Hi!
Good point I forgot the targeting restrictions.
Antichrist what do you think?
Peter
-----Original Message-----
From: darius spano [mailto:dmanspano_at_...]
Sent: Saturday, May 17, 2003 8:44 AM
To: netepic_at_yahoogroups.com
Subject: RE: [NetEpic ML] [Tyranids] New/Updated units
Hi,
This is nice but remember the Lictors are difficult to
target and if they are in cover nearly impossible to
detect. Should these be played like 40K where we (I do
anyway) draw a quick sketch of the gameboard with
terrain features and place my lictors within the
limitations of the game, being no closer than 12" from
the enemy and in some kind of cover and reveal them
when I want to or when detected by the enemy. This way
they aren't on the board and only you know where they
are so the enemy player can't try tp avoid them or try
to take them out. Makes good for surprises. This would
definitely make the Lictors point cost go up.
Darius
--- Peter Ramos <primarch_at_...> wrote:
> Hi!
>
> -----Original Message-----
> From: AntiChrist [mailto:seimejote_at_...]
> Sent: Friday, May 16, 2003 8:21 AM
> To: netepic_at_yahoogroups.com
> Subject: [NetEpic ML] [Tyranids] New/Updated units
>
> Lictors
>
> Lictors may have the Ambush special ability instead
> of Infiltration
> (cost and stats unchanged).
> Ambush - Units with this skill may be placed after
> all other units
> anywhere on the battlefield as long as they are
> deployed in any
> terrain that provides at least a -1 Cover modifier
> or simply out of
> sight of the enemy. Ambushing units may not be set
> up closer than 5cm
> to any enemy unit or in the enemy player's deploy
> zone.
>
> >>I like this, it makes them more fearsome and
> different from standard
> infiltration.
>
> +++++++++++++++++++
>
> Raveners (cavalry unit)
>
> Mov: 20cm
> Sav: -
> CAF: +4
> Wpn: Devourers
> Rng: 35cm
> Atk: 2
> Hit: 5+
> TSM: -1
> Notes: Slave brood, Hunt
> Brood card (5 Raveners) - Break point 3, Morale 4,
> 2VP, 200pts
>
> >>This one needed to be added, we'll see what other
> suggestions come in
> and make a combination, but as it stands it seems
> like a balanced unit.
>
> ++++++++++++
>
> One problem arised in my last games was the
> difference between the
> old Carnifex mini (knight-sized), and the newer one
> (walker-sized).
> The best solution is to simply create two new units
> replacing the
> older one... with similar stats (one is clearly
> bigger than the
> other, though). The same problem arises with the
> Hive Tyrant... maybe
> the new ones (walker-sized) could be addressed as
> Tyrant Guards, but
> they can't guard anything, since are of a different
> class and
> wouldn't impede the targeting of the HT. Anyway,
> here's the two new
> units...
>
> >>I agree, and your solution is a very good
> compromise IMO.
>
> Carnifex (Walker unit)
>
> Mov: 10cm
> Sav: 4+
> CAF: +5
> Wpn: Bio-plasma
> Rng: 25cm
> Atk: 1
> Hit: 4+
> TSM: -2
> Notes: Slave brood, Rampage
> Brood card (3 Carnifexes) - Break point 2, Morale 4,
> 1VP, 100pts
>
> Razorfex (Knight unit)
>
> Mov: 10cm
> Sav: 2+
> CAF: +8
> Wpn: Bio-plasma
> Rng: 50cm
> Atk: 1
> Hit: 4+
> TSM: -2
> Notes: Slave brood, Rampage, Regeneration
> Brood card (3 Razorfexes) - Break point 2, Morale 4,
> 2VP, 200pts
>
> >><grin> Razorfex, hehe cool name.
>
> Thanks for the ideas, any more units too add?
>
> Peter
>
>
>
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>
>
>
>
>
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Received on Sat May 17 2003 - 15:49:42 UTC