Yes but lets try to decrease the Null field to 5cm instead of 15cm, the
Slann foot troops will not beniffitfrom there ablity so much this way. Thus
Slann troops will be some what weaker also.
----- Original Message -----
From: Peter Ramos <pramos2_at_...>
To: <netepic_at_egroups.com>
Sent: Tuesday, April 25, 2000 12:34 PM
Subject: Re: [NetEpic ML] How to beat the Slann?
> Hi!
>
> Agree. If they are thought too strong, we can bump up the price, which is
> the easiest and fairest thing to do. I think my initial cost range for
them
> was quite high, but perhaps that is the way to go. I'd say a bump up of
> about 50 for most support units and 100-150 for Necron companies and
knights
> will do the trick. After all they are supposed to be a relatively
high-tech
> small army.
>
> Of course we need to know from those who have played them the most. It
seems
> that a price increase may be in order.
>
> Peter
>
>
> >>Another good idea is for YOU to play another army and have your opponent
> >>play the slann. If you still beat him its a matter of tactics, if he
beats
> >>you easily then its a matter of the rules.
> >
> >
> >hellreich has a 14 out of 20 rate and Karlsen has 4 out of 4. This is
> >indeed a good indication of Slann success. Can anymore people out there
> add
> >to these stats? I am inclined to agree with Peter when he called for
those
> >play testing to try to use your opponent's army. This would be the best
> for
> >the playtesting. Can anyone do this? I am not saying that your
opponents
> >are unworthy BTW. I want this army to be fair. Play testing this way
will
> >also give your enemies better insight into your army.
> >
> >I am however pretty much opposed to changing the stats of the army. We
> >built this army with the motto: if it is powerful and you want it - have
> >it - just pay the points. If the Slann are too powerful then we should
> >increase the point cost. Reworking the stats would mean redoing the
whole
> >army - and that as we all know is a BIG job.
> >
> >>I'd say the nuero disruptor ignores cover modifiers. As for th Necrons
> self
> >>repair, I am inclined to say it does not work after CC, but I would ike
to
> >>hear other poeples take on this.
> >
> >
> >I would also think that removing the self repair when in CC would make
the
> >Necrons weaker. If they are over powering (this seems like it is the
> case),
> >then remove this power in CC and continue play testing. Leaving the
> Necrons
> >off the table is not an option.
> >
> >Teras
> >
> >
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> >
> >
>
>
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Received on Tue Apr 25 2000 - 19:41:38 UTC