Re: [NetEpic ML] Slann defeated! (By a one time only mistake...)

From: peter ramos <ramospeter_at_...>
Date: Thu, 05 Oct 2000 08:36:24 EDT

Hi!

I am glad that we are having a lot of good feedback about the slann, its the
only way to fine tune things.

Several points to be taken into account:

1. At this point, the slann may need at most single unit stat modifications,
the general rules and abiities seem fine and no one has complained about
those. Keep in mind that the standard armies also have thier flukes and it
is inherently harder to beat some armies with others. For example its far
easier to beat Eldar with say marines and chaos than it is with orks due to
mobility (although force selection can counter this). The bottom line is the
slann will "work" better against "shooty" armies than against close combat
armies, thats their inherent nature.

2. Keep in mind that whatever the track record of the Slann only those games
with the most recent modifications should be considered, we all agree that
the original draft were very unbalanced. Also (as has been done), play
different armies different compositions, this gives a better assessment of
their stregnth and weaknessess. Up to what has been said the opponent fairs
better if he adopts a "up and close" strategy rather than a "stand back and
shoot" strategy since the slann are pretty good at shooting

3. Its a good thing that at this point most clamour for change falls into
the "it may need change but I dont know exactly what to change" category,
this means we are pretty close to having the list just the way we like them.
I would suggest that the testers look into specific units snd single out
those that perform to good.

4. Its very difficult sometimes to differentiate between the effects of
tactics and the effects of an unbalanced unit, the present posts and
commentary have me thinking it is at this point more tactic related than
unit related since the wording of reports has not really emphasized that "X"
unit won the game for me. Note a unit can win a single game for you, but it
should not win every single game for you.

5. This one is very important, especially for those just starting out to use
the slann army lisr. There is a learning curve involved. Any army that is
new will "seem" to look somewhat too good. This is more of a reflection of
the experience one has playing against them. For those who have played epic
for a while just remember how it was when the new army box sets came out for
each of the armies. For a while the newer armies with newer rules seemed a
little overpowered until people got used to them, once that level was
reached then it was business as usual.
The slight difference in opinion between Ed's and Darius's group and Evinds,
Rune, Nils groups is now getting very small as the experience with them
grows. Its logical that a group that has used them more will see less
problems than a newer one, once the group hits and passes a specific point
in the learning curve them differences are much reduced (as they seem to be
now).

Thanks for the input.

peter


>From: "dardman" <dardman_at_...>
>Reply-To: netepic_at_egroups.com
>To: <netepic_at_egroups.com>
>Subject: Re: [NetEpic ML] Slann defeated! (By a one time only mistake...)
>Date: Thu, 5 Oct 2000 07:59:14 -0400
>
>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 - 12:36:24 UTC

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