Hmmm,
There is only one way to settle this lads, and that's by playtesting.....
Arguing pros and cons won't get us any further at this point. I think it is
important that we all get together for a couple of games where we test the
suggestions made by Eivind. I'm at this point open to both lines of
argument, and I'd like to have some test results before making up my mind.
Nils
> -----Original Message-----
> From: Karlsen Rune [SMTP:rune.karlsen_at_...]
> Sent: 10. oktober 2000 10:40
> To: 'netepic_at_egroups.com'
> Subject: RE: [NetEpic ML] Slann Necron
>
>
> -----Original Message-----
> From: eivind borgeteien [mailto:eivind.borgeteien_at_...]
> Sent: 10. oktober 2000 10:49
> To: 'netepic_at_egroups.com'
> Subject: RE: [NetEpic ML] Slann Necron
>
>
>
>
>
> -----Original Message-----
> From: Karlsen Rune [ mailto:rune.karlsen_at_...
> <mailto:rune.karlsen_at_...> ]
> Sent: 10. oktober 2000 10:30
> To: 'netepic_at_egroups.com'
> Subject: RE: [NetEpic ML] Slann Necron
>
>
> Actually, Nils did rather well with 2:1 with his roughriders. He just
> didnt
> get his beastmen in on round
> 2..
> If you lower the Necron CAF, you defeat the purpose of having few, but
> good
> units. Necrons Assaults are like Terminators, and are supposed to be tough
>
> to take out. You HAVE to swarm them in CC. That's why you need to buy lots
>
> of cheap infantry.
>
> ---> No problem with cheap infantry, but they never get there. Necrons are
> now far better than Terminators.
>
>
> Assault Necrons have no weaponry, and the save isnt fixed anymore.
>
>
> The problem is, you can't set the stats and cost of a unit based on what
> other units might be able to do.
> The disruptor missiles aren't that powerful! Tell you what : Replace them
> with some warp missiles which
> kill instead of stop. Would that make you happier? :) It would me, i
> assure
> you :)
>
> ---> To me, a unit might as well be dead if you cant move it!
>
> Well, a dead unit counts towards the BP/VP, a stopped one does not.
> Besides, it isnt
>
> necessarily stopped, and not forever...
>
> Rune
>
> -----Original Message-----
> From: eivind borgeteien [ mailto:eivind.borgeteien_at_...
> <mailto:eivind.borgeteien_at_...> ]
> Sent: 10. oktober 2000 10:35
> To: 'netepic_at_egroups.com'
> Subject: RE: [NetEpic ML] Slann Necron
>
>
>
> I'd say we take away the warp jump, lower the CAF by 2, make the regen
> roll
> 5+ & increase the pointcost to get rid of them once and for all :)))) LOL
>
> No, seriously, I think they can keep the warpjump and the pointcost, but
> the
>
> CAF must go down. To beat the necrons in CC you have to outnumber them 3
> to
> 1, and with the disruptor missiles you seldom get all those forces into
> CC.
>
> Eivind
>
> -----Original Message-----
> From: nils.saugen_at_... [ mailto:nils.saugen@...
> <mailto:nils.saugen_at_...>
> < mailto:nils.saugen_at_... <mailto:nils.saugen@...> > ]
> Sent: 10. oktober 2000 08:52
> To: netepic_at_egroups.com
> Subject: RE: [NetEpic ML] Slann Necron
>
>
> Hi,
>
> I agree with Rune, the warp jump of the Necron Assault dosen't make them
> too
>
>
> powerfull, remember this unit breaks very easily!!!! (even with the 4+
> regen
>
>
> roll) 900 points would make fore som cheap victory points for the
> opponents!
>
>
>
>
> I guess that if we find that change is needed I'm more in line with
> Eivinds
> suggestion of lovering the CAF by 2. Or making the regen roll 5+ again.
>
> Nils
>
> > -----Original Message-----
> > From: Karlsen Rune [SMTP:rune.karlsen_at_...]
> > Sent: 10. oktober 2000 08:36
> > To: 'netepic_at_egroups.com'
> > Subject: RE: [NetEpic ML] Slann Necron
> >
> > The Necron Assault troops have always had warp jump. Warning : any point
>
> > increases now, and the
> > Slann army would be unplayable. A 300 point incrase on the Assaults in
> my
> > last battle against IG
> > would have meant that i wouldn't have been able to bring the Nemesis
> Tanks
>
>
> > OR the Vanguards. That
> > would have been fatal, and i doubt it very much if the Slann would have
> > lasted the first round.
> >
> > And please, isnt there any way to go over the rules and remove ALL
> typo's
> > once and for all? God knows
> > there've been enough revisions, and some errors/typo's have lingered
> > forever
> > (like the titan repair roll).
> > Now the Gravguard minimissiles hit on a 5+, not a 4+? Another typo. I
> > don't
> > mean to criticize, i know
> > nobody is getting paid for their work, but i cant be too hard to
> > errorcheck
> > a document before releasing it?
> >
> > Rune
> > -----Original Message-----
> > From: hellreich [ mailto:hellreich_at_...
> <mailto:hellreich_at_...>
> < mailto:hellreich_at_... <mailto:hellreich@...> > ]
> > Sent: 10. oktober 2000 03:01
> > To: netepic_at_egroups.com
> > Subject: [NetEpic ML] Slann Necron
> >
> >
> > Peter I need to ask why and when were the Necron Assult given the warp
> > jump?
> > I think this is to much power for them since they do recive a 4+ regen
> > roll
> > when not killed in colse combat, this should help them reach the enemy
> > just
> > fine. By given them the warp jump a point increase is needed. I'd given
> > the
> > Exodus Warp walkers to keep the Slann and Exodus in tune with each other
>
> > the
> > better race making it into mech and titan jumping abllity while the
> lower
> > race only mastering man jumps. If we are going to give the Necron this
> > then
> > they should be limited like the Exodus and not allowed to jump past
> 40cm.
> > Now for point cost lets just look at the two units Warp Walkers 6 models
>
> > +4
> > CAF and a 25cm weapon for 250pts thats 41.6 pts a model with only a 6+
> > save
> > not fixed, only jump 40cm, can only be bought as support card no
> company.
> > Necron assult 5 models +5 CAF no range weapon 200pts 40pts a model with
> a
> > 6+
> > save can self repair on 4+ except in close combat, can warp jump
> unlimited
>
>
> > depending on rolls, but will make a 60cm jump with little or no harm. to
>
> > me
> > the necron unit comes out to be 300pts and the company come in at 900
> pts.
>
>
> >
> >
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Received on Tue Oct 10 2000 - 08:48:30 UTC