hellreich <hellreich_at_...> wrote
Hi
they changed it in epic 40k to one time per game did they change it to that in net epic too? if you did put it back, once per game is $%$# up GW BULL ^%$# !!! "Sorry lost it there for a bit" also killing the spotter was fun and made the thing have to move to see targets not that the war monger has a problem seeing over things at 14cm tall its hard to hide from that lol make the plane give up a VP when killed LOL
the imps stole lots of stuff from the squats like the plans for all the mods of rinos and stormbolters rember the squats understand tach. and the imps. pray to it LOL
I don't think the spotter plane should be any better than the one the Squats
get. Basically this is what they did. Was to copy this idea, so should be
the same. Me myself hate the idea of the Titan having the same thing the
squats have takes away the flavor of the Squats.
----- Original Message -----
From: Luca Lettieri <magnus_at_...>
To: <netepic_at_egroups.com>
Sent: Tuesday, November 07, 2000 4:23 AM
Subject: [NetEpic ML] Re: War Monger
> First of all, it's refreshing to see how close the conception is :-)
> Great minds DO think alike...
>
> > The Doomstrike luncher needs 1 plasma to shoot
> >
> > 2 missiles/4 blasts each 3+ under temp -2
> > can shoot 3 missiles on overcharge
> >
> > can change missiles to others, Adds stated points per and losing
> > stock missile
>
> Good idea, this gives us a "vanilla" configuration and makes
> cheese-mongering expensive.thats what i was looking for
>
> > Vengeance Cannon needs 1 plasma to shoot
> > 120cm 2 4+ -4 +2 damage lists
> > 4 attacks on overcharge
>
> Fine by me; are the attacks splittable on different targets?
> Alternatively, we could improve the hit to 3+ but require one
> plasma counter for each attack (max 4 as above, or maybe 6?). This
> would make the weapon more powerful, but also more expensive to fire.
> I've noticed the plasma requirements are somewhat low for the 6+D6
> standard plasma counters... this will make it almost the same as a plasma annihilator
> and yes to spliting fire if the sensorium is working
> > Flak Battery auto-cannons fire control powered to shot on
> > first fire
> >
> > 70cm 16 4+ -1 can not shoot at ground
> > targets
> ok shoot a any target. I was shooting for a lower points cost
> Good stats, but no to the "cannot shoot at ground targets". I know
> this makes it significantly more powerful, but considering the cost,
> it ought to be. Limiting the weapon to AA roles is going to severely
> curtail the Warmonger capability to defend itself from swamping
> tactics.
>
>
> > Head guns fire control powered to shot on first fire
> > 70cm 2 3+ -2 none
>
> > Secondary weapons fire control powered to shot
> >
> > 50cm 12 5+ -1 none
>
> Good for me.
>
> > standered Titan defence system fire control powered to work
> >
> > Sensorium adds 30cm to the range of all non seondary weapons
> > when powered and undamaged
>
> Of course, as soon as it gets damaged the increased range is lost. I
> think that was implied :-)
>
> > Spotter plane gives line of sight of table for Doomstrike
> >
> > 35cm 5+ +1
> > bolters 15cm 2 5+ 0
>
> Fine.
>
> > 12 stands of troops in leg bastons only due to theres no room in
> > the head any more towers are gone and more weapons and ammo
>
> Ok to this, too.
>
> > looks right at 2000 points what do you all think
>
> Let's start at 2250. We can decrease it after playtesting, if it
> fares worse than the Imperator. But with those increased ranges, I
> doubt it...
>ok start play testing
>
> Luca
>
>
>
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>
>
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Received on Tue Nov 07 2000 - 14:32:22 UTC