Epic Comparison! The following summary will show the
major differences between Epic Armageddon and Epic Alight rulesystem I created in the past 6 years.
CORE STRATEGY: Turn starting is fixed (no dice roll), activation roll is only about blast markers and movement speed (all orders, initiative retains can be issued even at failed activation!)
CORE STRATEGY ADDITIONS: Stealing initiative, hiding!, reaction!,
MOVEMENT SYSTEM: Transporting is simplified. Dangerous terrain does not kill units, but slows and places blast marker on them.
SHOOTING SYSTEM: Revamped the type of covers and shooting modifiers, all of them as a distinctive layer that can be added on one another. Barrage simplified. Macro, and Titankiller streamlined into Penetration value. Reinforced armour can be a different number. Replaced the free blast marker on shoot with havoc (1 blast for every 6 shot). The ability to move units differently and having different modifier within a single attack order.
SHOOTING SYSTEM ADDITION: Split fire. And the aforementioned hiding! (as a defence against shooting)
ASSAULT SYSTEM: It definietly changed to be more player friendly, from any unit / matchup perspective!!!
REGROUP SYSTEM BIG CHANGE!: Dice roll eliminated. Logistic Points introduced.
WAR ENGINGES: Removed their Achilles heel: critical. They can be suppressed (-1 to shoot), but can hold more Blast Markers.
AERIAL SYSTEM: Simplified a lot! They can be even merged into one formation or split during battle.
Basically it's more about blast markers that will eventually hold off aircraft for 1 or 2 turns. Which is also connected to Logistic Points, that are key to repair, refuel, rearm the planes. On the other side aircraft is super flexible terror that is only there to strike on enemy units, but unable to capture / contest objectives.
SPACECRAFT: They become big. Bigger strike, bigger punch, bigger scatter, and more turns of action, not just one!
CHAOS ARMIES: In Armageddon, they mainly have demon units to summon, and the wargear differentation according to lore. In Alight I just copied loyalists, deteroriated overall discipline and for those in return... they get intimidating powers!
ARMY ORGANIZATION SYSTEM: Factions have core army lists, no sub-faction lists. Formation obtaining is almost totally flexible, a player can pick any type and number. Formations can be organized freely, even the entire army can be gropued up into a single formation! [it's more about how to utilize them best, instead of piling up restrictions.]
ADDITION TO ARMY BUILD: Bonuses are provided to favour big formation armies with proper amount of commanding officers on the field. Also there are general perks / abilites for the entire army to pick. [more initiative retain, buffed up deployment, bonuses to exact orders,
the ability to pass initiative!!! etc.]
DEPLOYMENT: Most restrictions of the original game is removed, and standard reserve (ground reinforcements) added to suffice any kind of strategy. The whole army can be set into half the map (garrision), or all of them can be held back in reserve!
To give advantage to original deployment, it allows formations to hide! After that, it is heavily player dependent how he / she set up the army!
SCENARIOS: Created a scenario for small battles (minigeddon), with it's own unique rules. [Rapid Strike]
Created a scenario for large battles on multiple table with probably more players (megageddon), with mostly the same rules. [Apocalyptic Battle]
Created a scenario for attacker / defender matchup as a standard [Siege], and as a large battle. [Apocalyptic Siege]
For tournaments of course, there is the good ol' standard battle scenario!
FACTIONS TO PLAY WITH: Imperial Guard, Traitor Guard, Space Marines, Chaos Space Marines, Ork, Eldar, Dark Eldar, Necron, Tyranid, Tau Empire, Tau Seceder, Daemon (non-tournament)
LORE: As you can see, Tau Seceder is non-canon and is my creation to have a "Chaos Tau" force. Same goes with some units and wargear here and there. I brought some logic, new units and COHERENCY across all the armies back and forth! Some may like it, some may hate it, some may proxy the new stuff.
And by the time I finished this work, GW has proceeded with the new era Primaris, Gulimán and differently named Eldars etc. I just lack the effort to follow up with, and instead (just as with Armageddon) I stick with the old lore, where Cadia is still standing. [it's already cool enough 40k]
OVERALL THE SYSTEM: Players have lot more control over their armies during battle. The influence of luck has been decreased. Army building meta is more flexible. In my point of view it is 35% army build, 45% player skill, 20% luck, or maybe I just wished to be there, who knows.
The only thing that really didn't change... the blasting upside-down Epic feeling from one activation to the next during a 3 hour long battle session!
Enjoy!
https://drive.google.com/drive/folders/ ... sp=sharing