Re: [NetEpic ML] [v5.0]Space marines again.

From: Jarreas Underwood <jarreas_at_...>
Date: Thu, 6 Mar 2003 10:09:44 -0500 (EST)

Hey! Motivation to go back and add all the emails I've saved - cool! Thanks for pointing out the errors, and I'll see if I can answer a few questions now.


>Black Templar scout marines have materialized out of nowhere.

AFAIK, scouts are the new marines that aren't quite as good. BTs don't have a scout company - they mix their newbies in with more experienced soldiers. That's why their detachments are a mix of regular & scout stands. Should I call 'em novitiates instead of scouts?


>Why have White Scars bikers lost the ability to enter woods in charge orders?

Cavalry never loses the ability to charge into woods - they move half speed, but they can do it. White Scars have the Hit & Run ability - that's their claim to fame.


>White Scars veteran bikes seem to have transformed to veteran attack bikes.

If I had a choice of a bike or an attack bike, I'd take an attack bike every day of the week. Veterans should have the best equipment available, in addition to the +1 CAF and Morale.


>After thinking a bit I realized that a Techmarine would be more suitable to act as the command unit of the 11th company. He would gain command unit abilities but could only repair the robots of the 11th company. How's that?

I like the idea, but I'd make him a blend of a techmarine (normal AoE) and a commander - full abilities of both. It may sound overpowering, but if he's using his Mechanic ability, he can't use Force March or change orders power. Make it cost a little more than a basic commander and I think it'd fit right in.

Just think of buying a regular techmarine as the Special. Two techmarines in a company - eeew.
-Yar


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Received on Thu Mar 06 2003 - 15:09:44 UTC

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