Re: [NetEpic ML] Fighting against Chaos; Supporting CC
I have a point about using the Rhinos in comabat. Can't we just not use
them? I mean, it is hard enough fielding a Space Marine Chapter without
giving up cheap break points to those we battle against. Maybe lower the
break point? Also, when using drop pods, you have to buy a company first,
right? Then the company can be placed in the pods and dispersed? Is that
the way they are used? Thanks!
Aaron
At 07:49 PM 8/29/00 -0400, you wrote:
>
>Hi!
>
>
>
>> Hi,
>>
>> I recently played a battle against Chaos and another one against
>> Eldars; I got defeated once, had much fun twice, and found out that I
>> may need some advice on three points:
>>
>> 1. Chaos Reward Cards
>>
>> Having fielded the Emperor's Children Legion and its Primarch
>> Fulgrim,
>> the Chaos player got the Chaos Reward Card "Lure of Slaneesh". Of
>> course, he played it on one of my Warhound Titans; no problem with
>> that (except for my 4 Terminators who got executed by my own Titan).
>> However, we couldn't find out on the card if the Lure of Slaneesh is
>> a non-physical psychic attack, thus allowing my Warhound a psychic
>> save of 4+ because of his active void shields. My opponent gently
>> granted me the save (I failed it anyway), was he right or was there a
>> misinterpretation of the rules?
>
>Usually any power that it not an obvious physical attack (anything described
>as rays, bolts, etc) should be classified as non-physical. Anything that
>uses a morale check or affects the mind is a non-physical attack. So in this
>case if the titan had active shields it was entitled to save versus this
>effect.
>>
>> Besides, I have another question related to this topic, to those who
>> play against Chaos: How do you manage the threat of Chaos Cards?(my
>> Reaver Titan didn't appreciate much the crystalline body of the
>> daemon he had targeted with his turbolasers...)
>
>There is really no way to bypass chaos card, but you can minimize them
>effectively. If you fear crystalline body, fire a titan with a laser weapon
>WHEN it still have shields, it will bounce back and down one shield. No big
>deal he loses the card and you one shield., stuff like morale cards for fear
>and terror, use special cards that bolster your morale, like inquisitors and
>such. If you suspect he has a lot of cards to augment close combat just
>shoot him to pieces. If you have firepower to burn, shoot at his greater
>demons and make him spend cards.
>>
>> 2. Grey Knights teleporting on the battlefield
>>
>> I know that this topic has already been discussed on the NetEpic
>> group before I joined, but I didn't noticed any changes concerning
>> the
>> Grey Knights between the 3.0 and the 4.0 unit descriptions (although
>> I
>> thought they needed one). Can someone remind me the suggested
>> alternatives to the 3.0 rules?
>
>Hmm.. not much more alternatives, but remember one VERY important thing
>their attacks are psychic, so demons cannot use cards to save themselves (or
>under our current rules must spend two cards to save versus one non-physical
>attack). Use them for shooting, their nemesis weapons while having a low
>saving throw modifier they are psychic attacks and you can effectively form
>a 35cm barrier agianst demons who must use two cards if they fail the save.
>Granted with a -1 save they will save often but you have 8 attack dice! USE
>THEM!
>>
>> 3. Supporting Close Combat
>>
>> The close combat sequence is very popular in my group, partly because
>> of the mayhem fightings that occur on turns 2 and 3 near central
>> objectives. But I can't help noticing how some units, like Rhinos,
>> are useless in such situations and still forced to expose to ennemy
>> attacks, because of formation rules or their transport role. Wouldn't
>> it be worth creating rules on supporting close combats at short range
>> (10cm, for instance)?
>
>This has been discussed many times and for one reason or another discarded,
>I'm all for making something for this, actually borrow a epic40k idea and
>designate some units as close support, this means these units may add their
>CAF or +1 if CAF zero to a close combat within 10cm to one unit. It would
>simulate close support without unwieldy mechanisms.
>
>> The Epic 40K and Warmaster rules would certainly not fit (bonuses
>> apply to a full detachment/regiment), because the implementation of
>> detachments in SM/NetEpic is too different. But what about inspiring
>> from the SM Chaplain rules and the barrage fire system:
>>
>> -support only applies on a given surface, say the 6cm barrage burst
>> template, within a given distance (10 cm)of supporting units
>>
>> -effects of support depend upon the number and efficiency of
>> supporting units. This means that something like 3 Eldar Peregrine
>> tanks would give the same CC support as 6 Imperial Rhinos.
>
>This is a nice thought, but I think the idea I put above is perhaps simpler
>to implement because it entails no changes in unit stats and it adds to the
>mechanism in place, example:
>
>6 tactical space marines versus 6 goff orks, 1 to 1 combats, the space
>marines rhinos close by but not in the combat would add +1 to each
>inidividual combat in effect increasing the CAF by +1, rest of combat
>continues normally.
>
>Just a thought.
>
>Peter
>
>
>
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>
>
Received on Wed Aug 30 2000 - 02:34:11 UTC
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