Well, here goes my initial take on Jar's changes to the point costs :)
Warp spiders:
Im not sure about dropping the cost to 150. They are pretty tough critters,
particularly since their attack get a template. Of course, they are
worthless against armour so it may be allright.
Harlequins:
At 100 points, these guys are propably the best assault troops of the game.
+6 CAF and they get to reroll. This is a bit steep.
Scouts:
150 points might be a bit much for 4 infantry stands. They arent /that/
usefull after all. I�d say 125 or even to keep them at 100. It�s a special
card only.
Beastmen:
Dumping the cost makes up for their lack of transportion unless you buy a
LOT of chimeras. Its cheap for a LARGE unit of CAF +3 troops though
Engineers:
These guys deserve to be cheaper. They are next to pointless anyway. Unless
we give them extra stuff when assaulting buildings
Hive ganger / Penal / Rocket:
Cost reductions are in order here.. The gangers might not need it. They are
pretty good troops. The others are very limited though
Ogryns:
I�d say keep the cost unless making them a �round� figure (to avoid 25 point
increments) is a concern. They are quite good for so few points.
Kommandos:
Point reduction is good here. Not a very usefull unit.
Stormboyz:
Keep these guys at their cost. It�s the same as the IG assault platoon. They
have a stand less, but they do not have command limitations, and the Kaptin
is tougher.
Wildboys:
Im not sure I like this reduction. Their only weakness is a lack of pistols,
which is hardly ever used anyway.
Attack bikes:
I agree with this, especially if they retain their CAF
Bikes:
Not sure here. But its no big deal
Land speeder:
Yes! With a very powerfull gun AND a massive CAF, these critters ought to be
costly.
War walker:
Raising these isnt that hot an idea I think. Most of their firepower is 25
cm only, and with no save, they wont make it that close unless the enemy
charge them.
Eldar knights:
Have no clue about these guys as I never saw them in battle. If they are
anything like imperial knights, they are pretty tough though
Sentinels:
I strongly disagree. Sentinels lack enough punch to warrant that cost I
think. Weak weapon and armor and poor CAF.
Dreadnoughts and knights:
The knight cost increases are good. As for the dreadnoughts, Im not too sure
of this. With the new transport abilities, it may be all good.
Falcon:
Put this at 175 rather, or even keep 150. I don�t think its powerfull enough
to warrant 200 points. It got only 1 attack after all.
Peregrine:
Is this the command falcon ? If so, a points raise that big is a bit over
the edge
Wave serpent:
Deserved increase. The wave serpent is propably the best transport of the
game.
Various imperial tanks:
Hefty increases, but overall, it may be deserved. Imperial armour is
generally betterthan ork equivalents, so I think its overall good
Sabre:
WHY? Unless its upgunned, it�s a pointless tank. A full detachment firing
will have trouble destroying a single rhino.
Salamander:
Good change. Its not that powerfull
Vindicator:
Unless this one gets a bolter, Im not sure the increase is needed.
Particularly not if the CAF gets dumped.
Ork tanks:
These have generally also been increased. Fits with the imperial increase,
allthough the lack of firepower mean they should be a tad cheaper.
They are, in average, so that�s all fine
Doomweaver / Unicorn:
I cant really say for these. They have odd rules that are hard to judge
Tarantula:
Deserved raise. These are very effective units.
Hop-splat:
Not a very powerfull unit, though they are better than thudd guns.
Funny ork artillery guns:
Generally powerfull units, so the increases are in order I think
I wont mention flyers because we never use them
As for the superheavies, A general points increase is good I think. I don�t
see why the eldar ones shouldn�t be affected though, since they are
skimmers, which serves to make up for their slow speed.
Weasel
How many lives will be taken today?
How many times will we just look away?
Pennywise - One voice
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Received on Fri May 31 2002 - 15:44:07 UTC