Hi!
Thats the nature of the beast. Sometimes everything goes you're way and
you're opponent just goes down the tubes.
Its interesting that making a new army brings a two-fold point. One being
how the slann player will learn how to use his army, usualyy you suffer a
lot of losses in this process becuase you dont know exactly how to play
them. Once you get the hang of them, then its you're opponents turn (point
two) to learn how to adapt his tactics against you. Its a learning process
for both sides and very fun!
Peter
> Well, my Slann forces utterly destroyed the orks. I won 72-0! This
> is in my opinion due to :
> 1) The terrain. I placed most of my infantry in buildings, and
they
> were very hard to hit (No barrage you know).
> A more open terrain, and my infantry would have been
slaughtered
> by the goffs most probably.
> 2) The ork army was perhaps not ideally outfitted to take out the
> Slann. This is my fault, since i put it
> together. I included a Great Gargant, a Mekboy gargant, goffs
> and badmoons, but they just couldn't
> do anything right. Next time, we'll make sure the Bad moons
have
> transports as well :)
> 3) The opposing player forgot that the Kult of Speed needs their
> nobz as well, and they had no choice but to
> charge the nearest enemy, and was slaughtered.
> 4) I played very well, according to Eivind who came to watch. He
> said i used my forces to the best advantage
> and overcame their biggest weakness (namely numbers).
> 5) My "enemy" consisted of a Epic newbie and Nils (A veteran
player,
> but has never played orks)
> 6) Die rolls. It was my lucky day, and my opponent only rolled
sixes
> on the gargant shield checks :)
>
> I fear my tactics was only good due to the terrain and the
fact
> that the orks had no barrage. I fear the day
> i'll have to fight IG....
>
> Rune
>
> -----Original Message-----
> From: hellreich_at_... [mailto:hellreich@...]
> Sent: 2000-04-08 03:18
> To: netepic_at_egroups.com
> Subject: Re: [NetEpic ML] Remaining armies
>
>
> After a ten game try agianst orks the Slann Titan 6 the ork Maga Gargant 4
> so in my test I'd say the Slann Komodo Titan comes in at bout 1600-1675pts
> to be fair. Or maybe the Mega Gargant needs to come down. As for the other
> Slann stuff it all seems to work out pretty balanced. With a league record
> of 9 out of 16 games. This could be different if, I'd choose more wisely
but
> I wanted to see how all the units in the army played and faired. Would
like
> to hear how Runes game went when he tried the Slann. WHAT YOU SAY
RUNE!!!!!
> OOO BYE THE WAY the new save mods on the King are very very strong and if
> you think of lowering the cost would say no more than 100-150pts for this
is
> a or should be called the punisher now LOL, takes anything you can throw
at
> it except for the specail missile of coures. Thats all of my test for now
> but let you know more as I play them more.
>
> ----- Original Message -----
> From: Peter Ramos <mailto:pramos2_at_...>
> To: netepic_at_egroups.com <mailto:netepic_at_egroups.com>
> Sent: Friday, April 07, 2000 2:35 PM
> Subject: [NetEpic ML] Remaining armies
>
> Hi!
>
> We might as well open up the discussions full tilt on all remaining armies
> since the volume of possible changes may be quite low.
>
> Squats
>
> The additional units I have created have been overhauled for an article in
> the next Incoming! issue. Overall, ranges were made sorter to reflect a
> squat philosophy of close in fighting. Amor is usually quite good. Only
the
> really big tanks and praetorian sized vehicles and have long range, but of
> limited attack dice. Overall their speed is slow as compared to other
races
> with a top speed of 20cm on advance orders.
>
> In the end it will depend on all of you if you would like these to be core
> or optional. I could go either way.
>
> As I view their army list I dont have much qualms about any particular
unit
> or rule.
>
> Chaos
>
> The main points will probably be primarch cost and teh re-evaluation of
some
> powers. I would agree that primarchs should have a higher cost, but some
of
> them (slaneesh) should have their powers raised accordingly.
>
> The usual issues of what they can and can not use as marine or IG
equipment
> can be addressed
>
> Two additional points will be if slannesh titans will have void shields or
> another idea posted where their aura made that the titan could only be hit
> on a 5+ regardlesss of the to hit of the weapon
>
> The second issue being the havoc missile rack and its low power to cost
> ratio.
>
> Tyranids
>
> The only and most poignant issue is the "regenerate card", which in my
view
> and most who have voiced it should NOT be used for titan.praetorian
classed
> units which have many benefits anyway.
>
> Slann and Dark Eldar
>
> These armies will mostly be discussed by myself and those who have helped
in
> their creation and playtesting. By all means if anyone has a comment
please
> post them, but I understand the experience is limited and those who have
> actually played them a lot will have the most to say.
>
>
> If there are any other things that you would like to take care of please
> mention them.
>
> Peter
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Received on Tue Apr 11 2000 - 01:17:01 UTC