Hi!
Snap fire benefits different armies in different ways. In chaos's case I
use snap fire to keep units from engaging my units that have a lot of
attack dice that are on advance fire.
Without snap fire there is no way to stop the famous ploy of throwing
cheap units against good ones on first fire to keep them busy. There is
no penalty for this. With snap fire there is a risk, since you can
eliminate the enemy before he reaches his goal, if you use units like
tarantulas and necron that dont suffer the penalty, they can be very
effective. I personally dislike situations were you cannot interdict
enemy movment. The opponent can do what he pleases because you can't do
anything while he moves. With snap fire just the right amount of
uncertainty is introduced. Of course snap fire too much and your cover
will be lost. It adds tactics to the game in my opinion.
Peter
Karlsen Rune wrote:
> Hi,
>
> I've tried time and time again to get our little group to start using
> snapfire.
> I was discussing this with our chaos player, Trygve, when he asked
> me this : "Name one advantage chaos gets from using snapfire" , and
> then "Name all the disadvantages they get".
> Well, this is hard to answer for me, but i believe snapfire will make a
> better game. In the least, it will stop the cheesy move of being able
> to pin a unit on FF with one measly rhino...
>
> Rune
>
> To unsubscribe send e-mail to: netepic-unsubscribe_at_egroups.com
>
> Your use of Yahoo! Groups is subject to http://docs.yahoo.com/info/terms/
>
>
>
>
Received on Mon Feb 26 2001 - 13:10:57 UTC