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New Year, New Rules

So, it has been a very long time since our last update.

The EpicAU team has been extremely busy this year with a range of work, life and study commitments. While we have tried to keep the army lists updated, more remains to be done on the supplement. Luckily the new year brings new opportunities and we wanted to unveil some of the latest efforts from the team, an updated core rule pack for Epic Armageddon. While there have been many FAQs and interpretations of the original rules, the EpicAU team wanted to introduce something different to the rules. While the changes are by no means perfect, we feel that the variations we have included create more opportunities for players.

We are incredibly excited to share our efforts with all the players out there. You can find our first version of the EpicAU core rules here. We have included some significant changes and a whole host of minor changes. A summary of the changes is listed below. We hope you enjoy and welcome any feedback you may have. You can contact us via FB or the admin@epicAU.com email address.

Stand by for more updates in the New Year as the development team focuses on the non-legion armies that fought at the time of the Horus Heresy.

Version 1.0 Changelog

  • Amended the definitions on the unit stand size.
  • Added light vehicle description in the definition section.
  • Amended the range description to include “what is in range” information.
  • Amended the line of fire section to introduce more guidance on how area terrain should block line of sight for units.
  • Amended the Firepower description to include the Anti-Aircraft (AA). The unit characteristics include AA by default. However, previous iterations only defined AA in the Aircraft section.
  • Amended the initiative section to use clearer language.
  • Amended the Blast Markers section to remove the generation of a blast marker by a unit that cannot generate a “hit” against the formation, for eg, AP only weapons against an all AV formation.
  • Amended Strategy Phase description.
  • Amended ‘retain the initiative” section of the Action test description to reflect Commander requirement.
  • Amended the Movement description to provide detail on when and where you can, can’t or don’t have to move.
  • Moved the “Character” description to the unit type definitions section.
  • Amended “Commander” range to 10cm (up from 5cm).
  • Removed the unnecessary tables for blast markers.
  • Amended the Marshal action to allow a shoot and move option for hasty retreats.
  • Amended the Suppression mechanic to suppress from front to the back of the formation. (was back to front).
  • Amended the Barrage rules to restrict all templates “all must be in range”.
  • Amended the Barrage rules to include the ability to fully overlap templates to increase the lethality of large artillery barrages against some targets.
  • Provided clarity on mixed barrages and the effects of split fire rules on barrage weapons.
  • Amended the charge move section to provide clarity on close combat, firefight and zone of control misinterpretations.
  • Moved definitions and descriptions that apply throughout all phases to a single section.
  • Moved definitions and descriptions that only apply in a specific phase, to that phases section.
  • Amended Fearless to require Fearless units to make a saving throw against hack down hits from an assault or blast marker “hit” against the unit. (previously, Fearless units were immune to both).
  • Amended Expendable to not count expendable casualties towards assault resolution.
  • Amended the Invulnerable Save description to include better invulnerable save options. Previously Invulnerable Saves were only 6+, we specify the change in brackets in the supplement.
  • Amended the Slow and Steady rule to allow a 2nd turn drop by larger spacecraft to increase the flexibility and lethality of drop assault armies.
  • Amended the Macro Weapon special rule to reinforce its place as a special rule and not a separate weapon type.
  • Created a generic critical hit and critical effect table to replace the different application of critical hit effects on War Engines, this will result in the removal of critical hit effects being described in EpicAU unit datasheets.
  • Removed duplicate statements on FF and CC values throughout the Assault section.
  • Moved the ability to retain the initiative to formations that have a unit with the Commander ability in them, removing it from the standard rules.
  • Moved Titan Killer weapon rules into the specialist weapon section with the remaining special weapon rules.
  • Amended War Engine Damage Capacity to allow large War Engines to be reduced in effectiveness as they become damaged.
  • Added the Escort action for Fighter aircraft to protect other Aircraft formations that conduct an attack.
  • Removed the reference sheet from the back of the rules to a separate sheet.
  • Moved aircraft and spacecraft descriptions to the unit definition section in the introduction.
  • Separated Aerospace Section into Aircraft and Spacecraft sections for clarity.
  • Removed War Engine specific transport rules to simplify rules and increase flexibility for War Engine transport vehicles.
  • Amended Aircraft attack sequence to remove clutter and increase the speed of intercept, escort and ground attack actions.
  • Amended intermingled range to reduce rules exploitation with scouts screening from behind a formation.
Categories
News

The Munitorum – Army Builder

If you haven’t checked it out already, head on over to https://munitorum.com/ and check out an awesome Web based army builder. The Munitorum features all the latest updates for the Heresy Supplement.

Categories
Development News

Battle of Prospero and Terminator Rebalance

Legion Terminators receive some balance changes and two new legions hit the supplement. With the removal of the legion wide special rules, the unique legion units have been updated to better reflect the doctrines of war employed by the legions at the time of the crusade. These changes have come with cost changes to reflect the new characteristics of the units.

If you haven’t had a chance to check the latest updates to the wiki, the Space Wolves and Thousand Sons have been added, offering players the opportunity to refight the Battle of Prospero. The Space Wolves offer fans of the close fight a new special rule, Ferocity. Ferocity ensures that when the Space Wolves engage a target, they will have a good chance to get into base contact. While the Thousand Sons grasp of the immaterium is reflected in both offensive and defensive psychic powers that increase their combat effectiveness.

We encourage everyone to play test the new changes and send us your thoughts. The development team is available on Discord, Facebook or via email.

Next up we will be diving heavily into the Adeptus Mechanicus and Knightworld lists.

Categories
Development News

State of the Union

It has been a long time between drinks. While I would have preferred it otherwise, it is the reality of only being able to work on the supplement when spare time is available. When that spare time is filled with other more pressing matters or members of the development team decide to focus on other activities, the rate of effort drops off significantly.

That doesn’t mean we aren’t here for those of you who have questions about the content of the current version, or that the supplement’s development has stopped completely. epicAU will continue to develop the 30k supplement for Epic Armageddon. The release of Adeptus Titicanicus will only swell the ranks of Legio Titanicus and Knight Household players.

To focus on the army lists, special rules and scenarios, I have made the following changes to the site:
Forum closure. While the majority of players use a form of social media to talk about Epic Armageddon, the forum doesn’t get the traffic it needs to be a viable alternative to those conversations. The majority of players were willing to create an account, but only a handful ever posted questions, feedback or ideas. The amount of time required to manage the bot account creation coming out of the Ukraine far outweighed the benefit of having users communicate via the forum.

Gallery closure. The number of epic players taking photos and uploading them was limited to those in my immediate sphere of influence, additionally; the free web application available on this webhost to display them was clunky and unappealing.

Blog post content. When a change is made to the wiki, the main blog site, Facebook page and Facebook page and Facebook Messenger bot will feature a short update regarding the change. This will enable players to track changes to the supplement, find out the reasons behind the changes and help work with the development team on future changes. I will endeavor to track other event notifications, but that requires the event organizers to let me know when they want me to support them in advertising.

Contact details. I have only had a few people email me using the email address details found on the site. Every other question has been through middle man transactions on Facebook, Discord or during tournaments. That suggests a number of issues with the methods of communication, potentially, contact details are too hard to find, that people hate email, or that people prefer talking to someone they “know” before asking a stranger. To improve this somewhat, I have created a Facebook bot that will provide people limited information to get them towhere they might want to go in terms of information, links, etc.

While the development team has been very quiet this year, a lot of that has been due to work pressures, competing gaming interests and the low amount of feedback on the supplement . If you want to see more work on your specific army list, then we need you to let us know your experiences playing games of Epic Armageddon using the Heresy Supplement.

In the meantime, keep rolling those dice.

Categories
Events & Competitions News

BRISCON Doubles Up

Advance to Contact, the second Epic Armageddon tournament to be held at BRISCON, was a roaring success. The tournament saw a fantastic mix of new and old players from across the country battle it out for five intense rounds. As each round was completed, players uploaded their results in real time, making for a smooth transition from round to round.

The guys at the Painting Bunker put on a great tournament, displaying some fantastic terrain and a high degree of professionalism. Each table came complete with a rules pack, dice roller, admin area and amazingly detailed terrain pieces. The tournament winner this year was Jim XII who came away with five straight wins with his Dark Eldar army.

The convention itself had doubled in size since 2016, hinting at a welcome increase in tournament gaming in Queensland. Everything from Batman, Infinity, Warhammer 9th Age and Warhammer 40,000 had tournaments at this year’s BRISCON.

For more details on the Epic Armageddon results, you can see them online at TTT.

Categories
Events & Competitions News

BRISCON Army Lists

With eight players taking to the field, the inaugural BRISCON Epic Armageddon tournament will be one of the smaller events in the Australian Epic Armageddon calendar. Despite that, BRISCON will offer players a chance to meet new and old players from across the country, with players coming from Victoria and the Northern Territory to battle it out.

This year we will see the tournament has gone paperless. In the past, Epic Armageddon Tournament Organisers have had players submit hard copy tournament results at the completion of each round. The Tournament Organiser (or a suitable lackey) has then had to calculate the ladder and next round draw for each round based off these chicken scratchings.

For BRISCON, the Painting Bunker, in conjunction with the developers of the online management tool, TableTop Tournaments, have put together an Epic Armageddon module for TableTop Tournaments. The Tabletop Tournaments management tool allows organisers to register events in advance, submit and track army lists, submit game results, allow tournament organisers to vet results before publishing them, seed each round draw and check out some of the tournament’s basic statistics, in real time!

You can see the Army lists and players details for BRISCON on the TTT website here. Check it out!

Categories
Events & Competitions News

BRISCON looms closer!

With just over a month to go, BRISCON is almost here. The Epic Armageddon tournament has some spots left, so if your sitting on the fence, get in now and book your spot on the table against some of the best gamers around. The booking links and players pack are available here.

The initial designs and work going into the tables is amazing, with some serious thought behind the effect and construction of the terrain. Here is a sneak peak of some of the terrain being produced by the Tournament Organiser for the competition.

And this is just a fraction of what is in store for the Epic Armageddon players at this year’s BRISCON. Secure your spot now.

Categories
Development News

To fight or not to fight? – A look at the assault rules.

During CANCON this year, I experienced and was a bystander to two situations where I believe we identified an issue with the assault rules as written in the current tournament pack.

On both occasions, a player activated a formation with an engage order. At the completion of the move, the attacking and defending formation had units within 15cm, but no units from the attacking or defending formation had a valid line of fire to each other. The line of sight between them was blocked by a large piece of terrain greater than 10cm, therefor blocking line of sight but still able to bring units from both formations to within 15cms.

The assault rules found in the Tournament Pack at section 1.12.3 – Make a charge move state the following:

“It’s important to note that all you have to do is get one unit within 15cms of the enemy chosen as the target of the assault. There is no need for any units to get into base-to-base contact with the enemy unless you want them to.”

Under the rules as written, this situation is a legal action that can be taken by a player. If you factor in supporting fire or other assault modifiers and special rules such as “less blast markers” or “Inspiring” you can win an assault having never actually fought. While the tournament pack provides context for the question of getting a unit into base contact it does not stipulate a requirement to have a line of fire to the target formation. This presents a somewhat contrary situation. The design concept for assaults found in the Tournament Pack looks like this:

“The rules for assaults that follow are a crucial part of the Epic rules, and so it’s important to understand what they represent. Unlike most wargames, where assaults only really cover hand-to-hand combat, in Epic an assault covers everything that happens when a formation is ordered to assault an enemy formation. To put this another way, if you think of an assault as covering everything that happens in a typical 4–6 turn game of Warhammer 40,000, then you won’t go too far wrong!”

From my point of view, the design concept makes it clear that in an assault or engage action, someone fired a shot in anger at the opposing force. However, the current tournament pack and the FAQ do not force this requirement on to the player. An engage action and subsequent “assault” can be conducted, without ever firing a weapon.

I found this situation to be fairly frustrating. I believe an assault, at a minimum, requires someone to shoot using their Firefight value at the attacking or defending formation. The concept of “clipping” holds more in terms of representing a formation flanking a formation than the concept of “fighting without fighting“.

I also believe that the fix is fairly simple. Amend the following paragraph found at section 1.12.3 – Make a Charge Move:

“Make the move normally, as described in the movement rules given previously. Once the move is complete, the engaging formation must have at least one unit within 15cms of a unit from the target formation. If this is not the case then the assault does not take place and the action ends.”

To read as follows:

“Make the move normally, as described in the movement rules given previously. Once the move is complete, the engaging formation must have at least one unit within 15cms with a valid line of fire to a unit in the target formation. If this is not the case then the assault does not take place and the action ends.”

Line of Fire is adequately described in the Shooting section of the rules and removes the situation I encountered during CANCON. A select few within the Net Epic Armageddon community might argue that you cannot change the rules, that this will in some way, create a paradox resulting in the destruction of the universe. Others, say that exploiting an advantage in the rules is acceptable, rather than exploiting an actual tactical advantage. That said, this amendment will be made available in the Horus Heresy supplement, for those of you who wish to avoid, what you may believe is an oversight in the rules that needs to be fixed in order to meet the original design concept of the assault rules.

We would love to hear your comments on the matter, you can comment on our Facebook site here or on the forums here at epicAU. We would love to hear your thoughts.