Hi again, Albert!
Interesting, your comments on the Beacon Power. Against the Chaos
Generals I have played against, in the past, Beacon would have been very
usefull.
Perhaps it is just a matter of what forces you usually play against. I
seemed to get pounded by Magnus the Red a lot. I see Beacon as being a
great way to limit powers of that sort.
Warprat ;)
Albert Farr� Benet wrote:
>
> Hi again!
>
> just some comments...
>
> >
> >My personal opinion is that the Astropath power, Guidance, is not
> >limited to helping only one unit per turn. Take a look at the other
> >powers, Beacon and Cancellation, VERY NASTY. Guidance should be nasty
> >as well.
>
> I don't think so. Beacon is a very limited defensive power, and cancellation
> is a good power although only defensive. Beacon is a power which may be
> useful if allowed no unit limit. If not it's not worth the points (which
> doesn't mean that against Chaos Astropaths are not useful. They are
> necessary to stop demons)
>
> >
> >The Astropath is a naturally powerfull guy, when pitted against the most
> >psychic army, Chaos. He is also something of an equalizer for the
> >pathetic CAF abilities of even the most highly trained normal men, the
> >Imperial Guard.
> >
> >
> >I had selected 2 Astropaths, for my battle, in case I had to sacrifice
> >one, using the Beacon power.
> >
> >This brings up ANOTHER question. Beacon makes the Astropath visible to
> >all Psykers. Does this mean that Psykers can use weapons and physical
> >psychic attacks, like The Eye of Magnus The Red, can shoot through
> >buildings and woods when targeting the Astropath? My feeling is that
> >only non-physical psychic attacks, like the Eldar Warlocks "Eldritch
> >Storm", could target through obstructions.
>
> I agree with you and add that physical attacks and shooting for enemy
> psikers are only possible against the Beacon. If they can't shoot him they
> won't shoot and will move next turn against it. Perhaps this is too unreal,
> as Warlocks are not stupid but Daemons are attracted by psykers and would go
> for them.
>
> >
> >
> >I have found Chaos players to be tough opponents. I've lost more games
> >than I've won, against them. When played craftily, the Chaos Cards can
> >be devestating. The army takes its lumps moving up, but when it hits,
> >WOW. As the man said, in the clasic movie, Aliens II.
> >
> >"Game over, man. Game over!" ;)
>
> Chaos cards are the worst "unit" in tha chaos force. Not only greater
> daemons are tough but also take at least two or three turns to go down
> because of the cards (At least, when you take down one, the others follow
> quickly).
>
> >
> >
> >Warprat ;)
>
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Received on Wed Jul 19 2000 - 06:46:51 UTC