Re: [NetEpic ML] SoB more than meets the eye?

From: hellreich <hellreich_at_...>
Date: Mon, 29 May 2000 11:35:31 -0400

great great, so we have come to a agreement, on the army. Now just needs
fine tuning, I'd still like to see the Gravguards cost 1100pts for company
cards. Spawnguards I'd like to leave as 3 detachments at 1100pts weaker
troops, plus would when feilded, make the Slanns more in number then the
Necron foot troops. As I see it each army should have 1 CC at some what low
cost, This is the one for True Slann. How dose All feel about taking the
fixed save from the Necron foot troops, just let them have a repair roll of
5+, only let the tanks have the 2 roll one for save and one for repair, this
would show that the tanks have more armor then foot troops. In my eys we
could then lower the cost of Necron foot troop cards Company by I'd say 50
pts and support by 25pts. How dose this look? !!
----- Original Message -----
From: Karlsen Rune <rune.karlsen_at_...>
To: <netepic_at_egroups.com>
Sent: Monday, May 29, 2000 3:15 AM
Subject: RE: [NetEpic ML] SoB more than meets the eye?


> You forgot to mention that i tried out the 1000 point Gravguard
> company as well. I'll have to say, and i think Nils agrees with
> me, that it didn't make much difference in this battle.
> I think the Gravguard and the Spawnguards both could be
> 2 detachments without any modifications beyond reducing
> the cost by one third.
>
> I was very impressed by the SOB, and also by how much more
> balanced the Slann seemed now. I fielded the best i had, but
> it was still balanced. I lucked out on initiative, winning all 3
> times,
> and contribute my victory to that fact alone...The ignore cover
> to hit weaponry of the SOB really makes the difference against
> an army like the Slann which have lots of units with fixed saves.
>
> My battleplan was to hang back with the gravguards, mechs and
> tanks, while the Necrons and the Vanguards took out strategic
> enemy positions and held VP's to the front. This worked out OK,
> but showed the Slann's biggest weakness, namely numbers.
> I simply didn't have enough units to try and take and hold all
> the VP's. On my right flank, i had the Nemesis' and the Gravguard.
> The Gravguard held a VP, and the enemy held a VP with his
> Archangels in a woods nearby. I had to keep a detach of
> Necrons nearby in case the Archangels charged (with a
> devastating 50cm move!). I couldn't move away, because
> i didn't have the move to reach the Archangels in one turn,
> and i couldn't hit them since they were in the woods.
> If Nils feels he did badly with the Archangels, this is only
> because he didn't attack when he had the chance! As a
> deterrent, they did an excellent job, and Nils wants to take
> 2 detachments of these next time. I don't blame him. 50cms
> move on charge and flightpacks makes these a Slann
> Mech killer! :-)
>
> Rune
>
> -----Original Message-----
> From: NN [mailto:nils.saugen_at_...]
> Sent: 2000-05-29 08:55
> To: netepic_at_egroups.com
> Subject: [NetEpic ML] SoB more than meets the eye?
>
> This Saturday Rune and I played a 5000 points game between
> the SoB
> and the Slann, The SoB fielded a Sister Company, an
> Immolator
> Company, a Rhino Company, a Retributor company and a
> Punisher
> company. They where supported by 2 Predator and 1 Vindicator
>
> detachment, 2 detachments of Cardinals, one detachment of
> Archangels,
> a Justifier special card, a Cleric, a fwd. Observer, and a
> pair of
> Warhounds. The Slann had a Gravguard company and a Necron
> raider
> company, supported by 2 Bullfrog detachments, a Nemesis
> detachment
> and finally two Vanguard special cards.
>
> The battlefield was dominated by a ruined town and a couple
> of woods.
> Lots of cover! The Sisters won the roll for setup, and chose
> the side
> with the most cover. The plan was to catch as many VPs as
> possible in
> the first turn and to defend them and keeping a mobile
> reserve to
> stop any Slann breakthroughs. The Cardinals and the
> Retributors would
> hang back giving fire support. The Titans had one role, suck
> up fire
> in the first turn! If they survived, that would be
> excellent, but I
> didn't plan for that to happen!
>
> The game lasted for three turns, and was a very close race.
> After the
> first turn, the score was 25 - 21 in favour of the SoB, the
> second 41
> - 37 to the Slann, and the game ended in the third turn 55 -
> 37 to
> the Slann. We had equal luck with the dies, except that the
> Slann won
> the initiative in every turn. If the SoB had got the
> initiative in
> the third turn, things might have looked different. Most
> went
> according to my plan, but I chickened out with the
> Archangels and the
> Justifiers, so they didn't see any action at all. I lost
> because
> the
> Slann where able to break all most all of my detachments,
> while
> keeping the Bullfrogs and Gravguards more or less out of
> harms way.
>
> The SoB worked just fine on their own. I take my hat off to
> Jyrki for
> putting together a well balanced army. It appears light on
> paper, but
> looks can be deceiving. I'm working on a couple of units
> that
> I'll
> add to this army in due time, and I'm definitely keeping the
> sisters
> as a standalone army!
>
> What about the Slann then? They have made progression. They
> now seem
> more balanced, but are still a very hard to beat. Each unit,
> although
> small, packs a lot of punch and resilience, making them very
> hard to
> kill. Slow moving opponents might find it difficult to beat
> them,
> because they stop you dead in your tracks by the end of the
> first
> turn. I think you need to try to catch as many VP's as
> possible
> in
> the first turn! Concentrate the fire and break one unit
> after
> another! They are very few and not that mobile, so they will
> have
> trouble covering the entire battlefield. Use that to your
> advantage,
> and you may be able to beat them.
>
> Nils
>
>
>
>
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Received on Mon May 29 2000 - 15:35:31 UTC

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