That sounds fine. What would the cost be for these?
Rune
-----Original Message-----
From: Peter Ramos [mailto:primarch_at_...]
Sent: 26. februar 2001 13:53
To: netepic_at_yahoogroups.com
Subject: Re: [NetEpic ML] Slann battle report
Hi!
I think it was suggested among us that these should probably get less attack
dice and the 75cm range to function as an anti-armor units. Perhaps one
attack die 75cm range, -2 modifier and 4+ to hit and a 50cm missile.
Hows that?
Peter
Karlsen Rune wrote:
Hi!
This is good news! I just have one question : What shall we
do with the spawnguards if the Gravguards stay the way
they are? They are so similar, they fill the same role.
Rune
-----Original Message-----
From: Peter Ramos [ mailto:primarch_at_...
<mailto:primarch_at_...> ]
Sent: 25. februar 2001 18:15
To: netepic_at_yahoogroups.com <mailto:netepic_at_yahoogroups.com>
Subject: [NetEpic ML] Slann battle report
Hi!
Well, we got some playtesting done, both games were similar
in results
(close games), so heres one of them from the slann perspective.
Slann forces
Gravguard company
Necron raider company
Necron assault company
Frog Mech pod
Necron titan
Small force, but I contructed armies to test the major
changes in rules
(warp jump), stat changes (gravguard, necron) and new units (titan).
Squat forces
Cyclops
Collosus
Leviathan
Squat brotherhood
Squat bike company
Squat gyrocopter company
One tarantula detachment
2 !
!
rhino detachments
1 ironhammer detachment
1 goliath mega-cannon
1 thunderer detachment
Each force is 4050 points. This is a rare battle were the squats have
numerical superiority.
The objectives were in two ruins on the two flanks with an
objective in
the woods in the center.
Turn one
Necron assaults warp jump to all three objectives to take them, while
advance elements of the squat bike company engaged necron
assault units
in the woods and right flank.
Gravguard and raiders followed on advance orders to give
cover fire. The
necron titan went for the bikes to and to get in range of the goliath
mega cannon.
The squats sent out their gyrocopters deep into the slann
lines to cause
havoc. Using the hq gyrocopters line of sight, many barrages
fell in the
raiders lines knocking some out, but most would return next
turn after
their repair rolls.
Slann kmights jump for!
!
wrd through the center and right flank
in support
to engage the hosts of thunderers there. I risked a long 60cm
jump with
commander bonus and lost one mech to the warp, but fell very close to
the thunderers.
Squat first fire started to pound me with the praetorians and goliath
shooting many barrges. dmamge in the nend was minimal. The
necron titan
was a fire magnet, shot after shot hit it and either the armor or the
self-repair thwarted them all. Our fears of a pushover target were
rapidly fading.. Return fire for the slann was mostly in the advance
phase. Close combat left the woods in slann hands while
assault necrons
suffered badly in the right flank.
The left flank was mostly in slann hands for the remainder
of the game.
Slann fire was devastating. The necron titan took out a whole
detachment
of thunderers and the goliath cannon. Back up fire from
gravguards and
raiders wiped out!
!
most of the bikes and gyrocopters.
Due to the suats high break point not much was given although they
suffered grievous losses. The mech pod sustained its break point.
Turn one Slann 18, squats 13
Turn two
I sense I could finish this now so I moved in for the kill.
My raiders
and gravguard moved in advance further forward while the remaining
assault forces consolidated the objectives.
The squats moved in their remaining bikes to attack the
center and right
flanks, the praetorians moved closer. The whole brotherhood company
moved to the left flank, but were too far to make it to the objective.
Squat fired relentlessly into the necron titan, the thing was
impervious, not one shot got through. more casualties poured into the
raiders and necron assault. The Necron titan destroyed the
reminders of
the bike compnay breaking it. The squat held the right flank,
but lost
the center and left. !
!
Frog mechs jumped deep into squat lines,
destroyed
remaining thunderers and tarantula detachment. They started
wroking on
the cyclops downing shields.
It was mostly a shooting turn with both sides dishing out a lot of
casualties. Repair rolls were not so good to me now and a lost a lot
more. The assault company broke.
Slann 34, Squats 22
Turn three
I needed to break that brotherhood on the far left, so my titan went
that route. It was a gamble since I would leave my exposed
back to the
praetorians (in retrospect a very bad idea). I mustered what
I could to
take the right flank. The squats had so little left they
could not hope
to take the center and left. My gravguard and raiders moved closer.
It was mainly shooting this turn.
I could not muster enough forces to take the right flank and
praetorian
fire started to hurt as it broke the gravguards and raiders.
The final
b!
!
low was a hit got through the mighty titans defenses and turned the
reactor off, then a second shot penetrated the head. The titan still
stood, scarabs busily repairing damage. The third and final
shot ripped
through the head bursting it open. In the final act of defiance it
toppled over bringing down a nearby gyrocopter.
Then I knew it was truely over.....
Slann 43, Squats 46
Comments
CRAAAAP! What a heartbreaker! I played a good game until turn
three. I
should have charged the praetorians and make them eat warp
talon stew.
In the end my infantry broke the brotherhood, I gambled and
lost. Great
game!
Regarding the slann units, quite frankly, I would not change
anything.
The gravguard functioned superbly with their 50cm range. They are
infantry support so as used them as such. The combination of
following
my assaults in advance was real good, even when the squats won close
co!
!
mbat I'd mop up the victory very easily with their
devastating fire. I
think if you want 75cm range you should by vehicles, thats
what they are
for. They dont need the range, they are excellent as is.
The Assaults and raider lower CAF worked out very well too.
The raiders
are very good shooters a good counterpart to the assault troops.
The warp jump rules are superb, just what is expected, the longer the
jump the bigger the risk, everyone was very satisfied how they worked.
The necron titan worked extremely well, granted I was pretty lucky.
Darius and I agreed it should cost 750 points or so. I agree
with Rune
that it should repair on a 3+ like other slann titans. Its
only defense
is thsi save, especially versus mega-weapons like the cyclops
beam. Its
chances should be better than 50%, so a 3+ is better after all its a
titan. The weapons are very good, one short range but many
dice and the other very effective titan/tank killer.
I await more testing from you guys, but on our end we are pretty much
convinced we have achieved balance.
Peter
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Received on Mon Feb 26 2001 - 13:17:20 UTC