Hi!
My comments below..
> 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.
I rather like this as well :)
> 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.
I agree in theory, but id really like to see how this would be done.
Also, remember that everybody hasnt got ALL of the different exodite,
necron and slann figures. Ive based my purchases on the 1.0 list, and
would really hate to find that id have to spend another $200 to buy
more units, or to see units i already have incompatible with my other
units.
> 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
Well, i agree that there should be weapon conformity. Some units, like
the Vanguards, will have to have their prices adjusted though..
> GREAT MAGUS
>
> Many problems with the powers too overblown.
I really havnt noticed this at all. Besides, there are plenty
of psychics/magicians which have are more powerful. Chaos
magi come to mind :)
> 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.
This is a given..
> Nullify psychic, this is an automatci power, too good, power
> successful
> on roll of 3+, still good but now within reason.
One word : Librerian. This guy stops ALL psychic attacks if the
roll is made (1d6+2 isnt it? The opponent rolls 1d6?). Ive always
wondered what would happen if a Librerian met a Great Mage and
both used their nullify powers to nullify the others nullify attempt :)
> 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.
Hmm...this is pretty drastic. He used to be able to defend himself
if he moved around. Now he's reduced to a "stand in cover" unit.
I really dont like this idea...
> 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+.
Remember to adjust the 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.
Ive never even used the scarabs :)
> 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+.
If you're going to do this, id like to see a save modifier on the
raiders weapons. They are, as you say, shooters. I also think
that Necrons should have higher breakpoints due to their nature.
> 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.
Ok, but the cost should come down..
> 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
I'd like to make one more comment on the changes. When i first saw
the Slann, i thought : "damn, here's the army i always wanted to
play! Extremely good, pricey units. Quality, not quantity".
So, why did they change? Why not up the cost until they're fair?
They've been steadily reduced, instead of upping the cost, which
is they road id rather have taken. If the cost is right, there
has to be a point where quality and quantity balance. Of course,
im just one person, and my personal preferences dont count much
in the grand Epic scheme, but i really liked the whole "elitism"
idea (and no, im not a Nazi ;). Sure, they are still good, but for
me the thrill is gone. I guess Epic is based on numbers, and there
really isnt a place for a small but elite army. Strategy wise, its
much harder to play a small army, which i also like...
Rune
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Received on Sat Feb 10 2001 - 18:10:38 UTC