[NetEpic ML] Re: Net Epic Revision: Titans

From: Warprat <warprat_at_...>
Date: Tue, 07 Mar 2000 05:21:25 -0800

Hi Nils,

You have a good point here. I think every army needs it's own form of
"Super Weapon." Something, that helps define that army's "flavor", and
tactics.

I feel that the Vortex Missile is too strong to not have some kind of
limiting factor, though. Gargants have about a 45% chance of being
neutralized, when they are fired at. Hence, the Special Card idea.
Other titans, do fare a bit better, however.

Warp Missiles, are not near as bad, but I can see reducing the warhead
strenght, to make them a bit more reasonable. Roll 2d6, use the best
die for damage. Praetorians are more vulnerable to Warp Missiles, but
the reduced warhead will limit the almost automatic 6 result.
Praetorians and Titans will be damaged, but still in the fight, usually.

As far as Eldar Superweapons go, I can see limiting Eldar Titans to only
one Pulse Laser per titan. Wave Serpents, however, are such an
important, defining factor in Eldar tactics, that I think they should be
left alone. Eldar have so few troops, they need an "equalizer."


Have a good one!

Warprat ;)



nils.saugen_at_... wrote:
>
> Hi,
>
> I really don't understand the concerns about the warp and vortex missile
> either. Pricing them up to 400 is the same as taking them out of the game.
> And believe it or not, I've missed a gragant with the vortex missile. There
> are weapons that I believe are fare more powerful and unbalancing to the
> game than these two... What about the Eldar Waveserpents.... Or pulse lasers
> for that matter.
>
> Nils
> > -----Original Message-----
> > From: Warprat [SMTP:warprat_at_...]
> > Sent: 7. mars 2000 13:33
> > To: netepic_at_egroups.com
> > Subject: [NetEpic ML] Re: Net Epic Revision: Titans
> >
> > Hi Darius and Nils!
> >
> > I agree, I have used the Multiple Rocket Launcher, a time or two.
> > But I really like the wrecker, a lot. It doesn't get a whole lot of
> > use, when I use it though, it's more of a terror weapon. Your opponent
> > never knows which building your titan will knock down, so your opponent
> > hesitates to concentrate his infantry in any building.
> >
> > The last game I played, I actually got the wrecker into close combat
> > with a Warhound. Of course, like a Warp Missile (Subtle hint to those
> > who think the Warp Missile is ALL POWERFULL!), it missed on the first
> > and second rolls for template scatter. Then the Warhound's Chain Fist
> > proceded to give my Reaver a "Chainsaw Enema", oouuuccchhh! And that
> > was the end of my Reaver. ;)
> >
> >
> > A quick question for Peter:
> >
> > Do Drop Pods retain thier CAF of 0, after they've opened? Or, are they
> > automatically killed, if close assaulted? Seems to me, that they would
> > have a CAF of -3, like light artillery.
> >
> >
> > Thanks,
> >
> > Warprat ;)
> >
> >
> >
> >
> >
> > Darius "Dman" Spano wrote:
> > >
> > > I always take the Multiple Rocket Launcher for the Warlord. Agreed it
> > isn't
> > > great but I need the barrage artillery for the SM. Why take mole mortars
> > or
> > > addtional batteries of whirlwinds when this has a better to hit than 3
> > > whirlwinds or 3 mole mortars and its only 50 pts. This weapon doesn't
> > always
> > > save me but it is handy for taking out vibro cannons, weirdboy towers
> > and
> > > hard to reach artillery behind enemy lines. If you are worried about
> > cost
> > > make it 35 or 40 pts. Another cool weapon is the Wrecker. For 25 pts it
> > > increases your CAF, takes out buildings, destroys one non-superheavy
> > > vehicle/titan/praetorian classed unit before CC and gives you an
> > advanced
> > > attack on titans in CC. I have taken this many times and have used it in
> > CC
> > > effectively. I have been known to charge my titans.
> > > Darius
> > >
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Received on Tue Mar 07 2000 - 13:21:25 UTC

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