Re: [Epic] Biker boys

From: Jason Stephensen <J.Stephensen_at_...>
Date: Wed, 22 Jan 1997 13:48:14 +1000 (EST)

>Yeah, the eldar players actually have to *think* before they use them.
>That's why they complained so much about the change ;)

I personally think that the new rules for the bikes make them about the
right cost. Yeah, they can be ahot in H2H, but they still were very good
value, especially with the dual purpose Vypers.

>I agree, the combination of super-fast, big nasty first-firing command
>units screened by 20 pt I-don't-care-if-they-die crap is a nasty combo.
>But just for the record, according to the WD 173 or 175, bikes do not
>form normal vehicle squandrons. Threfore, the only mek-boy cards that
>can be played on nobz bikes are squig fuel injectors (any vehicle *mob*)
>bionic bits (any nobz mob) and the one that gives them the extra attack
>dice (also playable on a nobz mob). Since they always form seperate
>detatchments, only 5 bikes can be affected with each card. Still, that
>is nasty enough.

Oh, yeah they only get a few, but still damn nasty. And those warbuggies
really annoy me, and they are so cheap.

>On the topic of command units, someone posted that the gyrocoptor that
>comes with the colossus is not a command unit. I am pretty sure that
>this is wrong. I remember going through this controversy with a friend
>of mine and finding that it says in the description of the unit and on
>the stats chart that it is a command unit.

The gyro is definitely a command unit. Our squat players usually have
another squad of gyros running around with it so that it can't be targeted.

>David
>
>
>
============================================================
                 Colonel Abrahms, 22nd NU-Atol Regiment
                 Rekartot Redbacks Senior Coach
                   "No Spanky, No. Bad monkey"
=========================================================
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Received on Thu Jan 01 1970 - 00:00:00 UTC

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