Re: [Epic] Interesting Orky Tactic...

From: Bill Provick <bprovick_at_...>
Date: Thu, 07 Aug 1997 20:29:48 -0400

This is an example of wasted bandwidth for those who did not understand what
I was talking about. You see all this junk. Well, you would probably skim
over it, reach the one line comment at the bottom, and wonder what he is
talking about. Now, if one were to only include the parts that were
important, and snip everything else, writing <snip> to show that it has
been edited, then it would be a lot easier. I apologize for re-sending this
drek, but it needs to be there to prove my point.

At 04:41 PM 8/7/97 -0500, you wrote:
>Matt Starling wrote:
>>
>>
>>
>> ----------
>> From: Bill Provick[SMTP:bprovick_at_...]
>> Sent: Tuesday, August 05, 1997 11:49 AM
>> To: space-marine_at_...
>> Subject: Re: [Epic] Interesting Orky Tactic...
>>

This is the only part that needs to be reposted

>> >1. Could I put Det.1 (the shooterz) on Overwatch orders? The rules say
that
>> >the Orks being tranported may not move.
>>
>> I say no, because they're hanging onto the battlewagon, not aiming
>>
>> >2. Probably asking for some cheese-bashing, but could the wagons detachment
>> >pick-up the shooterz in the assault phase and wisk them away to safety?
>>
>> No, Orks can only hitch a lift once per turn, as page 15 of the rule book
>> "Orks Hitching a Lift"

For here on, it all should have been erased, as well as everything before
'This is the only part that needs to be reposted"
Keep reading, more comments follow
>>
>> How about this:
>>
>> Heavy Weapons Squad
>>
>> Devastator Squad HQ In Rhino 72 pts.
>>
>> Main force:
>>
>> Devastator Squad in Rhino 47 pts.
>> Scout Squad 16 pts.
>> Scout Squad 16 pts.
>>
>> Support
>>
>> Whirlwind 26 pts.
>> Whirlwind 26 pts.
>> Land Raider 36 pts.
>>
>> Scouts infiltrate to setup in a great place for Devastators -good LoS,
>> Cover, etc. They can setup an extra 30cm away from deployment zone, and if
>> they are out of command (Although they are in command within 60 cm) they
>> just sit and snap fire, so they can defend for a turn. They defend until the
>> rest of the unit arrives. Landraider can transport if they need to move, if
>> not, two barrage units, two devastator squads and a landraider (For
>> attacking tanks) blast away at the enemy. Scout can defend, form human
>> shield, or run interference up to 60 cm away (Which is out of range of
>> whirlwinds, but still, they can be used to draw enemies into whirlwind range)
>>
>> Now remember, I am doing this with the units from the Epic 40K boxed set.
>>
>> But think of the uses, Scouts can "tag" nearby deployment zones for
>> anything. Sure they won't last long, but at least you get something to make
>> sure your enemy doesn't snatch up all the good shooty areas.
>>
>> What would be good would be to also include a Artillery unit from IG so I
>> can really have a long ranged punch.
>>
>> And for whoever said that detachments under 300 points get killed to quick,
>> you should see my recon detachment. 2 bike units, and that's all. 85 pts. I
>> have yet to play a game, but I expect that those little buggers will prove
>> their worth, especially as a screening force. Oh no, I lost 2 moral, big
>> whoop (As compared to 9, 7, 5.) Of course, because of a calculation error
>> (Missed the period) they're listed as having a moral value of 17. Oops.
>>
>> My whole armies moral total is 23, and the points cost is 1063 and I've used
>> almost every model from the box. Except rhinos, I only use 7 (Leaves me 5)
>>
>> Tyler
>>
>> ---------------------------------------------------------------
>>
>> Part 1.2 Type: application/ms-tnef
>> Encoding: base64

Wow, that's a lot of junk you've already read, now read his one line comment

>page 15 says hicth a lift once per phase not per turn

Do you even remember what he is replying to? And that's not all, he didn't
sign it, so if I wanted to dispute what he said, I wouldn't know who I was
talking to.

Tyler
Received on Fri Aug 08 1997 - 00:29:48 UTC

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