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

From: Karlsen Rune <rune.karlsen_at_...>
Date: Wed, 21 Feb 2001 20:32:57 +0100

Nope, actually, FF is usually a massacre for
both sides in most of our games:)

Rune

> -----Original Message-----
> From: Hellreich [mailto:helreich_at_...]
> Sent: 21. februar 2001 22:21
> To: netepic_at_yahoogroups.com
> Subject: Re: [NetEpic ML] Return of the Slann first test: (long)
>
>
> Yea I bet you do, knid of defeats the purpose of even have a
> first fire
> rule. A charge can never be disrupted, units can never be pinned down.
> uugghh what a hum drum game, guess you all leave your first
> fire markers at
> home then.
> ----- Original Message -----
> From: <nils.saugen_at_...>
> To: <netepic_at_yahoogroups.com>
> Sent: Wednesday, February 21, 2001 6:11 AM
> Subject: RE: [NetEpic ML] Return of the Slann first test: (long)
>
>
> > Yupp, wonder where I got that Idea from........
> >
> > Thanks Peter!
> >
> > One point to remember, we don't use snapfire rules.....
> > This means we can move much more freely!!! Rune is really
> eager to start
> > using it, but the rest of us like the game to much without it.....
> >
> > Nils
> >
> > -----Original Message-----
> > From: peter ramos [mailto:ramospeter_at_...]
> > Sent: 21. februar 2001 14:56
> > To: netepic_at_yahoogroups.com
> > Subject: RE: [NetEpic ML] Return of the Slann first test: (long)
> >
> >
> > 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.
> >
> > >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.
> >
> > >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.
> >
> > Peter
> >
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Received on Wed Feb 21 2001 - 19:32:57 UTC

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