Re: Epic Space Marine Madboyz and Shokk Attack Gun questions
Hi Rich,
You could pick 5 detachments of Mad Boyz per clan if you wanted to. When I play Orks, I always make sure that I fill up any remaining support cards with Mad Boyz. My advice though would be to put all of them off to one side, away from your main Ork force. You never know with the dice roll what chaos they can bring, including fighting yout main Ork Force.
Shokk Attack Gunz are a support card that do follow the normal Ork command rules. My advice would be to buy them for the Evil Sunz, then put them in the back integrated into another Ork Clan like the Bad Moonz. Since the Bad Moonz are a sit back and shoot clan, and since they are not Blood Axes, the Shokk Attack Gunz could follow the BM Nobz while still counting for the break point of the Evil Sunz.
--- In netepic_at_yahoogroups.com, smetfam@... wrote:
>
> Hello, Getting back into playing "Epic, Space Marines" with Clan cards and such, and wondered about Madboyz. Since you can add five "support" cards under each Clan, one could have quite a large mob of Madboyz. Am I missing some limitation on their use?
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> Also, the Shokk Attack Gun is a separate mob, but still follows the Ork command rules, right? If I drop off an Evil Sunz team and surge forward with the rest of the Clan leaving it behind, it may have to automatically follow on Advance Orders (normal to charge speed) once out of Nobz command, correct?
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> This Saturday four of us are playing a round robin games series with 2500 point armies. My Ork force is centered on the Kult of Speed and Evil Sunz with Engineer Bignails Special Card. WAAAH! Rich Smethurst
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Received on Fri May 27 2011 - 18:05:19 UTC
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