RE: [NetEpic ML] Return of the slann

From: <nils.saugen_at_...>
Date: Fri, 9 Feb 2001 08:29:46 +0100

-----Original Message-----
From: Hellreich [mailto:helreich_at_...]
Sent: 9. februar 2001 06:38
To: netepic_at_yahoogroups.com
Subject: Re: [NetEpic ML] Return of the slann



> 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.
> ?? Cool I like this and think it works much better then all the flippy
dice rolls, pick your spot on the borad place a mech then roll no pre
measure. Place one Mech then measure to it, add any pluses or minuses, then
roll dice to see what happens.


I've tried this, and compared to the 4.0 rules I think this is an
improvement!



> 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.

> ?? Another good idea, I assume you mean things like under army composition
you will list units that that army may use from other list. Like under Slann
it would say you may choose Necron infantry and light tanks from the Necron
list, and you may choose infantry only from the Exodus list, or something
to this.

Good Idea!

> 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

> ?? all agreeable to me

Perhaps we should let the Gravguard have 2 attack dies for the missiles,
after all they are supposed to be hvy support units???

I'd also like to se the Conversion cannon attack die liftet from 3+ to 4+!

> 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.
> ?? Boo hiss hiss boo. Want your play test proof well just look at the
Eldar powers before you go through with this.

I like the change! After all it's just minor adjustments, balancing out the
max chees unit of the Slann.

> 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+.
>?? Boo hiss hiss boo, we will have to redo the cost of them, if you make
them the same as Marines then we need to lower the cost. As it is they are
not over powering right now and they match the fluff of them being a better
race. Keep in mind they do not get transports, only in the company card
level, so would need to be better troops with better saves.

I agree with Peter, these units need to be toned down, but we could
investigate their cost????

> 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.
> > ?? can agree on these.

I have trouble with flyers regenerating for the following reason:
They are shot down and crash to the ground, anyone seen pictures of plane
crashes???? Parts are spread throughout a very wide area!!!! Furtermore this
would indicate that all Slann aricraft are VTOL crafts. Thats ok I guess,
but you vould have to device rules on where the planes should land!!!!


> 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
>
>
>
>
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>



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Received on Fri Feb 09 2001 - 07:29:46 UTC

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