Hi Peter!
Glad to see you could stomach most of my ideas.
Watch the movie "Glory", you'll see a failed cavalry charge, through the
woods. The infantry blasted them at "point blank" with first fire.
Have you ever played Napolionics, or American Civil War? Cavalry
charges through woods are common. My history playing pal, almost had a
seizure, when I pointed out the same thing you did.
In real life, my Stepfather used to charge cavalry through the woods, as
part of a Home Guard Unit in WWII. He said it was one of the scariest
things he's ever done, especially at night.
Squiggoths, are so big, that they could not charge through woods very
well. Thier size would help to break things out of thier way, but it
would slow them down. Then again, maybe they wouldn't be slowed down,
THAT much.
The Squig Katapult is a pretty nasty weapon, almost equal to the Wave
Serpent, if totally selective as to what it will eat.
The original Games Workshop fluff, does indead say that when the Squig
Pots burst open, they are not interested in Orks and Gretchin, because
of the bad taste. But NetEpic has modified the original rules, to allow
the Squigs to continue swarming on a 4-6, instead of a 6. Squigs used
to burrow into the ground, after scattering for the feeding frenzy, now
they stay on the board, for the REST of the game.
My feeling, is that Squigs going into a feeding frenzy, should forget
what tastes good, and just eat everything.
As an Ork player, I try to think as an Ork, and this would not bother
me. I'd just laugh heartily, every time one of those stupid yutzes, got
striped of his green flesh. ;)
What does everyone else think?
Warprat ;)
Peter Ramos wrote:
>
> 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
>
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Received on Tue Mar 28 2000 - 04:25:55 UTC