Hi
I think that one teleported detachment of termies as a specialcard is OK. If
you want to teleport more detatchments you would have to buy more
specialcards.
I see no reason to make teleportation harder than it is right now.
Termies with cyclones and assaultcannons sounds like a good idea!
Eivind
-----Original Message-----
From: Peter Ramos [mailto:primarch_at_...]
Sent: 31. mars 2001 19:21
To: netepic_at_yahoogroups.com
Subject: RE: Re: [NetEpic ML] Teleporting Terminators
Hi!
Rune makes good points. Teleporting en masse IS a game breaker. I have
run several mock battles over this weekend just using termies and a few
other units to see what happens. The danger is that there is no counter
to this. That's why it's bad. If there where a way to counter, then it
wouldn't be so bad.
Unless rules for making teleport difficult were in place it would not be
advisable to use them. Even the slann, master of warp jumping have a
risk when they do it. Teleport is too risk free.
If we want to see more terminators on the table top I would avise some
other things than "whole company" teleport:
1. Limit teleported terminators as special cards and to the size of one
detachment. Granted you can bring more than one, but the fact they are
special cards and price will limit them.
2. Introduce terminators with assault cannons and cyclone missile
launchers. These should be support cards to give terminator companies
longer range support.
3. Teleportation, should involve risk, as in this table:
1- teleport accident unit lost
2-3 problem with fixing drop site, teleportation delayed on turn
4-5 teleport successful, they land in current turn with a deviation of
the intended point of 2d6 cm (units are limited to advance and charge
orders ONLY)
6- perfect teleport! Lands in current turn exactly at the intended
point, no deviation, can be assigned any orders.
How's that?
Peter
-----Original Message-----
From: Eivind Borgeteien [mailto:eivind.borgeteien_at_...]
Sent: Sunday, March 31, 2002 10:46 AM
To: netepic_at_yahoogroups.com
Subject: RE: Re: [NetEpic ML] Teleporting Terminators
I agree that the teleported termie company should be a special card.
I also agree that a company of them are potential gamebreakers.
Just one note; termies come in detachments of 4 + transports.
Eivind
-----Original Message-----
From: Rune Karlsen [mailto:rune.karlsen6_at_...]
Sent: 31. mars 2002 16:32
To: netepic_at_yahoogroups.com
Subject: Re: Re: [NetEpic ML] Teleporting Terminators
This will make them more available, but will still show
that they are extremely rare. To get a company of terminators,
you have to use a special card. I think that's only reasonable.
Think about it, how rare is the terminator company? Is it more
or less rare than the other SM special cards which presently exist?
How much would a company of teleporting termies cost btw?
1500? The problem with teleportation is that it is EXTREMLY
deadly. 6 terminators could kill a titan easily.
If you can teleport them in, they're potentially gamebreakers.
One of the biggest strategic moves of the game is to get your
troops in where they're needed relatively unharmed. If you can
teleport large groups of extremely deadly CC/FF troops, you
eliminate the need for strategy. I agree teleportation is likely
at this stage of technology, just like drop pods and orbital barrage.
The problem is, that if you are able to teleport large number of
troops, then your enemy would have to come up with technology
to counter this or quickly perish. Teleportation is the ultimate form
of transportation.
I think a teleporting terminator company will seriously unbalance SM.
Lets say we're playing a game. Slann Vs. SM. Now, if my opponent (SM)
is planning to take a termie company, there simply are units Slann can't
field. But, i dont know that in advance. The result is that i have to
plan
my army and tactics based on the fact that he uses them no matter what.
I agree that you generally have to plan against things like this with
all
armies, but nothing as devastating as a company of terminators
teleporting
into your midst. I actually havnt playtested this, but if i played SM,
id
never play without that termie company. They're good strategy against
anything. They can take out anything. They can move anywhere they want.
There simply arent any reasons not to take them.
Another thing to consider. If teleportation exists, and races like the
Eldar
and
Slann are much older than the humies. Why don't they use teleportation
to
a bigger degree? Sure, they walk the warp, but that's a short stroll
compared
to teleportation. The only reason i can think of, is that they found it
too
risky. If the older and more technology advanced races arent using a
technology
anymore, its because they've surpassed it. That's why teleportation has
to
be dangerous in my mind. The risk should be proportional with distance
travelled. I know many players will disagree with me here, but im only
using
logic. How many of you ride a horse to work? How many paddles a canoo to
school?
When your technological level advances, the technology of old is quickly
replaced.
A long rant, but i just had to get my point across :)
Rune
----- Original Message -----
From: "Eivind Borgeteien" <eivind.borgeteien_at_...>
To: <netepic_at_yahoogroups.com>
Sent: Sunday, March 31, 2002 3:18 PM
Subject: RE: Re: [NetEpic ML] Teleporting Terminators
> Hi.
>
> I think this is the wrong way to go. This will make the termies less
> available, the goal here is to make them more available as the rules
per
now
> arent good enough.
>
> Eivind
>
> -----Original Message-----
> From: Peter Ramos [mailto:primarch_at_...]
> Sent: 31. mars 2001 15:06
> To: netepic_at_yahoogroups.com
> Subject: RE: Re: [NetEpic ML] Teleporting Terminators
>
>
> Hi!
>
> That's a good suggestion.
>
> Peter
>
> -----Original Message-----
> From: Weasel Fierce [mailto:septimus__at_...]
> Sent: Saturday, March 30, 2002 10:22 PM
> To: netepic_at_yahoogroups.com
> Subject: RE: Re: [NetEpic ML] Teleporting Terminators
>
>
> >That's a good point. Unfortunately the fluff does state there are
> >companies of terminators, so eliminating them is difficult.
>
> true. Perhaps the company card could be a special card ? This would
make
>
> sense I figure. Fielding a terminator company only in rare situations
> when
> conventional marine forces need a real edge.
>
>
> Or perhaps they should just be left alone :)
>
> Weasel
>
>
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Received on Mon Apr 01 2002 - 18:46:58 UTC