RE: [NetEpic ML] Slann Necron

From: eivind borgeteien <eivind.borgeteien_at_...>
Date: Tue, 10 Oct 2000 11:06:38 +0200

Off course they break easily when you can swarm them, but when the missiles
stop half of your army you cant swarm them. Thats why we have to try out
both rules together to se what the effect might be. I think we can play a
batle next week, but onestly, Im quite tired of this rules bickering.

We have to try out some changes now or I wil let the slann rest and
consentrate on the other armies instead....

Eivind
-----Original Message-----
From: nils.saugen_at_... [mailto:nils.saugen_at_...]
Sent: 10. oktober 2000 10:38
To: netepic_at_egroups.com
Subject: RE: [NetEpic ML] Slann Necron


He, he, you'd like that wouldn't you!

Seriously, as you know I share your opinion in this matter. Now, in the 2
last games I've seen that Necrons have a tendensy to breake quite easily
anyway, so perhaps reduceing the CAF might make these units very poor. I'm
not saing that it is so, just that it would be interesting to test that.
Along with your rule for checking for each detachment rather than stand
under the neuro/mantis missile templates. However, it is important that we
test each parameter seperately first, befor trying out the lot.

My Necrons are ready for a fight anyday, you just name the time and
place............

Nils

> -----Original Message-----
> From: eivind borgeteien [SMTP: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_at_...>]
> 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_...>]
> > 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 - 09:06:38 UTC

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