Hi!
Albert Farr� Benet wrote:
>Hi,
>
>in the Salamanders special rules section, is stated that only one Assault,
>bike or Land Speeder detachment can be purchased per company.
>
>1) In the following section (Prohibited army cards), Assault companies
>&detachments are forbidden. I think that the Troop restriction rulle should
>be changed by stating "Assault flamer detachments" instead of "Assault"
>
>2) It is not clear (for me) if you can purchase only one Assault Flamer det
>AND only one bike det AND only one Land Speeder det per company (in other
>words, three support slots can be filled)or only one AF det OR only one bike
>det OR only one LS det (that is, only one support slot available for those
>troops ). Now it reads as the first option which I don't find restrictive
>at all.
>
>Another thing: the devastator company is a normal dev company or is composed
>of flaming devastators, since they cost the same.
>
I don't know much about these, but what you suggest seems reasonable.
I'll let Jar and others who know about these chapters so sort out the
wording.
>Also a small thought...
>
>Still I have not found any balance in the "never give up" rule (In general,
>Salamanders do not have any big drawback for all their special benefits,
>IMHO ). I know some people disagree with my opinion but I must say that I
>don't find adequate this rule and any rule that affeccts the victory
>conditions of your opponent. Same goes for the Crimson Suns special rule.
>The victory level of your opponent should not be affected by your army
>attitude. Note that even Tyranids, who have completely different victory
>conditions do not affect the other army victory conditions. IMHO the only
>way to impede your opponent victory is with a victory of your own, if your
>opponent reaches his victory conditions a turn before you, he has won,
>period.
>
I needed to read through this one, since I was not familiar with it. The
game implications are IMO, somewhat questionable since it give a player
a "get out of jail" free card. It means that I can play a so-so game and
then pull out a tie or win with this rule. It leaves a bad after taste
in my view.
I would edit it as follows: When a chapter player add +5 VP's to the
total necessary to end the game. That means if you play 6000 points
which is usually 55VP's or more to win, either side would need 60 VP's
to win. This reflects the salamanders grit and determination to tough
out a battle for longer than expected, but it doesn't give a free ride
to EITHER side. Opinions?
The same goes for the Crimson fist, the "moral high ground" should be
changed to "Honor Quest". One objective in the OPPONENTS half of the
table will be designated by the Crimson Son player as a "high" value
target. It is a matter of great honor for the sons to capture it. If it
can be secured it is worth DOUBLE the standard VP's for an objective (10
instead of 5). If however it remains in enemy hands at the games end the
OPPONENT gains the bonus +5 VP's.
This way there is benefit AND disadvantage. It gives character, but no
free rides.
Opinions?
Peter
>
>Albert
>
>
>
>
>
>
>----- Original Message -----
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>Sent: Thursday, April 22, 2004 5:04 AM
>Subject: [NetEpic ML] New file uploaded to netepic
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Received on Sat Apr 24 2004 - 21:06:40 UTC