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

From: Peter Ramos <pramos2_at_...>
Date: Wed, 29 Mar 2000 18:26:38 -0600

Hi!



> Why is everyone so against Chaos getting Thunderchickens? We are happy to
> let Chaos use Thunderchickens with the following restriction: like our
> Cultist-IG rule, for every Minion Card of Chaos Marines you buy, you can
> buy a Thunderchicken that must be taken under the same Daemon as the
> Marines. This Thunderchicken can ONLY carry the marines it was bought
for.
> No Daemons or other Marines or Cultists or Monsters flying in it. This
> represents Renegade Marines bringing some of their specialist gear with
> them. They wouldn't let anyone else use it either.
>
> With this rule we cut back on the abuse of the Thunderchickens by Chaos
and
> it gave a good feel to it too.

I like your take on the one card per minon card deal, really good and it
controls itself.

As for the t-hawks I've used these with chaos forever and I dont see it too
disbalancing, remeber once AA was introduced into the game it made t-hawks a
very risky deal.

> >> J) Chaos Veterans, get rid of them. Chaos does not deserve to have
> >> EVERYTHING.
>
> These were introduced as a response to the newer 40K lists. I quite like
> them as long as they are kept to a minimum (only one Card per army).
> Perhaps they should be moved to the Alternative Rules, but I don't think
> they need eliminating.
>
> >> K) Chaos Recruits, get rid of them.
>
> I agree with this.
>
> >> L) Titans, should be a Special Card.
> >> M) Chaos Marine Legion, should be a Special Card.
>
> But Chaos don't HAVE Special Cards. The Marine Legions are an extra
Minion
> Card that can only be taken under their Primarch (kind of like a Special
> Card). Otherwise you have to take Marines as Minion cards.

Correct Kelvin, there are no special chaos cards and you can ONLY take chaos
marine companies with the primarch as its "special" card. All other marines
you take as detachments are "generic" and have NO powers.
>
> >> N) Chaos Magus, increase cost to 150pts.
> >> O) Primarchs, increase cost to 350pts.
>
> Not for the pathetic Slaneesh one. He sucks.

Hehe, we need to up his powers, but overall primarchs are way too useful and
should be slightly more expensive.
>
> >> 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.
>
> Something does! If you fail the shield roll, you roll on the Generator
> Damage Table. This can easily result in the Gargant blowing up! And if
> you fail the shield save, then the shot gets through which can again
easily
> result in the Gargant blowing up! Mekboy Gargants are fine as is.
They're
> fun and silly. Perfect for an Ork army.

I would mess with his table its good as is. As Kelvin points out you can
really screw yourself with a roll on the table.

> >> 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!
>
> Same here. They don't like Grots or Orks. I know I wouldn't.

I've tried this out a fair amount it isnt too bad, its range is short and
easily slain in close combat, leave as is.

Peter
Received on Thu Mar 30 2000 - 00:26:38 UTC

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