I have a hard time believing that giving ThunderHawk Gunships won't increase
the power of Chaos significantly.
1. Three ThunderHawk Gunships will transport a whole Chaos Marine Company
into the enemies' deployment zone. Chaos Marines now can use their spell
powers on the first turn of battle and can be in close combat.
2. Chaos Marine Terminators can now be in Close Combat on the first turn.
3. What do Chaos Trolls do when the get to the enemies' deployment zone? I
would like to see my trolls in close combat with your Artillery units on the
first turn.
4. Any units that get to your deployment zone on the first turn will allow
me to disrupt your plans. The enemy REQUIRES a couple of rounds to whittle
down my close combat specialists. Otherwise, my whole army is going in
ThunderHawk Gunships.
Brian A. Evans
----- Original Message -----
From: Peter Ramos <pramos_at_...>
To: <netepic_at_egroups.com>
Sent: Friday, November 12, 1999 4:07 PM
Subject: [NetEpic ML] Re: R: Thunderhawks
Hi!
This is very true, but having played for many years and letting chaos use
T-hawks beleive me it doesn't tip the sclaes very much, much less since AA
guns
came along.
Peter
James Beadle wrote:
> It strikes me that the various army lists each have thier own special
> units that balance them out against the special units of other lists, and
> make that particular army different in flavor and tatics. If you allow
those
> special units to be used by another army you are sacrificing that balance,
> and that special flavor for a more generic mix.
> As has already been said, its all a personal opinion, however I would
> rather see the lists used as presented rather than mixing the units up
into
> a mishmash of take what you want armies. Thunderhawks are Space Marine
> Units, not Chaos units. It would be easy to justify any army using almost
> any unit, but is that ultimatly desirable and good for the game?
>
> James
>
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Received on Sun Nov 14 1999 - 08:58:22 UTC