RE: [NetEpic ML] Return of the Slann first test: (long)

From: Karlsen Rune <rune.karlsen_at_...>
Date: Wed, 21 Feb 2001 15:07:07 +0100

>
> Hi!
>
>
>
> >Yes, i was also worried about these attacks. I cant really
> >see any defense against them. I could surround my mechs
> >with infantry, but then there's be less forces other
> >places, and he'd simply choose not to use them against
> >the mechs. How do i prepare for such attacks?!?
>
> I used this tactic against Ed once and it was highly
> effective. Of course as
> I used it I thought about effective ways of countering:
>
> 1. At the early stages of the game, place your mechs out of
> line of sight,
> he scatters on average a lot more than if he can see the
> point of emergence.
>
> 2. Remember you can snap fire at tunnelers when they come
> out, use necrons
> that dont have a snap fire penalty to do this. Image a
> nemesis necron tank
> blowing up moles <evil grin>. The hellbore is more difficult
> since it has a
> template, but it is less threatening since all troops will
> come out of one
> transport in a limited area, you can thus divide your mechs
> far and wide and
> he could only go after one or two detachments at the most.
> Moles are more
> effective since they can split up a little more (even more
> with commissars),
> but they dont have a template so snap fire from necron is
> high yield in this
> scenario.
>
> 3. infantry back up. Knights, of course cannot be pinned by
> infantry, so
> even if they are engaged you can still fire at the targets
> you battle plan
> dictates without being disrupted by the IG that close combat
> you. Of course
> you cant totally ignore them because they are many and your
> CAF is low. Use
> cheap Kroxigors as shock troops and help your knights,
> remeber, on average
> it takes 3 IG stands to take out a Mech for sure. If the
> Kroxigor takes out
> on or two then its usually one-on-one with your mech and one
> IG, he should
> usuallt win.
>
> 4. Combine 2 and 3, very effective. Snap fire at the troops
> as they come out
> to reduce their number then unleash kroxigors on them.
> Imagine a nearby
> group of gravguard with 4 attack dice each firing at IG
> stands, doesn't look
> good for the IG.
>
> 5. Disruptor missiles. Slann forces are immune, when they
> engage you shoot
> disruptor missiles into the melee (this raises an omission,
> necron are cold
> blooded so they may do this), the penalties will maount on
> the IG placing
> them in negative CAF, combine this with 4 and the IG will be
> wiped out!
>
> These ploys are cost effective for the slann since the units
> I would use
> might already be part of your standard army, so you dont buy
> extra needless
> units for defense.

Very good suggestions :) Guess ill advocate some more
for implementing the snap fire rules. Nils and Eivinds
main argument here, is that it takes more time and
requires bookeeping. As far as i can see, neither of
these arguments are valid. You simply fire with a detachment
in the movement phase instead of the FF phase, then remove
the order marker. Same as you do anyways :)
 
> >This is a good suggestion. The old Gravguards would be renamed
> >to Spawnguards, and the new gravguards get the long range HW
> >tank busters.
>
> Yes, I'll be testing this one, I think it will work fine.

Good :)

> >This is really no biggie, its just that we didnt feel they
> >were worth the points. They made no real impact on the game,
> >and were taken out easily (granted, by volcano cannons).
> >Ill await your testing..
>
> We'll see, if it takes guns that big, it means they are
> probably worth the
> cost. As always some units work better against some armies
> than others.

Also good :)

Rune

 
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Received on Wed Feb 21 2001 - 14:07:07 UTC

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