 27, 2007 6:35 am 
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GT scenario - changing blitzkrieg to holding both blitz objectives (see old old disscussion with jervis).

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Fri Apr 27, 2007 11:42 am 
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(The_Real_Chris @ Apr. 27 2007,06:35)
QUOTE
GT scenario - changing blitzkrieg to holding both blitz objectives (see old old disscussion with jervis).

I'm not aware of that one.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Fri Apr 27, 2007 3:00 pm 
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Added GT review/alternate GT scenarios to the long-term list.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Mon Jul 16, 2007 9:48 pm 
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Neal, I think it might be a good idea to add mege-WE's to the long term discussion.  Specifically things like the Mega Gargant, Imperator, and anything else that might come close to these things.  They come up in discussions on a regular basis and it might be good to hammer out some specifics for them (stats, special rules, etc.).

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Jul 17, 2007 8:45 am 
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Idiotric super WE is what Epic is abut :D I means...Titans? Giant bipedal walkingmachines of destruction? Oh come ooooon :D

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Jul 17, 2007 5:17 pm 
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(Moscovian @ Jul. 16 2007,16:48)
QUOTE
Neal, I think it might be a good idea to add mege-WE's to the long term discussion. ?Specifically things like the Mega Gargant, Imperator, and anything else that might come close to these things. ?They come up in discussions on a regular basis and it might be good to hammer out some specifics for them (stats, special rules, etc.).

Long ago on the old SG forum there was discussion about what to do with the mega-WE, specifically the Imperator.  The rule that fire cannot be split between multiple formations really limits these things because they have too many weapons to fire at only one target formation.

A solution I came up with that seemed to get a lot of support (I know, it doesn't happen often) was to split the Imperator up into multiple war engines that were connected together.  Each war engine activated by itself, yet some of its abilities (like void shields) would be shared over the entire titan.  Since each section activated on its own you could do a couple of interesting things, like have the titan be able to fire on multiple targets (since each section, being a WE, counted as its own formation for the firing rules) and have the titan be able to fire some, or all, of its weapons before it moves (since the chassis provided the movement, and activated seperately, you could fire arm weapons and then move on a later activation.)

The problem was that in an effort to cover all of the bases I generated a lot of rules.  It might be worthwhile to review what I did and try to strip out the rules that would be common for the Imperator, Warmonger, MegaGargant (and anything else we want to include) and make them generic for the superWE and leave everything else unit specific.

If you're interested I can repost the rules I did.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Jul 17, 2007 5:25 pm 
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These rules really sound interesting. Please post them.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Tue Jul 17, 2007 6:08 pm 
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Please see seperate thread.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Mon Jul 23, 2007 4:07 pm 
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Added to the list.

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 Post subject: Worklist for TacComs EA - core rules
PostPosted: Mon Jul 23, 2007 6:38 pm 
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On the same lines as Disposable and Support Craft, I suggest considering Lance to go in the main rulebook as a universal Weapon special rule. Minor change for Later.

Edit: Oh, and I really support the earlire suggestion of the replacement of MW as a flavour of Firepower with AP / AT, leaving Macro Weapon simply as a Weapon special rule.






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