I like the idea of
the optional 10 support cards for Orks. It makes
sense and it leaves open the possibility of seeing more Ork units -
for example I have yet to use any of the Goff tanks because my usual
Goff clan consists of 1 card of extra botz, 3 BW groups, and 1
dragsta, all of which is needed to speed da boyz into CC. Could I
suggest that we double the Mekboy unit rule as well? One of the
things I hate is that the Meks have all these cool cards, but you are
limited as to how many you can use. I painted up a lot of them and
I
want to use them, dadgummit! :)
I disagree with doubling the number of Mekboy units that regular Ork
Clans can take. Mekboyz are rare and as a result, their special
inventions are rare. Part of the challange is getting the right
balance of which Mekboy units to take and which to leave behind, which
was the intent of the original SM2 rule that we have kept in
NetEpic. The whole point is to limit their use, hence making them
special. Also remember that each Mekboy Support Card gives you two
Mekboy Repair Cards and if we increase the number of Mekboy Support Cards
available to field, then the number of Repair Cards increases too,
throwing the game balance off. Sure there are lots of cool Mekboy
units we would love to take each time the boyz march to war, but part of
war is also not having every unit that want in your army.
One rule that has dropped off the radar though is the old SM2 rule that
the Kult of Speed could have up to 5 Mekboy Support Cards (due to the
fact that the Kult attracts lots of Mekboyz). I would like to see
this reinstated.
-Kelvin....
Received on Wed May 23 2007 - 23:47:47 UTC