Hi!
>
>Hi!
>Can the termies teleport into the batleground in the 40K rules? I like the
>idea, it makes them more offensive and more in line with the rest of the
>Space Marines. SM is supposed to be an offensive force, but the termies are
>now quite defensive.
They did teleport in 40k, don't know about third edition though, I agree
this would make them very aggressive as it should be.
>
>With 13 terminators teleported to the thickest of fighting, you get quite
>an
>offensive force, but the enemy only have to kill 7 to gain 10 VPs. Seems
>balanced to me...
Actualy the break point would be ten out of twelve, suitably high but then
again its 10VP's at stake!
>
>Why not make this an optional rule?
Absolutely, at the very least, lets see if other like it.
>
>Any objections to this?
Nope.
>
>Another thing we could do is to make a companycard, like the scouts, where
>only the commander gets a free transport and you have to buy transports as
>supportcards for the rest of the company. The company would look something
>like this:
>
>1 HQ in Land Raider
>3 Detachments of 4 terminators
>
>Breakpoint 7
>Moral 1
>Cost 500 (Hmmmm... This might seem somewhat cheap. I've just deducted the
>landraiders, which according to their supportcards costs 250 for 3. The
>price should maybe be more like 600-650)
>
>Any opinions on this?
We should keep the current card and composition and add if you desire to
teleport you lose the raiders, sorta like what happens with the drop pods,
you pay for the added manueverability, so it would be 1000 points to use
with land raiders or to be teleported all other stats and cost remain the
same.
Peter
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Received on Thu Aug 31 2000 - 14:36:28 UTC