Hi!
Decided to kick start the list with one of the more controversial
topics: The slann army list.
We have been somewhat silent on this for a while since other projects
need my attention (i.e. army cards). My last games with Darius and Ed
showed us much and showed us what to modify and change.
I have received input from quite a few sources new and old (and yes
people out there DO play the slann). What follows is the totality of the
projected changes, most if not all has been tested by myself or other
slann players.
Note please that while slann players may be content "as is" the constant
complaints from non-slann players ahve been acknowledged and been
witnessed first hand.
Now before I begin I know how passionate some of you are on the subject
but please :BE NICE!!!! We are all trying to get to the same place and
is have a balanced army. We are almost there and the changes are just
fine tuning.
Here they are:
WARP JUMP
Too messy too many die rolls. I like one dice affairs and the one we
used in our last games was quick easy and still packs a punch. It
applies to all warp jump troops be they mechs or not.
Roll a D6 and consult the table:
0 or less, lost in the warp, remove model
1-2, jump works, but scatters 3d6, model confused and may not act this turn
3-4, jump works fine, but is slightly off, scatter 1d6, unit CAN fire
weapons
5-6, perfect jump, no scatter or restrictions
Units such as mages or other notables add a bonus of +1 or +2 to the roll.
Jumps in excess of 40cm subtract -1 from the roll per 10cm of extra jump
move, there is no limit to the jump distance although penalties will
make it difficult after a certain distance.
What does this mean?
First there are no "free rides" all jumps carry risk, but if you notice,
if you keep below 40cm, you will NEVER lose models due to a jump, with
the standard leaders in place and a +1 bonus perfect jumps occur 50% of
the time and the possiblility of "non-action is rediced to one in 6.
Still EXTREMELY effective. Also the enemy need beware, the slann make
take risks and jump to phenomenal lengths. With certain leader units
even longer jumps can be safer, but risk is always there.
This worked great in the actual game, slann players and nonm-slann
players really liked this change-its a keeper.
ARMY COMPOSITION
This one I'd like to nip in the butt. Why not treat these exodite and
necron arms like we do IG and tech guard? To SEPARATE, but related
groups. Each has its own list that the other can NEVER use, and some
overlapping units. Its much simpler this way and you avoid having too
good a selections.
STANDARIZE WEAPONS
Mainly my fault with poor editing, certain weapons should have overall
uniform stats like:
Minigun, 25cm, 2 attack dice, 5+ to hit, 0 modifier
Heavy minigun, 25cm, 2 attack dice, 5+ to hit, -1 modifier
Turbo minigun, 25cm, 4 attack dice, 5+ to hit, -1 modifier
Battlesuit missile attack dice reduced to 1, 2 dice is TOO good.
Conversion beamer 50cm range,2 attack dice, 4+ to hit, -d3 modifier
GREAT MAGUS
Many problems with the powers too overblown.
Subjugation, this power permits double actions (a big no, no), the power
should read "affects unit that has not been activated", still powerful,
but within reason.
Nullify psychic, this is an automatci power, too good, power successful
on roll of 3+, still good but now within reason.
His CAF is reduced to +4, he doens't really fight much, his +1
initiative is substituted with a +2 bonus for warp jumps, thats his job
after all. Attack dice is 1 with a 4+ to hit.
EXODUS UNITS
Exodus to hits are too high, these guys are good as marines that have a
5+ to hit, so should they.
Boltcaster modifier to high, reduced to -2. To hit will be 4+
Exodus saves are too high, again using the marine analogy their vehicle
saves are now 4+ for the mantis and 3+ for the frog.
Weapons of the warchief ignores cover.
Great skink to hit 4+.
NECRONS
We dumped the scarabs, too fiddly too powerful, they will be intergrated
with the necron troops so they don't need to be represented separately.
The CAF changes have been tested and raiders will have a +1 CAF and
assaults +3. Remember their powers make their CAF higher than just this
number. Raiders are shooters so their to hit stays at 4+.
Necron lord CAF is +5, then again with standard necron powers make this
guy as good as a terminator HQ.
Regenerate does not work in close assault.
Necron dreadnought are units of 3 and their cannon stats are, 50cm, 1
attack dice, 4+ to hit, -2 modifier.
Necron vehicles, the changes are mostly to conform with standarization
of miniguns and a 4+ to hit "cap" on main guns, attack dice and
modifiers remain the same, so does "repair".
The cubekeepers CAF is off it should be +1.
Fliers, some have said to take their auto repair, I am resistant to
this. As necron they deserve this ability, its powerful, but its in
character too. Of course have said this I reviewed the prices and they
are WRONG (my poor editing again), the prices are 350 for the cloud
dragons, 450 for the Moon dragons and 150 for the etherreal dragon. Note
these prices are VERY high. IT was intended. For the price of imperial
bombers you get only necron fighters, for the prices of heavy knights
you get necron bombers. VERY pricey, but for aircraft the repair ability
is rated much higher than in ground forces.
Note the majority of this HAS been tested. It works damn fine. More
importantly all sides pro-slann and not CAN agree to these changes. With
the exception of the warp jump rules all else is fine tuning and
standarizing. The tactics you have always used still work, but its is
much fairer now.
As usual its all open to discussing, but naysayers to these will have to
cough up playtest proof. I have already used necrons and slann against
all other armies to see have they faired. With these modifications they
still retain their punch, but at a reasonable non-cheese level.
Its my opinion that this list can finally acheive parity and fairness in
the eyes of most to all other lists.
Peter
Received on Fri Feb 09 2001 - 00:23:14 UTC
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