RE: [NetEpic ML] Slann victorious again?

From: <nils.saugen_at_...>
Date: Tue, 10 Oct 2000 11:32:44 +0200

Hi,

Two points, first Necrons killed in CC doesn't regenerate, secondly
Hellreich/Darius mentioned thet the -1 to CAF modifyer for units charged by
mechs popping out of the warp, was due to the size of the mech! So we have
do not apply that penalty to units charget by warping Necron Assault
warriors.

Nils

> -----Original Message-----
> From: warprat [SMTP:warprat_at_...]
> Sent: 10. oktober 2000 11:08
> To: netepic_at_egroups.com
> Subject: Re: [NetEpic ML] Slann victorious again?
>
> Hi Nils and Rune,
>
>
> What a battle! Good write up, guys.
>
>
>
> The overall ballance of the battle looks good, I guess...
>
>
>
> But let's look at a battle between two good Close Assault Groups:
>
> Situation: Imperial Assualt Marine Company is on FF in buildings.
> Necron Assault Cube close assaults. Rhinos have CC orders.
> The Slann lose initiative and move first.
>
> 1st turn (averages): 3 Assault Warriors jump off course, and do not
> participate. 12 Assault Wariors, plus Necron Lord Close Combat Assault
> Marines. 3 Rhinos are not able to move.
>
>
> After Stats are adjusted, units look like this:
>
> Marine Assault:
>
> 1 HQ Assault:
> 15cm 6+ save CAF +1 25cm 2 Attack 6+ +1 Morale 10cm. Jump packs.
>
> 18 Assault:
> 15cm 6+ save CAF +0 25cm 1 Attack 6+ Morale 2+, Jump packs.
>
> 4 Rhino:
> 25cm 4+ save CAF -3 15cm 1 Attack 7+ Morale 2+, vehicle, carries 2.
>
>
> Necron Assault Cube:
>
> 1 Necron Lord:
> 15cm 4+ Fixed CAF +7 75cm 1 Attack 4+ -1 save Nulify field, No
> Morale roll, Self Repair, Warp
> Jump. 12 Assault Warriors:
> 15cm 6+ save CAF +5 No Range Weapons. Nulify field, No Morale roll,
> Self Repair, Warp Jump.
>
>
> Close Combat results (Average):
>
> 1) First Fire hits 3 of the Assault Warriors. None saves.
> 2) Close Combat kills about 13 Marines, 4 Rhinos. 1 Assault Warrior.
> (The Marine Command stand gets lucky)
>
>
> End of turn:
>
> 1) 2 of the 4 slain Assualt Wariors self repair.
> 2) The Marines are broken. The Slann are not.
> 3) Morale is not a problem for either side. The Marine Commander still
> lives. But the surviving Marines recieve a -2 CAF adjustment (Not to go
> below 0)
>
>
> Excuse me boys, but I see a problem here. The more expensive Assualts
> should have eaten these guys for breakfast. A defensive position, First
> Fire, and a good close combat factor?
>
>
>
> Here are the original unit stats. I noticed the Necron units Rune
> selected did not include any Scarabs. In the Fluff, it says they
> USUALLY acompany a Necron unit.
>
> In my opinion, not taking the somewhat expensive Scarabs, makes the
> Necron Assualts too powerfull.
>
>
>
>
> Necron Assault Cube: Cost 600pts. (1050pts. with Scarabs)
> Break Point 8, 6 VP's (With Scarabs BP 8, 14 VP's)
>
> No Scarab protectors. (Usually accompanies Necron units.)
> Scarab protector: 1 per Necron Squad. Cost 150pts. per unit.
>
>
>
>
> 1 Necron Lord:
> 15cm 4+ Fixed CAF +7 75cm 1 Attack 4+ -1 save Nulify field, No
> Morale roll, Self Repair, Warp
> Jump. 15 Assault Warriors:
> 15cm 6+ save CAF +5 No Range Weapons. Nulify field, No Morale roll,
> Self Repair, Warp Jump.
>
> -Nulify field, range 6cm: No enemy vehicles move on 4+, half move
> otherwise. -1 to enemy's To Hit. -2 CAF to enemy.
>
> -Warp Jump 40cm move, Surprise: -1 CAF to enemy , no FF except
> defensive. On a roll of 1, no surprise, not able to fire, 3d6 scatter.
>
> -Self repair on a 4+.
>
> Scarab protector stats:
> Advance phase, 50 cm range, placed unit.
> Nulify field, -1 d3 CAF to enemy. CAF +3. Destoyed by CC, or hit 3
> times.
>
>
> Marine Assault Co: Cost 750pts.
> Break Point 15, 8 VP's
>
> 1 HQ Assault:
> 15cm 6+ save CAF +4 25cm 2 Attack 5+ +1 Morale 10cm. Jump packs.
>
> 18 Assault:
> 15cm 6+ save CAF +3 25cm 1 Attack 5+ Morale 2+, Jump packs.
>
> 7 Rhino:
> 25cm 4+ save CAF +0 15cm 1 Attack 6+ Morale 2+, vehicle, carries 2.
>
>
>
>
>
> OK, lets look at another example.
>
> This time, 2 Detachments of Terminators in the same senario above.
> The Land Raiders are on First Fire.
>
> 1st turn (averages): 3 Assault Warriors jump off course, and do not
> participate. 12 Assault Wariors, plus Necron Lord, Close Combat
> Terminators. 2 Landraiders are not able to move. Each Terminator and
> Land Raider is attacked by an Assault Warior, 1 Terminator is also
> attacked by the Necron Lord.
>
>
>
>
> After Stats are adjusted, units look like this.
>
> Terminators:
>
> 10cm 5+ fixed CAF +3 35cm 2 Attack 5+ -1 save.
>
> Land Raider:
>
> 20cm 2+ save CAF +0 75cm 2 Attack 6+ -2 save. Vehicle
> 15cm 1 Attack 7+ no mod.
>
>
> Close Combat results (Average):
>
> 1) First Fire hits 7 of the Assault Warriors. 1 saves.
> 2) Close Combat kills 2 Terminators, 4 Land Raiders. 1 Assault Warrior.
>
>
> End of turn:
>
> 1) 3 of the 7 slain Assualt Wariors self repair.
> 2) Both Terminator Detachments are broken. Slann are OK.
> 3) Morale is not a problem for either side. The Terminators have 1
> Morale. But the surviving Marine unitsa recieve a further -2 CAF
> adjustment.
>
>
> The surviving Terminator now look like this.
>
> Terminators:
>
> 10cm 5+ fixed CAF +1 35cm 2 Attack 5+ -1 save.
>
>
> Terminators in a defensive position should be very, very hard to take
> out. But the Necrons do it without breaking a sweat.
>
>
> I see a number of problems:
>
> 1) The Necrons are jump capable. The jump takes away the ability to
> Snap fire on them. The range, 40cm, is perhaps too good for infantry
> like the Necrons.
>
> 2) The CAF, combined with Jump Surpise, and the Nulify field gives these
> troops an effective CAF of +8.
>
> 3) The self repair wouldn't be so bad, if these units were like Chaos
> Trolls, slow and somewhat unreliable.
>
>
> My proposed solution:
>
> 1) Require Necrons to take Scarabs. Hey, it's in the Fluff!
>
> 2) Reduce the CAF of Necrons by +2.
>
> 3) Reduce the self repair to 5+.
>
>
>
> I've never played the Slann, but I can do the math.
>
> Warprat ;)
>
>
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Received on Tue Oct 10 2000 - 09:32:44 UTC

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