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Epic Armageddon House Rules:

 Post subject: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 12:51 pm 
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Just thought I'd upload our current in use house rules to see what you guys think of them. Any similarities to what you might be using, criticism, praise? It would be interesting to hear.

Epic Armageddon House Rules:
-If the unit has blast markers less than 10% of unit’s current size no action roll minus
-When the action roll is fumbled, remaining options must be chosen from original orders option ea. no regrouping if no marshal was declared
-When unit embarks/disembarks -5cm to transports sub movement, ea. march with movement 30cm, embark move 25cm + 30cm + disembark movement 25cm = 80cm (not 90cm)
-Transported units gets the same hit with normal armour save if transport is destroyed
-Skimmer max skimming altitude is 20cm
-From those units that are on range to fire, first remove number of blast, then number of damage on war engines, then divide remaining between available weapon types at same ratio
Shooting weapons = 1- (blast + damage / units original hit points) from those that are on range
e.g. Of 6 units, with 2 blast, 3 on range => 2 can shoot
-War engines shoot weapons, assault and firefight relative to current damage capacity not original damage capacity
-Templates must cover canter dot to hit a unit
-Supporting unit in firefight gets 1 blast
-Broken units get armour saves normally when taking damage
-Unit retreats/is destroyed when 33% or less are left, does not count for ork units if 5 or more remain (still gets the Waagh bonus for size, experimental)
-Flyers out circling back every second turn of board
-Flyers fire at each other in order of ranges in CAP, same ranges fire simultaneously
-Army breaks (loses) when 33% or less remain that are not dead or broken


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 Post subject: Re: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 12:54 pm 
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>If the unit has blast markers less than 10% of unit’s current size no action roll minus
I assume that ATSKNF units get 20% then?
>-Skimmer max skimming altitude is 20cm
So you're literally measuring to/from an altitude for the unit( s )?
>-Supporting unit in firefight gets 1 blast
Umm...that's already in the rules

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 Post subject: Re: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 1:03 pm 
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Yes, you assume correctly, Marines would get the bonus as double. This is something we haven't yet properly play tested in practice tough. We came up with it recently after fresh large ork units kept getting action roll minuses when somebody threw a rock at them and missed, they still got that one blast for being shot at. Something that should be pretty much the default expectation for an ork and not tho bother them too much, marines even less.


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 Post subject: Re: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 6:43 pm 
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Hmm interesting stuff. Let's roll.

-If the unit has blast markers less than 10% of unit’s current size no action roll minus
Good luck with Assault Marines. :P The "one blast marker turns the table" effect is part of the Epic chess, why drop it?
-When the action roll is fumbled, remaining options must be chosen from original orders option ea. no regrouping if no marshal was declared
Engage? Overwatch? And after that; many times a hold action overthrows your plan so the player must optimize to do something different than the original order. [lets say I want move and shoot, but fails... hmm then let's stay in cover and hit regroup for better opportunity next turn. With this house rule you drop out tactical options. If that was the aim, then its okay.]
-When unit embarks/disembarks -5cm to transports sub movement, ea. march with movement 30cm, embark move 25cm + 30cm + disembark movement 25cm = 80cm (not 90cm)
Exactly this!!!!!!!!!!! Mega high five!!!!!!!
-Transported units gets the same hit with normal armour save if transport is destroyed
Transported units get the same hit with normal armour save if transport is destroyed. It's in the original rules.
-Skimmer max skimming altitude is 20cm
Yup, skimmers may be annoying, especially pointy ear-gear ones... but why 20 cm? Why not 25 cm? 15 cm?
-From those units that are on range to fire, first remove number of blast, then number of damage on war engines, then divide remaining between available weapon types at same ratio
Shooting weapons = 1- (blast + damage / units original hit points) from those that are on range
e.g. Of 6 units, with 2 blast, 3 on range => 2 can shoot

Apologize for my English is rusty nowadays. I don't understand what you want with this, and why the original rule not satisfying.
-War engines shoot weapons, assault and firefight relative to current damage capacity not original damage capacity
How many DC Baneblade has? How many weapons Baneblade has? [and insert each and every other WEs troubling with this house rule.]
And what is the problem with a War Engine being / acting like a War Engine?????? It's their fluff to be awesome and have big firepower even when damaged, cornered.
-Templates must cover canter dot to hit a unit
This. It's good for removing the problem of different bases and models, bringing glorius equality to them.
-Supporting unit in firefight gets 1 blast
If it meant for losing assault, then it is already in the original rules. If meant as is then... you know. :P
-Broken units get armour saves normally when taking damage
Broken units do get armour saves normally when taking damage. It's in the original rules. You probably misunderstood dmg through blast markers. It's key part of the game, otherwise EVERY broken formation would act like fearless units as there would be no combat drawback for them!!!
-Unit retreats/is destroyed when 33% or less are left, does not count for ork units if 5 or more remain (still gets the Waagh bonus for size, experimental)
Good luck with elite armies, especially Space Marines. Current "formation breaking and withdrawal" is fine to represent retreats and stuff.
-Flyers out circling back every second turn of board
If I understand this, flyers can make 60 cm line attacks, then make a vertical turn and don't need to take horizontal circles in the map?
-Flyers fire at each other in order of ranges in CAP, same ranges fire simultaneously
Cool.
-Army breaks (loses) when 33% or less remain that are not dead or broken
Anti heroic rule.

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 Post subject: Re: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 9:04 pm 
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A lot of these seem to come from a misreading of the rules, are very impractical (% of WE weapon's firing), or don't make much sense.

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 Post subject: Re: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 9:40 pm 
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I don't like them and don't see the point of using them really.

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 Post subject: Re: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 10:16 pm 
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"-Skimmer max skimming altitude is 20cm" lol wut?

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 Post subject: Re: Epic Armageddon House Rules:
PostPosted: Thu Jul 30, 2015 10:23 pm 
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The new suppression rule would make Shadowswords nearly never fire their volcano cannons. One BM and it's silenced.

I've noticed a lot of these rules benefit large fm sizes and large DC WE, which both happen to be frequent in Ork armies. Is it a coincidence your username is an Ork name?

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