Welcome, Guest. Please login or register.

Author Topic: REG Epico  (Read 4223 times)

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
REG Epico
« on: March 24, 2023, 01:17:24 PM »
Epico is an evolution of the core Renatio et Gloriam rules to allow streamlined play.



It came about as Warlord Games released their Epic range of miniatures. Epico also allows 28mm play on a smaller table without the need to reduce the size of TUGs.
The streamlined nature of the rules means that Epico is great for teaching new players.

The modifications are in Draft format - attached here

If you want to take part in a playtest let me know

« Last Edit: July 07, 2023, 11:49:47 AM by Administrator »

pikeman

  • Landsknect
  • *
  • Posts: 69
    • View Profile
Re: REG Epico
« Reply #1 on: May 04, 2023, 04:47:00 PM »
The attachments are 404 - not there. Is this intentional?
Pflugerville, Texas
Gem of the Blackland Prairie!

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
Re: REG Epico
« Reply #2 on: May 05, 2023, 09:15:01 AM »
fixed... result of the server move

Kirin

  • Musketeers
  • *
  • Posts: 292
    • View Profile
Re: REG Epico
« Reply #3 on: May 06, 2023, 09:05:58 AM »
Epico Formations

Melee Irregulars 1 3 9 10

should this be

Melee Irregulars 3 3 9 10
Dōmo arigatō

Kirin

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
Re: REG Epico
« Reply #4 on: May 07, 2023, 10:01:28 AM »
yes its an error - it should be 3

Bandolier

  • Villein
  • *
  • Posts: 3
    • View Profile
Re: REG Epico
« Reply #5 on: May 29, 2023, 11:22:42 AM »
These look like the fast play rules I need to use the Warlord Epic figures. Thank you for making these available.

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
Re: REG Epico
« Reply #6 on: June 01, 2023, 04:56:57 PM »
We've played a few more games of it now, so a new draft will be coming soon

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
Re: REG Epico
« Reply #7 on: July 07, 2023, 11:50:10 AM »
Updated to V3 of the playtest draft

Bandolier

  • Villein
  • *
  • Posts: 3
    • View Profile
Re: REG Epico
« Reply #8 on: July 13, 2023, 04:04:07 AM »
I've noticed on FB that you're using single, large bases. Is that working well?

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
Re: REG Epico
« Reply #9 on: July 13, 2023, 08:50:58 PM »
I like it...  takes away a lot of the overly complex base rearrangement.

'Horses for courses' though!

Bandolier

  • Villein
  • *
  • Posts: 3
    • View Profile
Re: REG Epico
« Reply #10 on: July 16, 2023, 01:08:24 AM »
Is the typical Pike & Shot base 180mmx60mm and 120mmx60mm for horse?

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
Re: REG Epico
« Reply #11 on: July 16, 2023, 07:54:33 AM »
Yes , if you want to play on a 6x4 with 60mm BW/movement. Which we’ve been using for 28mm or warlord ‘epic’ scale figures

For 15mm we scale down to a 4x3 with 40mm BW/movement in which case the frontage is 12cm for foot and 8cm for horse

Nick2729

  • Villein
  • *
  • Posts: 11
    • View Profile
Re: REG Epico
« Reply #12 on: August 10, 2023, 12:22:56 PM »
We have found that if using 60mm movement increments that knock back becomes too strong. The number of shooting dice remains the same at 3 per unit but movement for most units drops by one. So the likelihood of stopping a charge increases massively. Indeed in our ECW game not a single infantry  charge managed to connect.

We also found that a yellow dice for Commander KAB tests was too strong. As sub commanders must be in contact to be of any use they quickly had to test on the unit becoming moribund. One side lost 3 cards to this. If you keep the commanders separate to avoid the risk they become pointless.

Administrator

  • Administrator
  • Hussar
  • *
  • Posts: 983
    • View Profile
Re: REG Epico
« Reply #13 on: August 10, 2023, 03:17:22 PM »
First off - thanks for the feedback Nick - alway helpful !

Quote
We have found that if using 60mm movement increments that knock back becomes too strong. The number of shooting dice remains the same at 3 per unit but movement for most units drops by one. So the likelihood of stopping a charge increases massively. Indeed in our ECW game not a single infantry  charge managed to connect.

You are playing 28mm right? on a 60mm frontage (BW)

P&S move (and charge 2BW) , with 3 incoming shooting (on green)  - 87% of 1 drive back, 50% or 2  and 8% of all 3

Given that you are mostly likely in chequerboard that is -1 drive back. So you have a 50% of getting 2 (in a vacuum) so in this case you would need a general with a red. If you are superior or drilled that is another -1. This is of course if you are charging 'fresh' enemy, if any have already lost a rank  - then they are shooting on white.

In the games we have seen getting in with troops that need to get in has never been a problem. Getting in with average troops isn't so guaranteed. We so limited the potential dirvebacks to be maximum of the movement. But that would mean you woud always be able to get in with a general.

Quote
We also found that a yellow dice for Commander KAB tests was too strong. As sub commanders must be in contact to be of any use they quickly had to test on the unit becoming moribund. One side lost 3 cards to this. If you keep the commanders separate to avoid the risk they become pointless.

You are getting more cards to mitigate this. I would like generally have less cards ... but it seems better to have more at the start and less as the command and control breaks down. There is a 4 in 6 change of dropping a card , which is high through. I'll keep an eye out on this



Nick2729

  • Villein
  • *
  • Posts: 11
    • View Profile
Re: REG Epico
« Reply #14 on: August 10, 2023, 03:34:39 PM »
To be honest we didn’t think you would be charging in checkerboard unless possibly Drilled which are rare in ECW. We presumed that Checkerboard was essentially a defensive formation which would become a line if you charge.

We have played using 60mm as base width. You really need two QRS one for each base frontage.

Considering the number of reds needed for manoeuvre or double moves the likelihood of having one at the right time is slim. Also with a battle line charging eg 4-6 units that still only allows you to push one per card through. To be honest we have found the push backs a significant issue in all our ECW - ReG or Epico. Most games devolve into shooting matches with no push if pike as it’s not worth risking the defensive fire when you are unlikely to contact or it takes so long to reorganise that the shooting has already done significant damage. Doesn’t seem to represent our perceptions of Pike &Shot combat, Maybe it’s just our dice but we’ve had the same over 6-7 games.

Two other questions regarding checkerboard
1. it doesn’t say anywhere we can find how many units actually need to be in formation to benefit. We presume 3?
2. Squadrons - is this meant to be units in checkerboard or the units stands represent it (one it’s own) being in checkerboard.