[NetEpic ML] new heresy test
Hi,
last saturday we played a new heresy game; this time we used eldars and
chaos, so for the first time we used the magic system and also the wargears
and extensive air support.
These are my considerations:
1) magic system:
a) spell selection: there are 15 spell cards for each race, but in reality
only five different spells, this allow that a random selection could,
probably, produce a multiple same spell pick up, it is correct?
b) chaos spell: between the 15 spell cards avaibles, 9 belongs to the four
deities (three for each) and the rest are neutrals. In our game we had
magnus a lv. 4 sorcerer and he had to random choose its spells, but we
agreed to gave it only the tzeentch ones and one of the 6 neutrals, it is
correct?
c) spells duration: how many turn a spell remain in play?
- only for the turn
- more
i.e. psichic lock.
d) is line of sight is mandatory to cast a spell?
i.e. purge psiker
e) opportunity fire: can I use spells for opportunity fire?
i.e. psichic lock
consideration: I don't like that every psicker have a fixed ammount of psi
points every turn, I would like to roll the magic points avaibles each turn
rolling two d10 and give the total avaible to each players, otherwise magic
could be too letal with so many points; for example my eldar opponent used
psichic lock every turn and a single warlock (lv 2)immobilized 6 stands
every turn, immagine how chaos could survive this!
Wargears: one wargear for every 500 points spent is too, one every 1000
could be better.
We test (damm eldar) way stones and this only wargear, save of 5+, was
decisive, if in a 2500 points game we have 5 wargears we could have too many
super men.
Cost formula: I don't understand how the points formula work; I used magnus
and mortarion, they both cost 400 points, but mortarion has an armor value
of 8 while magnus has 9, magnus has a very good weapon, contrary mortarion
has lower range weapon and little effective, magnus is a lv.4 SORCERER,
mortarion not, how it is possible? Also, magnus gives a -2 accuracy
penalities to every shoot against its minions, contrary the +1 armor bonus
that mortarion gives is unconfrontable.
Air phase:
1)damage in dog fight: I don't undestrand where damaged fighters go:
a) stay there (where a dog fight has been fought) as any other non damaged
flyer, but next turn, because damage stay in effect for a whole turn, can't
move, but can be intercepted;
b) must be removed from play and will retun two turns later from your board
edge.
d) else
Interceptation skill: the rule state that if I want to intercept I have to
check my morale, modified by the interceptation value skill. This sound
good, but, also reading the rules I see that flyers are considered in
command and receive automatically the leadership bonus, this make the
interceptation check most of the time automatic and the skill irrilevant,
only poor leadership race could be effected, but for the most this is
ininfluent.
Immagine a doomwing fighter: it has morale of 8, interception of 3 and
normally it receives a leadeship bonus of +2/+3; this makes the
interceptation skill irrilevant. Do you think that the only modifier used
should be the interceptation skill for this job?
enscort: I don't understand how this work; I have to "stack"(within
coherency range) the enscort with the bomber to allow this order, or I can
give this order to a far fighter, if this is allowed, how it works; both
will move during the bomber activation, or the far enscort move only in the
case that the bomber will be interceptes, else stays where it is?
Thank you for your help.
Stefano Andreoni
Received on Mon Feb 21 2000 - 10:11:13 UTC
This archive was generated by hypermail 2.3.0
: Tue Oct 22 2019 - 10:58:52 UTC