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army cards for netepic?

 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 12:53 am 
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Hi!

I will touch base with Tom to get them back up. It was one of those things that fell through the cracks when the website was reorganized.

Primarch

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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 2:31 pm 
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(primarch @ Apr. 11 2007,00:53)
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Hi!

I will touch base with Tom to get them back up. It was one of those things that fell through the cracks when the website was reorganized.

Primarch

could someone tell me the reason, why the drop pods cost value have rise from "free" (SM2nd) to 300 points (NetEpic)? For me as a marine-player it is really a knock down. how is this regulated bei E:A?


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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 3:39 pm 
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Mainly because of the Deathwind pods, they were lethal - as a Dark Angel Marine NetEPIC player I totally sympathise with our opponents, they were undercosted and overpowered as a free card.

The same with the Land Raider company - so cheap, it is ridiculously simple to min-max a marine army in SM2. NetEPIC rebalanced the list, so their are less 'no brainers' and undercosted units in the game.

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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 4:19 pm 
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Yeah, the first time you played a game against a Marine player who's initial setup consisted of one Warlord titan you learned to curse the Free Drop Pods card.

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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 5:11 pm 
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(zap123 @ Apr. 11 2007,16:19)
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Yeah, the first time you played a game against a Marine player who's initial setup consisted of one Warlord titan you learned to curse the Free Drop Pods card.

I do not understand? why should I curse the free drop pods? and which role plays the worlord in this case?

but hey, I have some animadversion to your laest version of ntepic...I am hopefully, that it is ok for you, because it is brand new:

I have read the rulebook of he titan legion and I found something, which remembered me to the old sm2nd and the great room for misunderstandigs in the rlebook. and to be honest, I m going to see me comming in struggle with me friends by using the warp missle...in the beginning of the explaning text to the missle page 11..."...allows the missile to bypass armor and shields..."in the end of the text I read..."...Psychic Saves due to functional shields are not allowed since this weapon destroys the shield..." I know that my english is not the best, so I hope that you can give me any statement??? bypass or destroy?


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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 5:19 pm 
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It should probably be bypass, since the shields are ignored.

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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 5:21 pm 
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Well - as a marine player you wouldn't curse the free drop prods. But when you can't shoot anything except for the Warlord, then you find your entire line bombarded by Deathwind drop pods, your tanks shredded by free plasma cannons and then whole companies of marines (normally just scouts to maximise the amount of drop pods you get) tearing apart the fragments of your butchered army you just feel helpless.

Regarding the Warp Missile, that should be "bypass" by my interpretation, final word belongs to the big "P" though.

It's the way we've always played it :).

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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 5:41 pm 
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(netepic @ Apr. 11 2007,17:21)
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Well - as a marine player you wouldn't curse the free drop prods. But when you can't shoot anything except for the Warlord, then you find your entire line bombarded by Deathwind drop pods, your tanks shredded by free plasma cannons and then whole companies of marines (normally just scouts to maximise the amount of drop pods you get) tearing apart the fragments of your butchered army you just feel helpless.

Regarding the Warp Missile, that should be "bypass" by my interpretation, final word belongs to the big "P" though.

It's the way we've always played it :).

I think you are right by giving the drop pots a cost value, although I guess it is very nice getting them for free :D nd dropping them down (without a crew) on the head of an eldar titan (special thanks to the holo field, which is open :laugh: ). But I think this is past. I agree with you!

finally I must say that your core rulebook is done very well. many undiscribed think in sm2nd are now more logical and I think the tactical aspect is there at all.

But...your armylist...in my opinion the only things, wich made the space marines special were the drop pods and the thunderhawk...and I toppled own as I read that chaos can ake them too! Hey I m thinking about repainting mymarine into chaos...the differnce is very thin now...why did yu do that???

to the warp...you are right, I think it will ypass/ignore the shields...but honest...why not writing it clearer...so that there is no room for interpretation???


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 Post subject: army cards for netepic?
PostPosted: Wed Apr 11, 2007 7:19 pm 
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The rules are just too big to be free of mistakes.
There is an errata ongoing, to deal with this kind typing error (or whatever happened to that rule).  I'll add it on the thread, as I can't see anyone letting  the missile bypass and destroy shields.  The fluff is makes it clearly 'bypass'.

Thanks for spotting it.


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 Post subject: army cards for netepic?
PostPosted: Thu Apr 12, 2007 12:50 am 
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(netepic @ Apr. 11 2007,17:21)
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Well - as a marine player you wouldn't curse the free drop prods. But when you can't shoot anything except for the Warlord, then you find your entire line bombarded by Deathwind drop pods, your tanks shredded by free plasma cannons and then whole companies of marines (normally just scouts to maximise the amount of drop pods you get) tearing apart the fragments of your butchered army you just feel helpless.

Regarding the Warp Missile, that should be "bypass" by my interpretation, final word belongs to the big "P" though.

It's the way we've always played it :).

Yup, that's the one.  Also, don't forget the fact that the Marine player also grabbed all 8 objectives and won by the end of turn 1 (or really by the end of the movement phase).

Of course afterwards you have fun pounding some sense into your opponent  :D

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 Post subject: army cards for netepic?
PostPosted: Thu Apr 12, 2007 2:40 am 
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(darkangel @ Apr. 11 2007,09:31)
QUOTE

(primarch @ Apr. 11 2007,00:53)
QUOTE
Hi!

I will touch base with Tom to get them back up. It was one of those things that fell through the cracks when the website was reorganized.

Primarch

could someone tell me the reason, why the drop pods cost value have rise from "free" (SM2nd) to 300 points (NetEpic)? For me as a marine-player it is really a knock down. how is this regulated bei E:A?

Hi!

Having played marines and used drop pods extensively, it was just TOO POWERFUL to have for free.

While some would just drop assault or other close combat troops for taking objectives and knocking out artillery, imagine dropping a WHOLE devastator company in the rear lines on advance and shoot (usually with rear armor bonuses against the opponents army. Wholesale slaughter.

I got a bag full of such ploys. Thats with just one drop pod card. How about two, three or more? Just TOO GOOD. You can still do all these things, but it will cost you.

Heck, I still happily pay the unit cost in order to do some real nasty things......

Primarch

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 Post subject: army cards for netepic?
PostPosted: Thu Apr 12, 2007 2:43 am 
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(netepic @ Apr. 11 2007,12:21)
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Well - as a marine player you wouldn't curse the free drop prods. But when you can't shoot anything except for the Warlord, then you find your entire line bombarded by Deathwind drop pods, your tanks shredded by free plasma cannons and then whole companies of marines (normally just scouts to maximise the amount of drop pods you get) tearing apart the fragments of your butchered army you just feel helpless.

Regarding the Warp Missile, that should be "bypass" by my interpretation, final word belongs to the big "P" though.

It's the way we've always played it :).

Hi!

Warp missiles bypass the shields. Its one shot and very dangerous, although unpredictable. A very big gamble for a high cost weapon.

Primarch

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 Post subject: army cards for netepic?
PostPosted: Thu Apr 12, 2007 2:46 am 
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(darkangel @ Apr. 11 2007,12:41)
QUOTE

(netepic @ Apr. 11 2007,17:21)
QUOTE
Well - as a marine player you wouldn't curse the free drop prods. But when you can't shoot anything except for the Warlord, then you find your entire line bombarded by Deathwind drop pods, your tanks shredded by free plasma cannons and then whole companies of marines (normally just scouts to maximise the amount of drop pods you get) tearing apart the fragments of your butchered army you just feel helpless.

Regarding the Warp Missile, that should be "bypass" by my interpretation, final word belongs to the big "P" though.

It's the way we've always played it :).

I think you are right by giving the drop pots a cost value, although I guess it is very nice getting them for free :D nd dropping them down (without a crew) on the head of an eldar titan (special thanks to the holo field, which is open :laugh: ). But I think this is past. I agree with you!

finally I must say that your core rulebook is done very well. many undiscribed think in sm2nd are now more logical and I think the tactical aspect is there at all.

But...your armylist...in my opinion the only things, wich made the space marines special were the drop pods and the thunderhawk...and I toppled own as I read that chaos can ake them too! Hey I m thinking about repainting mymarine into chaos...the differnce is very thin now...why did yu do that???

to the warp...you are right, I think it will ypass/ignore the shields...but honest...why not writing it clearer...so that there is no room for interpretation???

Hi!

I agree that the description for the warp missile is confusing and should be edited.

Note that while chaos marines have access to some SM units, they don't have access to all. ALso, the newer army list does have rules for variant chapters and such that give them more character as well.

Also, the flexibility of having battle companies, devastator companies and all the rest is one advantage loyal marines have over chaos legions that are limited to the generic "legion" card with no specialization in their units.

It does make a big difference.

Primarch

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 Post subject: army cards for netepic?
PostPosted: Thu Apr 12, 2007 6:12 am 
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(primarch @ Apr. 12 2007,02:46)
QUOTE

(darkangel @ Apr. 11 2007,12:41)
QUOTE

(netepic @ Apr. 11 2007,17:21)
QUOTE
Well - as a marine player you wouldn't curse the free drop prods. But when you can't shoot anything except for the Warlord, then you find your entire line bombarded by Deathwind drop pods, your tanks shredded by free plasma cannons and then whole companies of marines (normally just scouts to maximise the amount of drop pods you get) tearing apart the fragments of your butchered army you just feel helpless.

Regarding the Warp Missile, that should be "bypass" by my interpretation, final word belongs to the big "P" though.

It's the way we've always played it :).

I think you are right by giving the drop pots a cost value, although I guess it is very nice getting them for free :D nd dropping them down (without a crew) on the head of an eldar titan (special thanks to the holo field, which is open :laugh: ). But I think this is past. I agree with you!

finally I must say that your core rulebook is done very well. many undiscribed think in sm2nd are now more logical and I think the tactical aspect is there at all.

But...your armylist...in my opinion the only things, wich made the space marines special were the drop pods and the thunderhawk...and I toppled own as I read that chaos can ake them too! Hey I m thinking about repainting mymarine into chaos...the differnce is very thin now...why did yu do that???

to the warp...you are right, I think it will ypass/ignore the shields...but honest...why not writing it clearer...so that there is no room for interpretation???

Hi!

I agree that the description for the warp missile is confusing and should be edited.

Note that while chaos marines have access to some SM units, they don't have access to all. ALso, the newer army list does have rules for variant chapters and such that give them more character as well.

Also, the flexibility of having battle companies, devastator companies and all the rest is one advantage loyal marines have over chaos legions that are limited to the generic "legion" card with no specialization in their units.

It does make a big difference.

Primarch

I do not agree with you. I think that chaos is now as good as the marines even they could not take special company cards from the marine chapters...bit hey...thes now have drop pods and thunderhawks and by the way...some deamons and this magic cards and of course they have their normal own mighty units and at least access to the titan legion. no, I think you made a big mistake by giving them this add ons.

I think we will make a mixed rule for our army selection. we take the old cards from sm2nd (no drop pods and gunships for chaos) and take the unit discribtion from netepic (infantry now has a savingthrow and so on) and the new cost lists (e.g. drop pods are not longer free and so on). and of curse we will add some new units like the trikes which are not presented by cards in sm2nd.

You forgot something special. if we compare the epic with arhammer 40k due to chaos, then it is not possible to go in detail because of scale of epic. example: the chaos is not up to date with their equiment by recruting te arinesto chaos. if we look at the chaos terminators we will see that they are not armed like the marines. (single bolter and no parallel bolter like he marines have) that is a fact which is not allowed for epic. here they have the same data sheet. this represent the fact that chaos do not create this could not give them the newest equipment. and I think it is the same by the land raiders. so I think either you had allowed that fact for epic too or you ad ot give them te thuderhak and drop pods bcause these units are not reevant for warhammer 40k. to ake summary: if I would not have any kind of army now I would not decide to play marines again if we would place netepic armylists as our base. in my eyes marine does not have any kind of special except by their company and charcters


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 Post subject: army cards for netepic?
PostPosted: Thu Apr 12, 2007 6:29 am 
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I think you need to look at the list a bit more closely.  Chaos Marines don't have Thunderhawks.  The CSMs can only take Deamons as Allies. ?The other major differentiator is the CSMs don't get Rhinos. ?This makes them quite different to the loyalist marines. ?They are no where near as mobile and importantly a Chaos Marine army can get a company with a maximum break of 10 and even that is by taking the massively expensive Terminator Company, while loyalists can double that with Tac/Assault/Battle/Dev companies.  Loyalists armies can soak up much higher casualties before giving up any points, while Chaos need to wade in and make sure they are killing lots early or they will lose. ?

Also note, this isn't new. ?CSMs were able to take any Space Marine support card back in the SM2/TL days. ?I can still recall the whoops of delight from our Chaos players when they put that rule in the White Dwarf :).





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