I agree that something might be done about the wave serpent.
I've always seen this as a nifty way to transport units safely.
WS's with Harlequins are a good example. The way they can fire
their shield and immobilize a whole flank before you can even
move is a little harsh. Maybe the shield could only be fired
on advance orders or something? Or, as you suggest, remove the
fire ability all together. If the firing ability is removed,
the cost should go down though. Also, the rules on how the
units fired upon are affected by the shield are a bit
controversial. For example : Do they affect Slann units with
warp shields? They definetely need to be updated at the very
least.
Rune
-----Original Message-----
From: Peter Ramos
To: netepic_at_egroups.com
Sent: 05.04.00 17:25
Subject: [NetEpic ML] Eldar and Orks
Hi!
As the IG issues are sorted out we will continue with Eldar and orks.
As mentioned before all variants and non-original material will be moved
out to the optional book (damn that book is going to be big!), so you
need not comment on those.
Eldar.
The only two units to get a lot of flak traditionally are the
doomweaver, wave serpent and prism cannon.
As for the doomweaver, perhaps a standard barrage attack is best.
In the case of the wave serpent, my objections are usually defining the
interactions of the shield with other weapons in the game, not that it
protects well. Also I think the "offensive" capabilities of the shield
are not warranted, since this is mainly a defensive unit.
The prism cannon rules are excessively fiddly and prone to
misunderstanding. They need to be streamlined.
Orks.
I dont have any real objection on any particular weapon. The orks by
their nature are kinda fiddly to begin with and its part of their
character.
Opinions or additions?
Peter
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Received on Thu Apr 06 2000 - 07:11:55 UTC