---"Miller, Chris" wrote:
>
>
> ----> Didn't we get a Q&A answer on super-hvy disrupt weapons - they
> place 1 for a superhvy and then roll for one as in the description?
> Seems like we did, and if so, the 4 Spinners will drop 4-8 per turn.
If
> you're hitting someone with Wave serpents as well, then you can pile
a
> lot of markers in a short period of time. I think that's the key to
> making this tactic work - once you've got the badguys heads to spin,
> your assault troops can clean up. I'm trying to figure out how chaos
is
> going to make this work, since they don't have the transports and
don't
> have the disrupt weapons...
>
> Chris Miller
> >
>
I'd call Plague catapults disrupt weapons. although short ranged,
they could still fit with the tactics described (with a little careful
manouvering).
Christian
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Received on Fri Jul 25 1997 - 07:12:57 UTC