RE: [NetEpic ML] Slann victorious again?

From: Karlsen Rune <rune.karlsen_at_...>
Date: Tue, 10 Oct 2000 11:37:25 +0200

We dont play with -1CAF for surprise when warp jumping, only
the mechs get that (they big bad and oogly!).

I think its rediculous to have to take the Scarabs. If so, we
could just remove the scarab card, include their stats on the
Necrons and up the price!

The regen roll at 4+ is in thread with the regen rolls of f.ex
chaos.

As a Slann player, i cannot overstate this, so once again :
The Necron Infantry IS the assault force of the Slann. No other
units (except the Dracons) are cheap enough or good enough
to CC on a larger scale. Sure, we can modify them, but then
there wouldnt be any point in playing them. If i could only
field one Company card of Necrons in a 3000 point battle for
example, i'd wouldnt have enough CC forces to counter with.
The result would be that the Slann wouldn't have a spearhead,
which every army needs to take OP's. They'd be reduced to hang
back on FF and AF, waiting for the enemy to come to them.
While this sounds good to some, in RL it results in no OP's
taken, while the enemy gets them all...

Rune

-----Original Message-----
From: warprat [mailto: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 - 09:37:25 UTC

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