Hi,
Well I guess that I find the whole consept of teleporting termies to be
cheesy. It's a nice idea in concept, but in reallity it means that you could
teleport some serious but kicking units on top of VP's, Slann Mechs, IG
Artillery and so on.... Ney, I say stick with the land raider.......
Nils
> -----Original Message-----
> From: eivind borgeteien [SMTP:eivind.borgeteien_at_...]
> Sent: 5. september 2000 11:46
> To: 'netepic_at_egroups.com'
> Subject: RE: [NetEpic ML] Terminators & transports
>
> Hi
> Dont think so, a teleporting Woulfguard-detachment costs 375 (same as a
> normal WG specialcard) so if you pay for the more for the ability than all
> other, you should get the ability.
>
> Deathwingtermies DO break, they just dont check morale. Normal termies
> fail
> moral only 1 in 6 times, so I dont see any reason why The Dark Angels
> should
> be cut off from the ability to teleport in.
>
> Eivind
>
> -----Original Message-----
> From: nils.saugen_at_... [mailto:nils.saugen@...]
> Sent: 5. september 2000 11:15
> To: netepic_at_egroups.com
> Subject: RE: [NetEpic ML] Terminators & transports
>
>
>
> Hi,
>
> This should only apply to the Chapters without special rules for
> Terminators. I play the spacewolves and I guess that to teleport a group
> of
> woul guards into the midtst of fighting would be kind of cheesy. Same goes
> for Dark Angels and their never breaking Deathwing!
>
> Opinions?
>
> Nils
> > -----Original Message-----
> > From: eivind borgeteien [SMTP:eivind.borgeteien_at_...]
> > Sent: 5. september 2000 11:15
> > To: 'netepic_at_egroups.com'
> > Subject: RE: [NetEpic ML] Terminators & transports
> >
> > Hi!
> >
> > OK. It seems that we can agree that a detachment of 4 teleporting
> termies
> > can be included as a specialcard.
> >
> > Cost 350
> > BP 3
> > Morale 1
> >
> > Concearning the Crusader we can give it 4 bolters to hit on 6+. (I
> powered
> > it up to make it more expencive, but 4 bolters works just as well.)
> >
> > I think we should keep the 2 transport capability, I dont really see
> what
> > we
> > can tranport in 3s....?
> >
> > Eivind
> >
> > -----Original Message-----
> > From: BRUNTZ François (DSIT-EG) [mailto:francois.bruntz_at_...]
> > Sent: 4. september 2000 15:34
> > To: 'netepic_at_egroups.com'
> > Subject: RE: [NetEpic ML] Terminators & transports
> >
> >
> >
> > Salut,
> >
> > Tu as écrit :
> >
> > > I can live with 4 termies to be teleported to the batleground
> > >as a specialcard. That would allow players to use them offensively
> > >without dibling to much with gameballance.
> >
> > I don't think that giving the 'teleporation' to a whole terminator
> > detachment or company as a free support card will unbalance the game.
> > After
> > all you'll will still have the same break point and termies will not
> have
> > the support of their land raiders...
> >
> > >I have also done some research on the new Land Raider Crusader,
> > >and here is my thoughts:
> > >The Crusader is originally bult for the Black Templars SM Chapter
> > >to carry their termies (relativley) safe right up to the enemies
> > position.
> > >They have replaced the lascannon with bolters to give close support to
> > >the infantry once unloaded. They also have an increased transport
> > >capability, 8 termies in stead of 5 whitch is the usual in 40K. These
> > >tanks are uncommon outside the Black Templars.
> > >I think a translation to netepicrules should look something like this:
> >
> > >Special Card to replace 7 Land Raiders in a Terminatorcompany
> >
> > Special card for non Black Templars and support card for Black Templars?
> >
> > >Cost 100
> > >(I ran the stats below thruogh the formula, and got the price to
> > >be 150 cheaper than the original 7 Land Raiders, so you are in a
> > >way paying 250 for the special card.)
> > >Move 25
> > >Save 3 (The crusader is lightlier armored to gain speed)
> > >CAF +3
> > >5 Bolters of 15 cm hits on 6+ (2 on right & left side, 1 on turret on
> > top)
> > >1 Hvy bolter of 25 cm hits on 5+ (Mounted in front of the crusader)
> >
> > Wahoo! This is a huge firepower? What about 4 bolters, range 15cm, hit
> on
> > 6+. Or two bolters, range 15cm, hit on 5+...
> >
> > > Transport capability of 2 infantrystands.
> >
> > Well, if you keep a Transport(2) there would have no interest in
> building
> > Crusaders...
> >
> >
> > François Bruntz
> > ---------------
> > The Laïtus Prime Tribune
> > Epic 40k, NetEpic, Space Marine/Titan Legion, Epic Escarmouches
> > http://www.geocities.com/fbruntz
> >
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Received on Tue Sep 05 2000 - 09:43:44 UTC