The Kroxigors have a +6 CAF when fighting normal troops the warp claws work
as a normal power weapon such as a glove. When fighting Choas Deamons is
when you add the +2 to the CAF to make it a +8 CAF this is when the warp
power works.
As for the APC if the Exodus have to bump up the price then I want to see
the landraider, and a some of the other APC go up in price also. As for
APC's and troops having to stay together is observed, if fighting in a
jungle what am I to do with a APC that can't move, have my troops stay in
one spot. OO your Space Marines can go in that woods for you'll break UC
with there transports be fore real. Plus Exodus are low tech Slann and
somtimes the Mantis will be used as a MBT instead of APC.
----- Original Message -----
From: Karlsen Rune <Rune.Karlsen_at_...>
To: <netepic_at_egroups.com>
Sent: Monday, March 20, 2000 4:42 PM
Subject: [NetEpic ML] Re: Slann v.3.0 army construction
> I think the Kroxigors should have +8 CAF with the claws, since their
>
> weapons have been removed.
>
> If APC prices are raised, a Slann army of 4000 points would only have
> 2 detachments with some support cards. Some units are cheap for some
> races. Look at the Squat praetorians/super heavies and how cheap
> some of them are. I don't hear anybody complaining about them.
>
> I agree that the mantis' in the Exodus card should have to be APC's for
the
> warriors.
>
> I also think that some Slann forces should have APC's in their
> company cards,
> at least the ones who can't warp or jump. You should be able to
> choose
> between a company card with APC's and one without, like the necron
> cards from v.2.0.
>
> Rune
>
>
>
>
>
> -----Original Message-----
> From: dardman [mailto:dardman_at_...]
> Sent: 2000-03-20 21:59
> To: netepic_at_egroups.com
> Subject: [NetEpic ML] Re: Slann v.3.0 army
> construction
>
> Karlsen,
> Again I am playtesting the rules with Hellreich who authored
> the new Slann
> version with Peter. I mentioned this with him, the high BPs
> and the
> inconsistencies. The Dracon/Slann/Exodus army is supposed to
> be resilent
> like the squats. I do however agree with you, but on the
> whole the rules are
> pretty solid. My questions do revolve around a few things.
> Examine them more
> closely and let me know what you think.
> Do the Kroxigors have a +6 CAF with the warp claws or +8
> with them. If they
> have a +8 they are effectively CC termies and should be
> priced as such.
> Check out the Mantis APC and compare it to other races APCs.
> It is a steal
> at 100 points. This one should be priced up in my opinion.
> We play it that
> the lightining tail can only affect units with no save. I
> think the Mantis
> should have the equivalent of boltcaster rifles with a 25cm
> range to be a
> 100 pt unit.
> There is one last thing. The Mantis squads are seperate in
> the Exodus
> company cards. This means they aren't the transports for the
> warriors. I
> think they should be used for the company card"s unit only
> because this
> allows the Slann player's APCs in the company card that can
> be used for
> other support units not the company troops. Effectively
> allowing the Slann
> player not to waste support cards on APCs. Which doesn't
> work for any pother
> race. Orks have to take extra APCs if they want or need
> them. Let me know
> because we are still playtesting the rules.
> Darius
>
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Received on Mon Mar 27 2000 - 02:41:16 UTC