RE: [NetEpic ML] Fighting against Chaos; Supporting CC
Wasn't the ork force in question a warboss card or warlord
and Stompa card as well? I wish i had seen that battle :(
Rune
-----Original Message-----
From: nils.saugen_at_... [mailto:nils.saugen@...]
Sent: 2000-08-30 09:27
To: netepic_at_egroups.com
Subject: RE: [NetEpic ML] Fighting against Chaos; Supporting CC
Yupp thats right, I frustrated the hell out of Rune by tying down his
vanguards in CC with Rhinos. In fact I consider the rhino to be one of the
best units in the spacemarine army. They are fast, cheap and have quite a
good armour save. They add to the breakpoint of the companies, so if you
keep them in cover your opponent will have a though time breaking you, or
you could place them in the open to draw avay firepower from your more
important units! Use them to outmanouver your enemy, harass enemy commanders
or to tip the scales in an important close combat.You gotta love this unit.
Hail to the Rihno!
Nils
PS: One of the most memorable moments I've had playing Epic was in a game
between a Blood Angels and Orks. The board was divided by a river, across
that river there where one bridge. The Spacemarines charged across the river
to establish a bridgehead on the other side, leaving a squad of marines and
their Rhino to protect the bridge (and the VP), the marines on the other
side got surrounded and defeated by the orks. The ork forces was spread
along both sides of the river so they attacked the Marines and the Rihno on
the bridge from bothe sides. The marine squads fell quickly to the onslaught
of the orks. However, the rhino stood firm, and threw back the ork attackers
holding the bridge (and VP) on Imperial hands. I don't recall whether or not
the Rhino survived the battle, but I do remember my opponents frustration
when the Rhino defeated his ork attackers, and slowed down the overall ork
assault. The Blood Angels won the day, and I like to think they did so due
to the brave chaps in that little Rihno on a bridge in a sea of
greenskins......
> -----Original Message-----
> From: Karlsen Rune [SMTP:rune.karlsen_at_...]
> Sent: 30. august 2000 08:46
> To: 'netepic_at_egroups.com'
> Subject: RE: [NetEpic ML] Fighting against Chaos; Supporting CC
>
>
> Rhino's are NOT useless in CC. They are inexpensive
> units which can be used to charge a powerful unit,
> tieing up that units firepower and move. After they're
> done transporting, try using them in this way.
>
> Rune
>
> -----Original Message-----
> From: Christian Debray [mailto:debray_at_...]
> Sent: 2000-08-29 21:57
> To: netepic_at_egroups.com
> Subject: [NetEpic ML] Fighting against Chaos; Supporting CC
>
>
> 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?
>
> 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...)
>
> 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?
>
> 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)?
>
> 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.
>
> Thank you for your replies!
>
> Christian
>
>
>
>
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Received on Wed Aug 30 2000 - 07:49:29 UTC
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