Warprat,
We have play tested the Slann for close to a year now. When we first started
they were total cheese and the other player thought they were great. But
everyone pointed out the cheesey parts of the army and we set to fix them.
The Slann shields were the first things to go and then the mantis missile
barrages that could only be fired every other turn and then the raising of
points of units.
If you look at the Slann, they have a wide field of units ranging from
infantry to flyers. It depends how you set up your army. The key is not to
over do it with the firepower because the Slann need fodder to help take
objectives. The mech are great for firepower and if you take a magus they
can be even more deadly and be in the enemy's face quickly, especially if
you decided to take those long warp jumps (that is what the tadpole mechs
are for).
Playing against them means being able to take a decently balanced army of
firepower and fodder.
Orcs--load up on nobz, nobz bikes and battlewagons to get your boyz in
quick.
Space Marine--make sure you have firepower (land raider company or
devastator company) with some speed and a titan if possible (he draws a lot
of fire).
Squats-Praetorians, Guild bike brotherhoods and thunderers.
IG--super heavives, levaithan, titan and a lot of fodder (rough riders,
beastmen and bikes).
Now when we play we don't use flyers because the rules are still a little
shakey and we don't have any flyers. So our games are land based tactics. I
think the flyers would add a different dimension.
Hope that helps.
Darius
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Received on Thu Oct 05 2000 - 11:59:14 UTC