[NetEpic ML] Re: More stuff to argue..er.. I mean discuss about

From: Peter Ramos <pramos2_at_...>
Date: Mon, 27 Mar 2000 14:06:15 -0600

Hi!

> Hi Peter!
>
> Where do we stand on the Holofield issue? Perhaps another vote? Should
> we use the egroup poll feature? Frankly, I'm confused again. Maybe
> Kelvin could lend a hand?

Kelvin could you bring up another vote, either posted or using the poll
venue is fine.

> I agree, with you, on the Banelord issue. I don't have any experience
> with the Slann Titans. So, unless something sounds outragous, no
> comment, there.

With the slann it will be more with price cost then increasing power.

> I would like to Keep the Imperial Guard, Tech Guard and Marines as
> Seperate Armies. I would like to seperate the Eldar, and Eldar Knight
> armies.

Fair enough.

> I suggest, that when we get to the Army Lists, that we do one army at a
> time.

Agreed.

> My wish list for changes:
>
> Space Marine:
> A) Space Wolf Terminator Great Co., increase cost 50pts.
> B) Long Fangs, decrease cost 25pts.
> C) Wolf Priest, increase cost 50pts.
> D) Drop Pods, modify CAF of open pods, and eliminate them from break
> point.
> E) Dreadnought, allow to move as infantry, except in buildings.
> F) Robots, allow to Charge through woods, move into buildings if troop
> sized.

Not much of a wolves fan, but if others agree we can change the cost.
Alternatives "e" and "f" sound good.

> Eldar:
> A) Eldar Heavy Weapon Guardians, make them come in 6, one attack,
> 350pts.
> B) Wave Serpents, make them a Special Card, or increase cost to 300pts.
> Allow to move over water.
> C) Doomweaver, scatter 1d6 instead of 2d6.
> D) Bonesinger, allow healing on infantry too.
> E) Exarch, make this a normal card, decrease cost to 300pts.
> F) Dreadnoughts, allow to move as infantry, except in buildings.
> G) War Walker, allow to Advance through difficult terrain.
> H) Unicorn, allow to move over rivers.

I can live with most of these.

> Squats:
> A) Vote on new Squat units.
> B) Hellfury, increase troop carry to 6, Squat infantry comes in 6's.
> Increase Bolters to 8, decrease range to 15cm, hit 6+. Decrease cost to
> 100pts.
> C) Ironshield, increase Bolters to 8, decrease range to 15cm, hit 6+.
> D) Ironhammer, increase cost to 300pts, better than Landraiders.
> Increase Bolters to 4, decrease range to 15cm, hit 6+.
> E) Retributor, increase cost to 350pts, increase missile BP to 2,
> increase Bolters to 8, decrease range to 15cm, hit 6+.
> F) Hearthlord, decrease cost to 200pts, decrease move to 10cm, increase
> Bolters to 12, decrease range to 15cm, hit 6+.
> G) Grudgekeeper, increase cost to 450pts,
> H) Behemoth, reduce move to 10cm, increase Bolters to 20, decrease range
> to 15cm, hit 6+.

I can live with these too.

> Imperial Guard:
> A) Capitol Imperialis, reduce cost to 500pts, increase Bolters to 16,
> decrease range to 15cm, hit 6+.
> B) Mole, decrease Bolter range to 15cm.
> C) Hellbore, decrease Bolter range to 15cm.
> D) Hellbore Transport, decrease Bolter range to 15cm.
> E) Deathstrike Battery, make this a Special Card. Use ,Nil's Group,
> rules for cruise missile movement.
> F) Eliminate Armageddon, Golgotha, Mars as Special Cards. These belong
> to the Tech Guard.
> G) Rough Rider, allow to Charge through woods.
> H) Sentinel, allow to Advance through difficult terrain.

Dont know about cavalry charging through woods, horses normally dont do
this.

> Tech Guard:
> No changes.
>
>
> Chaos:
> A) Dreadnought, allow to move as infantry, except in buildings.
> B) Chaos Android, allow to move as infantry.
> C) Minor Daemons, allow to move as infantry, including in buildings.
> Cannot load in normal vehicles.
> D) Greater Daemons, allow to move as infantry, but not in buildings.
> Cannot load in normal vehicles.
> E) Juggernauts, allow to Charge through woods.
> F) Beast Riders, allow to Charge through woods.
> G) Trolls/Minotaur, allow to move as infantry, including in buildings.
> Cannot load in normal vehicles.
> H) Thunderhawk, this unit is too powerfull for Chaos.
> J) Chaos Veterans, get rid of them. Chaos does not deserve to have
> EVERYTHING.
> K) Chaos Recruits, get rid of them.
> L) Titans, should be a Special Card.
> M) Chaos Marine Legion, should be a Special Card.
> N) Chaos Magus, increase cost to 150pts.
> O) Primarchs, increase cost to 350pts.

Dont worry about alternate units like chaos veterans and sorcerors they will
all be removed to an optional list. I still have my reservations on cavalry
charging into woods.

> Orks:
> A) Dreadnoght, allow to move as infantry, except in buildings.
> B) Boarboyz, allow to Charge through woods.
> C) Mekboy Geargant, something BAD should happen if the shield roll is
> failed.
> D) Squig Katapult, Buzzer Squigs in a feeding frenzy should kill Orks,
> as well as everything else.

Disagree fluff specifically states they dont eat green meat!

> E) Squiggoths, should move as tracked vehicles.

Why? Its more of a cavalry unit.

Peter
Received on Mon Mar 27 2000 - 20:06:15 UTC

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