Re: Re: [NetEpic ML] Teleporting Terminators

From: <tom.webb_at_...>
Date: Wed, 27 Mar 2002 11:54:54 +0000

What about like with Drop pods any teleporting terminators which hit a
terrain piece are automatically destroyed, scatter them as drop pods as
well using counters.





"Peter Ramos" <primarch_at_...> on 27/03/2002 11:52:53

Please respond to netepic_at_yahoogroups.com

To: <netepic_at_yahoogroups.com>
cc:

Subject: Re: Re: [NetEpic ML] Teleporting Terminators


Hi!

I see the following things happening in 5.0 regarding termies:

1. Certain units like veteran companies and terminator companies will be
limited to one card per space marine chapter with the caviat that those who
play a pre-heresy style game can bring more. So they'd stay company cards,
but are limited.
2. They will be able to teleport, but some rule for scatter or failed
teleporting will probably be added

Peter

----- Original Message -----
From: <eivind.borgeteien_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Wednesday, March 27, 2002 4:55 AM
Subject: Sv: Re: [NetEpic ML] Teleporting Terminators


> Do you see the company of teleported termies as a company card, or as a
special card?
>
> Eivind
> >
> > Fra: "Peter Ramos" <primarch_at_...>
> > Dato: 2002/03/26 Tue PM 11:05:40 CET
> > Til: <netepic_at_yahoogroups.com>
> > Emne: Re: [NetEpic ML] Teleporting Terminators
> >
> > Hi!
> >
> > You may be right, one teleporting detachment is one thing a company is
another. Point is though, eeven if we left them as support cards whats
keeping someone of buying several and doing the same thing?
> >
> > I think we should add an element of randomness and require a scatter
roll for teleportation. Teleportation scatter off table results in a failed
attempt and they can't teleport that turn. Also a one in six chance of some
error ocurring should exist that prevents teleportation for that detachment
that turn. All or some of these puts enough risk to make it more balance.
Imagine one or two detachments failing to teleport that round and leaving
the remaining terminators in a poor fix.
> >
> > Peter
> >
> > ----- Original Message -----
> > From: "Zerloon" <zerloon_at_...>
> > To: <netepic_at_yahoogroups.com>
> > Sent: Tuesday, March 26, 2002 3:59 PM
> > Subject: Re: [NetEpic ML] Teleporting Terminators
> >
> >
> > > At 09.34 25/03/2002 -0400, you wrote:
> > > >Hi!
> > > >
> > > >Defense against teleported units is tricky, but you could use units
to
> > > >snap fire and with no snap fire penalty to shoot them up as they
appear.
> > > >Remember squats get one extra robot model than others for the same
price
> > > >is very cost effective as compared to a company of terminators.
> > > >
> > > >Peter
> > >
> > >
> > > Hi guys!!
> > >
> > > In my advice a full company of teleported termies is simply too
powerful.
> > > Yes, they cost a lot, and lose the land raider, but a company of
terminator
> > > that can teleport behind artillery and transport AND fire in FF
segment can
> > > do so much damage... and if the marines player wins iniziative
there's
> > > nothing to do, they fire first.
> > >
> > > Well this only my opinion, of course!!!
> > > ^__^
> > >
> > > Zerloon
> > >
> > >
> > >
> > >
> > >
> > > To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com
> > >
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http://docs.yahoo.com/info/terms/
> > >
> > >
> > >
> >
> >
> >
> >
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> >
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> >
> >
> >
>
>
>
>
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>
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>
>
>




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Received on Wed Mar 27 2002 - 11:54:54 UTC

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