Re: [NetEpic ML] Eldar and Orks
My take on things.
Eldar:
1) Eldar Heavy Weapon Guardians, make them come in 6, one attack,
350pts.
2) Wave Serpents, make them a Special Card, or increase cost to 300pts.
Allow to move over water.
3) Doomweaver, scatter 1d6 instead of 2d6.
4) Bonesinger, allow healing on infantry too.
5) Exarch, make this a normal card, decrease cost to 300pts.
6) Dreadnoughts, allow to move as infantry, except in buildings.
Orks:
1) Mekboy Geargant, something BAD should happen if the shield roll is
failed. Really, you don't even need to worry about it untill the end of
turn 3. By then, the game is over.
Warprat ;)
Received on Thu Apr 06 2000 - 05:25:04 UTC
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: Tue Oct 22 2019 - 10:58:56 UTC