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Epic City Fights?

 Post subject: Epic City Fights?
PostPosted: Wed Sep 09, 2009 11:37 pm 
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We play it as:
Buildings count as AT for firing, 4+RA, TRA, DC depending on size (we mostly use the ones from titan legion, which we assign between 3-7DC). If the building comes down, everything inside takes a MW hit and everything touching the building takes a normal hit.

Works out pretty great, but needs a fairly high density of buildings. And it gives TK and MW a good way to be useful against infantry :)
It's also nice to be able to strip cover away from those bloody eldar.... [mutter mutter grumble]


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 Post subject: Epic City Fights?
PostPosted: Thu Sep 10, 2009 3:46 am 
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Quote: (old_gamer @ Sep. 09 2009, 6:37 PM)

We play it as:
Buildings count as AT for firing, 4+RA, TRA, DC depending on size (we mostly use the ones from titan legion, which we assign between 3-7DC). If the building comes down, everything inside takes a MW hit and everything touching the building takes a normal hit.

I like that. I might have to give it a try.

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 Post subject: Epic City Fights?
PostPosted: Fri Sep 11, 2009 2:37 pm 
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Quote: (GlynG @ Sep. 09 2009, 11:28 )

How are the epic rules at playing out battles in a city? Is the tournament scenario fit for such or are the better alternatives?  I'm curious as I have a load of city terrain; roads, buildings, etc and I'm considering getting more, maybe enough to cover 50-100% of the table with dense terrain and a network of roads with maybe a river and small park, but no big open areas.

We play on a city board regularly and it is pretty much what you describe.  The GT scenario works fine for playing in cities.

The terrain is considerably more dense than the assumptions of the GT.  That will privilege certain kinds of armies.  Infantry has lots of cover (often 4+ cover saves for building and rubble).  Slow vehicles like the larger War Engines can benefit greatly from +5cm move on roads.

Overall, though, as long as you are not trying to abuse those differences it tends to balance out.

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 Post subject: Epic City Fights?
PostPosted: Sat Oct 03, 2009 6:09 am 
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I'm actually currently working on a city fight rule-set for Epic.  I call it Epic: Urban Warfare.  I will post it up to be dissected and shredded when I am further along.


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 Post subject: Epic City Fights?
PostPosted: Sat Oct 03, 2009 9:53 am 
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I like to say roads going through built up areas require dangerous terrain tsts (too many unhappy citizens about).

for the SHT boost mentioned above its nicely countered by saying if they die they are left as a wreck, unless they critical. Can be shifted by another WE (one move needs to be spent - the WE doesn't move but the dead one is removed) or any shots penetrating its armour remove it.

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 Post subject: Epic City Fights?
PostPosted: Tue Oct 13, 2009 1:54 am 
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This is what I have come up with so far.  I based some of the rules on the 40k city fight books.  Please feel free to dissect and :grinning:  critique (at least try to be positive).


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 Post subject: Epic City Fights?
PostPosted: Tue Oct 13, 2009 7:56 am 
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Quote: (Tygre @ Oct. 12 2009, 17:54 )

This is what I have come up with so far.  I based some of the rules on the 40k city fight books.  Please feel free to dissect and :grinning:  critique (at least try to be positive).

Looks nice. I have some questions and comments.  :whistle:

1) Should re-write to make there more reader friendly. I had to re-read somethings and use some assumed knowledge to decipher some texts.

2) 5cm X 5cm sections should be refereed as 1 DC as that is what your describing. Also you could add a critical hit does D3 additional points of damage.

3) I'm sure if you are implying the AP can destroy blocks but I hope not. Also I would give MW/TK weapons a benefit over AT. Do building not have armour saves at all? Fortifications should at least.

4) Are you saying skimmers could land on building? Also AC can land if there is a helipad?

5) 15cm seems a bit small on your stratagems but I could be wrong. Also why couldn't the enemy take over a stratagem, unless either player actually spend a action in base contact destroying it.

6) Ammo Depot could also reload One-Shot weapons?

7) Command Center controlled by the enemy could make you re-roll a successful initiative roll.

8) If Medical Facility is captured/destroyed then all units within 30cm take a blast marker for the sorrows of lost comrades.

9) Observation Post, what are the penalties for indirect fire beside minimum range and that shouldn't be taken away.

10) I don't like Very Scared Ground too much.

11) Traps and Mines should do damage not make it hard to walk through? AP/AT+4 hits for units or DC that is within 5cm of said trap.

12) Demolition I think could be set off whenever via owning player if there is a character within 30cm (remote control) or if you have a command center(if CC is capture demolition might automatically trigger or opponent could chose when to trigger it, of course a Character within 30cm could still override?). Also maybe a small or large template option.

13) Razorwire and Barricades should have the same length? Shouldn't both be destroyed if a vehicle or WE moves through it?

14) Tank Traps should be able to be shot up by AT/MW fire and I think if Razorwire, Barricades and Tank Traps should be 5cmx5cm squares like buildings and/or divisible by 5cm IE 10cm square or 25cm squares. Squares could be places in row or block or however but the base unit size would be 5cms square.

Just some thoughts that you can ignore or use. But great ground work and I may try it out with some friends after I build up some more terrain.  :smile:

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 Post subject: Epic City Fights?
PostPosted: Tue Oct 13, 2009 10:52 am 
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My initial thoughts on this:
The buildings should have a save (4+RA? They are pretty sturdy buildings, after all!).
The stratagems are way too cheap. Maybe raise the cost and limit the amount you may take.
I'm confused about the observation post: "Indirect fire, if it is within line of sight of the block that the observation post is in, does not suffer the normal penalties." What penalties?
For sacred and very sacred ground, I would switch Fearless for ATSKNF (ATSKNF being more powerful IMO). Oh, and what happens if Marines are in a position to get the ATSKNF bonus?
Maybe sewer rats should only be able to come into play in buildings or on the roads between them?

Overall, it seems fun. :) I'll make more suggestions if I get the chance to try some of it out.

Edit: oooooh! I just realised you were talking about your new indirect fire penalties in the observation post description.


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 Post subject: Epic City Fights?
PostPosted: Wed Oct 14, 2009 5:00 am 
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Quote: (Angel_of_Caliban @ Oct. 13 2009, 07:56 )


1) Should re-write to make there more reader friendly. I had to re-read somethings and use some assumed knowledge to decipher some texts.


I'll have to look into that when I have a bit more time.

Quote: 


2) 5cm X 5cm sections should be refereed as 1 DC as that is what your describing. Also you could add a critical hit does D3 additional points of damage.


I will change it to refer to "damage capacity".  The critical hit sounds like an interesting addition.  I will add it.  I don't want to basically make terrain war engines though.

Quote: 


3) I'm sure if you are implying the AP can destroy blocks but I hope not. Also I would give MW/TK weapons a benefit over AT. Do building not have armour saves at all? Fortifications should at least.


I meant that AP fire cannot damage the buildings.  But if weapons firing AP attacks also have an AT value then that AT value could damage the buildings even if your using it to attack infantry.  For instance if an Autocannon is firing at infantry in a building block and rolls a 6 to hit it would also count as a hit against the building in that shooting action as the Autocannon also has a AT value of 6+.

Maybe I should make MW/TK cause automatic damage against blocks.

I am not giving the buildings saves as I want them to collapse if they are coming under a lot of fire.  Remember the buildings are reduced to, still useful, ruins when it takes too much fire.  I want it to reflect that as the buildings are absorbing incoming fire it sometimes is too much for them.  I made fortified buildings need twice as much damage, to reflect their durability, as they are reinforced against damage.  A 10cm by 15cm fortification would need to suffer 12 AT hits in a single shooting action to be reduced to ruins.  That would be quite hard even for a Titan.

Quote: 


4) Are you saying skimmers could land on building? Also AC can land if there is a helipad?


Skimmers wouldn't land on the building per se, but would stay hovering above it (and be visible to all).
For AC I meant that transports cannot land on buildings, but can land on helipads and car parks.

Quote: 


5) 15cm seems a bit small on your stratagems but I could be wrong. Also why couldn't the enemy take over a stratagem, unless either player actually spend a action in base contact destroying it.


I made the range 15cm for many strategems as that would be the local area around them (firefight range).  I imagine that further away the resources of the strategem would be less readily acessible.  For example the ammo dump, only those nearby would be close enough to access it's stores in the middle of a battle.  I think that most building strategems when the enemy gets close the non combatants working it would bug out and take their hardware too (You don't need combat troops to destroy it if the noncoms bug out with it).  After thinking further about it I do see how the ammo dump should be able to be captured.

Quote: 


6) Ammo Depot could also reload One-Shot weapons?


Good point maybe on a 4+ or something.  They would of been made single shot for a reason (Deathstrikes).

Quote: 


7) Command Center controlled by the enemy could make you re-roll a successful initiative roll.


If the command centre was occupied by the enemy it would most likely have its equipment removed or destroyed by it's operators.  My main idea for strategems was that they were bonuses to your army that some can be destroyed.

Quote: 


8) If Medical Facility is captured/destroyed then all units within 30cm take a blast marker for the sorrows of lost comrades.


Maybe 15cm like when a formation is destroyed in an assault.

Quote: 


9) Observation Post, what are the penalties for indirect fire beside minimum range and that shouldn't be taken away.


I was referring to the rule I made that the you could not shoot indirect fire at targets within 15cm of friendly troops.  If the building, the Observation Post is in, has a line of sight (Like their was a unit in the building) to the enemy formation within 15cm of a friendly formation then the indirect fire could fire normally.  Of course if the firing artillery unit was within 15cm of its target in the first place it would not likely be able to shoot as it would be under the minimum range.

The whole point of the observation post is that it enables you to shoot closer to friendly forces that would be otherwise under these rules.

Quote: 


10) I don't like Very Scared Ground too much.


It was only an Idea I had after making sacred ground.  The first being ATSKNF and the next step up I thought would be fearless.  It can easily be removed from the list.

Quote: 


11) Traps and Mines should do damage not make it hard to walk through? AP/AT+4 hits for units or DC that is within 5cm of said trap.


It is not just a trap it is a trapped area.  traps can be spotted and avoided if you move cautiously enough.  It also makes the terrain dangerous terrain, so that it can damage formations.  The reason mines and traps are placed in real life is to slow down and weaken attackers so that your own forces can be brought to bear.

Quote: 


12) Demolition I think could be set off whenever via owning player if there is a character within 30cm (remote control) or if you have a command center(if CC is capture demolition might automatically trigger or opponent could chose when to trigger it, of course a Character within 30cm could still override?). Also maybe a small or large template option.


A small or large template option could be possible.  I see demolition as similar to spaceship attacks but underground.  I don't really want strategems (that you have to pay for) to be able to be turned against you.  I'm not sure about detonating it with remotes, cities are renowned for blocking signals that don't have direct line of sight (to much concrete and steel), and if I was in line of sight I would most likely not want to be that close when I detonate it.

Quote: 


13) Razorwire and Barricades should have the same length? Shouldn't both be destroyed if a vehicle or WE moves through it?


They had different lengths as I thought that barricades were better than razorwire for 25pts and I didn't want either to be a no brainer.  Razor wire has always been described as being able to spring back up after vehicles have ridden over them.  From the Cities of Death rulebook, which I got most of my strategems from, the barricades were removed if a vehicles moves throught them.

Quote: 


14) Tank Traps should be able to be shot up by AT/MW fire and I think if Razorwire, Barricades and Tank Traps should be 5cmx5cm squares like buildings and/or divisible by 5cm IE 10cm square or 25cm squares. Squares could be places in row or block or however but the base unit size would be 5cms square.


Traditionally tank traps are very resistant to damage from attacks.  Most of the time even if you damage a tank trap it still is in the way.  I would not make them 5cmx5cm squares as that would be too thick.  Maybe in 5cm sections.  I did mean that they didn't have to be placed together all in a line.  It could be split up however you liked (like blocking off a few streets).



Quote: (old_gamer @ Oct. 13 2009, 10:52)


The buildings should have a save (4+RA? They are pretty sturdy buildings, after all!).


I didn't want the buildings to become to durable and unable to be ruined.

Quote: 


The stratagems are way too cheap. Maybe raise the cost and limit the amount you may take.


I am not sure about the prices, I wrote as such, any suggestions on points.  And limits might be appropriate for some, maybe like only one Command Post.

Quote: 


I'm confused about the observation post: "Indirect fire, if it is within line of sight of the block that the observation post is in, does not suffer the normal penalties." What penalties?


I see you realised what I was talking about.

Quote: 


For sacred and very sacred ground, I would switch Fearless for ATSKNF (ATSKNF being more powerful IMO). Oh, and what happens if Marines are in a position to get the ATSKNF bonus?


Sacred ground is already ATSKNF, should very sacred ground be also.  Should Very Sacred Ground be removed?  I am not sure what effect it would have on marines?  Maybe make them fearless as well?

Quote: 


Maybe sewer rats should only be able to come into play in buildings or on the roads between them?


I assumed that most of the board would be roads and buildings and ruins.  But it would be appropriate especially if their are significant areas that weren't.  So they should be restricted to roads and buildings (ruined or not).

Just my thoughts and opinions.  Of course you are free to ignore it and use it as you will.  If you test it let me know how you go.  Maybe have a go at rewriting it yourself and lets take a look.  Maybe I should open a thread for this.  I appreciate the feedback, keep it coming.





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