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Thousand Sons List

 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 7:59 pm 
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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 8:08 pm 
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TS2.0 Thousand Sons Units

THOUSAND SONS SORCERER CABAL - A Thousand Sons force is usually led by a Cabal of sorcerers, attended by a personal bodyguard of their automaton brothers.

Infantry
15cm
4+ Armor
4+ CC
4+ FF
Autocannon - 45cm, AP5+/AT6+
Psychic Powers - 15cms, MW5+
- AND (15cm), Small Arms, Extra Attack (+1), Macroweapon
Notes:  Supreme Commander, Reinforced Armor, Fearless, May use Thrall Wizards.

THOUSAND SONS SORCERER LORD
Character
Psychic Powers - (15cm), Small Arms, Extra Attack (+1), Macroweapon
Notes:  Character, Leader, Commander, May use Thrall Wizards.

RUBRIC TERMINATORS - Just as with the rest of the legion, the majority of Thousand Sons veterans granted the privilege of using Terminator Armor succumbed to the Rubric of Ahriman.  These empty hulks are commonly led into battle by some of the few Thousand Sons sorcerers that have access to that same Terminator armor.

Infantry
15cm
4+ armor
3+ CC
3+ FF
Combi-Bolters - (15cms), Small Arms
Power Weapons - (base contact), Assault Weapons, Extra Attack (+1), Macroweapon
Sorcerous Powers - 30cm, 2xAP4+/AT6+
Notes: Reinforced Armour. Thick Rear Armour. Fearless, Teleport

THOUSAND SONS MARINES
Infantry
15cm
4+ armor
5+ CC
4+ FF
Bolters - (15cms), Small Arms
Notes: Reinforced Armour, Fearless

SILVER TOWERS OF TZEENTCH
Armored Vehicle
20cm
4+ armor
6+ CC
4+ FF
3xTzeentch Cannons - 45cm, AP4+/AT4+
Beam of Power - 60cm, MW5+
Notes:  Skimmer, Invulnerable Save, Fearless

WARP PALACE OF TZEENTCH
War Engine
20cm
4+ armor
4+ CC
3+ FF
4xTzeentch Cannons - 45cm, AP4+/AT4+
2xBeam of Power - 60cm, MW5+
Warp Fire of Tzeentch - 30cm, 3BP, TK(d3), Ignore cover

Notes: DC 4, Skimmer, Reinforced Armor, Invulnerable Save, Fearless, May use Thrall Wizards
Critical: One of the Silver Runes that channel the power of the warp is shattered, releasing a storm of warp energy.  Warp Palace takes an extra point of damage; each unit within 5cm takes a MW hit on a roll of 6.

DOOMWING FIGHTER
Fighter
5+ armor
Flamecannon - 15cm, AP4/+AT5+/AA5+, Ignore Cover, Fixed Forward Arc
Notes:  Invulnerable Save

FIRELORD BOMBER
bomber
4+ armor
Twin Lascannon - 45cm, AT4+/AA4+, Fixed Forward Arc
Flamecannon - 15cm, AP4+/AT5+/AA5+, Ignore cover, Fixed Forward Arc
Firestorm Bombs - 15cm, d3BP, Ignore cover, Fixed Forward Arc
Notes: Invulnerable Save

All other units are identical to Black Legion units of the same name.

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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 8:16 pm 
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Note:  2 sets of weapon stats for playtest purposes.  The critical may look a little odd, but it is the exact same mechanic as the Imperial titan rules.
===========

TS 3.0 SUNS OF DAMNATION
Once the Heresy was under way Grand Master Sarlon Hess of the Burning Stars Titan Legion was one of the first Imperial Commanders to come under the Warmaster?s sway.  He announced his traitorous intentions by mounting a lightning raid on the important Imperial fuel dump on Stienor IV, immobilising an entire Imperial space fleet for a whole month.  His name and all records concerning the Burning Stars were promptly struck from Imperial records and they are now known as the Suns of Damnation.

During the retreat from Terra after the fall of the Warmaster, the Suns of Damnation joined forces with the Thousand Sons as they fought their way to the Eye of Terror.  Over their millennia in the Eye of Terror, their alliance with the Thousand Sons has remained constant.

Suns of Damnation titans are now living temples to the glory of Tzeentch.  While their appearance has mutated as the Changer of Ways pleased, their weapons remain viciously effective in their god?s service.  Gifts from Tzeentch have mutated their weapon systems into cannons that belch arcane energy and great gouts of warp flame.

TS1.3.1 Initiative Rating
Suns of Damnation titans have an initiative rating of 1+.

TS1.3.2 Factions
All Suns of Damnation are followers of Tzeentch.

TS 1.3.3 Suns of Damnation Units

SUNS OF DAMNATION WARLORD CLASS BATTLE TITAN
War Engine
15cm
4+ armor
2+ CC
3+ FF
2xTurbo-Laser Destructor - 60cm, 4 x AP5+/AT3+
Inferno Gun - 30cm, 4BP, ignore cover
Volcano Cannon - 90cm, MW2+, Titan killer (D3)

Notes: 6 Void Shields. Damage Capacity 8. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan?s knees and up to 2cm wide. Reinforced armour. Thick rear armour. Fearless.

Critical Hit Effect: The Runes channelling the warp energy through the titan have been damaged.  Roll 1D6 in the end phase of every turn: on a roll of 1 the overcome by the uncontrolled warp energy and explodes in a dramatic ball of Tzeentchian flames, on a roll of 2-3 the titan suffers one more point of damage, and on a roll of 4-6 the sorcerous crew weaves new spells to compensate for the damage and there is no further trouble. If the titan explodes any units within 5cms of the titan will be hit on a roll of 4+.

SUNS OF DAMNATION REAVER CLASS BATTLE TITAN
War Engine
20cm
4+ armor
3+ CC
3+ FF
2xTurbo-Laser Destructor - 60cm, 4 x AP5+/AT3+
Inferno Gun - 30cm, 4BP, ignore cover

Notes: 4 Void Shields. Damage Capacity 6. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan?s knees and up to 2cm wide. Reinforced armour.  Fearless.

Critical Hit Effect: The Runes channelling the warp energy through the titan have been damaged.  Roll 1D6 in the end phase of every turn: on a roll of 1 the overcome by the uncontrolled warp energy and explodes in a dramatic ball of Tzeentchian flames, on a roll of 2-3 the titan suffers one more point of damage, and on a roll of 4-6 the sorcerous crew weaves new spells to compensate for the damage and there is no further trouble. If the titan explodes any units within 5cms of the titan will be hit on a roll of 5+.

SUNS OF DAMNATION WARHOUND CLASS SCOUT TITAN
War Engine
30cm
5+ armor
4+ CC
4+ FF
Vulcan Mega-Bolter - 45cm, 4 x AP3+/AT5+
Inferno Gun - 30cm, 4BP, ignore cover
Notes: 2 Void Shields. Damage Capacity 3. Walker. Reinforced armour. Fearless.
Critical Hit Effect: The titan is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can?t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).

Alternate Suns of Damnation Titan Data Sheets

SUNS OF DAMNATION WARLORD CLASS BATTLE TITAN
War Engine
15cm
4+ armor
2+ CC
3+ FF
8xTzeentch Cannons - 45cm, AP4+/AT4+
2xBeam of Power, 60cm, MW5+
Flames of Tzeentch - 30cm, 4BP, ignore cover

Notes: 6 Void Shields. Damage Capacity 8. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan?s knees and up to 2cm wide. Reinforced armour. Thick rear armour. Fearless.

Critical Hit Effect: The Runes channelling the warp energy through the titan have been damaged.  Roll 1D6 in the end phase of every turn: on a roll of 1 the overcome by the uncontrolled warp energy and explodes in a dramatic ball of Tzeentchian flames, on a roll of 2-3 the titan suffers one more point of damage, and on a roll of 4-6 the sorcerous crew weaves new spells to compensate for the damage and there is no further trouble. If the titan explodes any units within 5cms of the titan will be hit on a roll of 4+.

SUNS OF DAMNATION REAVER CLASS BATTLE TITAN
War Engine
20cm
4+ armor
3+ CC
3+ FF
4xTzeentch Cannons - 45cm, AP4+/AT4+
2xBeam of Power - 60cm, MW5+
Flames of Tzeentch - 30cm, 4BP, ignore cover

Notes: 4 Void Shields. Damage Capacity 6. Walker. May step over units and impassable or dangerous terrain that is lower than the Titan?s knees and up to 2cm wide. Reinforced armour.  Fearless.

Critical Hit Effect: The Runes channelling the warp energy through the titan have been damaged.  Roll 1D6 in the end phase of every turn: on a roll of 1 the overcome by the uncontrolled warp energy and explodes in a dramatic ball of Tzeentchian flames, on a roll of 2-3 the titan suffers one more point of damage, and on a roll of 4-6 the sorcerous crew weaves new spells to compensate for the damage and there is no further trouble. If the titan explodes any units within 5cms of the titan will be hit on a roll of 5+.

SUNS OF DAMNATION WARHOUND CLASS SCOUT TITAN
War Engine
30cm
5+ armor
4+ CC
4+ FF
4xTzeentch Cannons - 45cm, AP4+/AT4+
Flames of Tzeentch - 30cm, 4BP, ignore cover

Notes: 2 Void Shields. Damage Capacity 3. Walker. Reinforced armour. Fearless.

Critical Hit Effect: The titan is caught off-balance and staggers. Move D6cm in a random direction. If this move takes the titan into impassable terrain or another unit it can?t move over then it stops when it contacts the obstruction and suffers an extra point of damage. If it staggers into or over any units then they will take a hit on a D6 roll of 6+ (make saving throws for the units normally).

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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 8:25 pm 
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TS1.4.0 Thousand Sons Army List

TS1.4.1  Using The Army List
Thousand Sons Marines are organised around core formations called companies or retinues which are supported by smaller formations of specialised troops. Each formation is made up of four or more units, and may also include a number of extra units called upgrades. The chart below shows the company, support formations, what units comprise the detachment, what upgrades are allowed, and its points cost.

Each upgrade that is taken adds to the cost of the company or detachment, as shown on the upgrade chart. The upgrade chart also lists the units that make up the upgrade. Note that these will sometimes replace units in the detachment they are taking for, and sometimes take the form of additional units for the detachment. Each upgrade may be taken once per formation.
Thousand Sons armies may be supported by Suns of Damnation Titans, Aircraft and Spacecraft. Up to a third of the points available to the army may be spent on these formations.

Thousand Sons Sorcerer Cabal
One Thousand Sons Sorcerer Lord character in the army must be upgraded to a Thousand Sons Sorcerer Cabal. This upgrade replaces the existing Sorcerer with the Cabal unit depicted above.  It does not cost any additional points.

Thousand Sons Core Formations

Thousand Sons Retinue
1 Thousand Sons Sorcerer Lord and 9 Thousand Sons units
Upgrades: Rhinos, Dreadnought, Defiler, Dreadclaws, Chaos Land Raiders, Daemonic Pact, Thrall Wizards, Icon Bearer, Daemon Prince, Champion
400 points

Thousand Sons Armour
4 to 9 Chaos Predators and/or Land Raiders
Upgrades:Warp Flame
50 points per Predator and 75 points per Land Raider

Silver Tower Company
4 to 6 silver Towers
90 points each

Daemon Pool
20 points per Lesser Daemon
75 points per Greater Daemon

Thousand Sons Support Formations ? Up to one may be taken for each Thousand Sons Retinue

0-2 Thousand Sons Rubric Terminators
1 Thousand Sons Sorcerer Lord and 4 to 6 Rubric Terminator units
Upgrades: Dreadnought, Defiler, Dreadclaws, Chaos Land Raiders, Daemonic Pact, Thrall Wizards, Icon Bearer, Daemon Prince
80 points each

0-2 Thousand Sons Disc Riders
1 Thousand Sons Sorcerer Lord and 9 raptor units
Upgrades: Daemonic Pact

325 points

Warp Palaces of Tzeentch
1 or 2 Warp Palaces
Upgrades:Daemonic Pact, Thrall Wizards
400 points each

Thousand Sons Upgrades
Rhinos: Up to 5 rhinos,10 points each
Chaos Land Raider: Up to 4 land Raiders, 75 points each
Defiler: Up to three Defilers, 75 points each
Dreadnought: Up to three Dreadnoughts, 50 points each
Daemonic Pact: Allows the formation to summon Daemons, 25 points each
Icon Bearer: One Icon Bearer Upgrade, 50 points
Dreadclaws: 10 points per unit in the formation
0-1 Daemon Prince: Replace the unit in the formation that includes the Sorcerer Lord character or the Sorcerer Cabal unit with a Daemon Prince Unit.  A Daemon Prince which replaces the Sorcerer Cabal gains the Supreme Commander ability.50 points
Champion of Tzeentch: Add one Chaos Champion of Tzeentch 50 points

Thrall Wizards: Up to two thrall wizards
Thrall Wizards can serve two purposes.  Either use expends the thrall wizard and it is of no further use during the battle.
A Thrall may be used to 1) Augment Summoning (+1d3), or 2) add the following weapon to any Thousand Sons Sorcerer Lord, Sorcerer Cabal, or Warp Palace:
Weapon Range Firepower
Sorcerous Power na Asslt Wpn, +1 Attk, MW
OR (15cm) Small Arms, +1 Attk, MW

25 points each

Warp Flame: Warp Flame assault weapon added to each vehicle in the unit:
Warp Flame, Assault Wpn, +1 Extra Attack, First Strike
5 points per vehicle in the formation

Suns of Damnation and Aerospace Units

Suns of Damnation Warlord Titan (850 points each)
Suns of Damnation Reaver Titan (650 points each)
Suns of Damnation Warhound Titan (250 points each)
Doomwing Interceptors (150 points for three)
One to three Firelord Bombers (150 points each)
Devastation Class Cruiser (150 points)
Despoiler Class Battleship (250 points)

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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 8:28 pm 
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I plan to send to Jervis/Andy soon, so get your comments in while possible.

I do have a word doc for people who are interested in receiving it via email or those willing to host it on a site.  Just let me know.

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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 9:22 pm 
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[quote="nealhunt,24 Mar. 2006 (13:59)"][/quote]
I doubt Audrey will mind me posting in her L&D section and since development is at least quasi-official, I figured I'd put it here instead of in the general section.


I don't mind at all. ?It is nice to see you working on them again.

Note that the summoning will match the Black Legion/L&D system. ?It's possible that I have missed some small edit someplace that actually has a rules implication. ?If in doubt, use the most recent BL or L&D rules.


L&D v3.4 is the most current and up to date. ?I would go by that summoning if there is any conflict with what Neal in the Thousand Sons.

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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 9:47 pm 
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So, no tails for the warlord or reaver varients?


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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 11:16 pm 
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Thanks for the update, I'll update my WIP list and get some more games in.


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 Post subject: Thousand Sons List
PostPosted: Fri Mar 24, 2006 11:41 pm 
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Thanks.  I've got one in just a couple hours, hopefully 2 if we can squeeze them in.

I'm planning to take a force that is heavy on basic TSons and Towers.

Semaj:  Nope.  I figure mutation is mutation.  They don't specifically need tails and none of the Tzeentchian daemons have tails (except for one long feather), so why have them.

However, your question did make me realize that I need to add fire arcs to the titan weapons.  Duh. :D

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 Post subject: Thousand Sons List
PostPosted: Sat Mar 25, 2006 6:40 pm 
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Just some very vague, unqualified comments based on nothing more than how I perceive existing fluff. Please excuse the ramble.

I'd maybe try having the Rubric Terminators as an upgrade to a normal TSons Retinue formation, rather than as a formation in themselves. I'm going to try having 0-2 Rubric Terminator units replacing the same number of TSons Marine units. I'll let you know how this works. Though this would mean being unable to Teleport, hmmm ... I'd also reduce Rubric Terminators' CC stat to 4+ to match the poorer close combat ability of the TSons Marine units. I like the fact that TSons Marines have no ranged attack but would like to see this extended to Rubric Terminators too. If your rationale for the Terminators' ranged attack is the Sorcerers leading them, then TSons Marines should have them too, but I don't think they should. A different rationale could be that the Rubric Terminators unit represents a mix of both Rubric Terminators and Chosen Terminators. Actually, no, that's just as bad. Forget it.

The TSons Sorcerer Cabal unit. A few misgivings. Infantry units are meant to have between three and seven models on them. I'm not sure how you can combine a group of sorcerers and a group of bodyguard TSons Marines in the same unit. I think this unit could be a way to introduce Chosen in power armour if you're still not wanting to have them as separate units. This unit could be the commanding Sorcerer of the army surrounded by his most able Chosen. This would mean dropping the Reinforced Armour but maybe increasing the psychic powers. I must say I don't understand the autocannon at all.

I've seen a couple of posts on how effective the combination of Reinforced Armour and Fearless is. Maybe in keeping with Ogryns, remove the Reinforced Armour and up the Armour Save to 3+ for Rubric Marines in power armour. This slightly reduces their resilience against AP and normal Assault hits from 75% to 66% and means they don't get any save against Macro-weapons. While this may more accurately reflect their 40K abilities (in that things like multi-meltas and Marine power fists can take them out as easily as a normal Chaos Space Marine), I'm not sure if this is something you'd want for Epic. Again, this no-Reinforced-Armour-3+-Armour-Save thing is something I'll try out against a couple of different players.

Edit - Just realised this makes them too similar to Plague Marines in the Black Legion list and simply a poorer version of them at that.

This would leave Reinforced Armour solely for Rubric Terminators (and Chosen Terminators if you ever decide to include them). However, this would mean having to give Rubric Terminators Reinforced Armour and a 3+ Armour Save and Fearless. That would be tremendously powerful and as difficult to shift as peanut butter on the roof of your mouth. Mind you, they and Plague Terminators are so in 40K. Maybe treat them as Light Vehicles ... but, no, that's ridiculous and I'm just chuntering now.

I'm really not sure why, but I'm slightly uncomfortable with the inclusion of each of the three types of Imperial titan. I'll play with them and try to exorcise this feeling.

Glad the aircraft units came down to Initiative 2.

Maybe change the wording of 1.1.3 to "All formations are followers of Tzeentch" as daemons, aircraft and titans aren't Thousand Sons.

Silver Towers. I'm going to try out reducing their Armour Save to 5+, but keeping them at the points they are. They already get an Invulnerable Save and, in my mind at least, it's the Thousand Sons automata that should be providing the army's resilience, not daemons, daemon engines or others.

Warp Palaces. How about fixing their formation at exactly two and resurrecting the old tag-team idea of the Silver Towers? Introducing a special rule about the power exchange stretching between the two units and maybe replacing some of their AP / AT offensive power with a small amount of AA? Just musings.

Maybe some more diversity to psychic powers, adding Disrupt or Sniper to some of them. Or how about a 1BP psychic power? I think an increase in the number and variety of psychic powers might add some more punch to the infantry and a whole lot of character.

Not sure about adding Defilers. Surely the point of having Silver Towers, Warp Palaces, Doomwings and Firelords is not to have other (including Undivided) daemon engines. Although, this would reduce the number of available BP weapons and variety of units.

Warp Flame doesn't feel quite right with the Extra Attack. Can't think at the moment what the answer is. Even leaving that in, surely 5pts per vehicle is a bit cheap. I know most vehicles have crap CC scores, but you can add three Dreadnoughts and three Defilers to a formation and they're pretty good already.

Edit - After a proper read of the list, I realised Warp Flame is only available to TSons Armour formations which can't have the walkers. Apologies.

I'll post as soon as I can on the outcome of games.






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 Post subject: Thousand Sons List
PostPosted: Sun Mar 26, 2006 1:49 pm 
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A couple of more thoughts.

Two things from the Black Legion list that aren't in here. I'm not sure if it was intentional or not. Firstly, the third paragraph of BL2.1 where it says formations can only have a maximum of four upgrades. Secondly, BL2.1.1.1 about only allowing the basic units in a formation (the ones you buy initially before upgrades) to have the Chaos Lord character added to them.


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 Post subject: Thousand Sons List
PostPosted: Sun Mar 26, 2006 6:34 pm 
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A different rationale could be that the Rubric Terminators unit represents a mix of both Rubric Terminators and Chosen Terminators.


Actually, that is what the unit represents.  At first I had separate Rubric and Chosen stats, but the ovewhelming opinion was that this was getting far too fiddly and detailed for Epic scale.  So, the unit is an amalgam of the originally split stats.

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 Post subject: Thousand Sons List
PostPosted: Sun Mar 26, 2006 6:39 pm 
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As for the game, I don't think it's even worth writing a batrep for.  The Orks took 2 Supastompas and a Gargant and by the time the TSons were anywhere near the orks they were chewed up beyond recognition.  I had one strong flank that could possibly have turned the battle, but a freakishly bad assault (well-supported Disc Riders losing FF to a damaged Ork Warband) crumpled it and the battle was effectively over.

I continue to find that Silver Towers, while having extremely nasty firepower, crumple like tinfoil as soon as they come under fire.

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 Post subject: Thousand Sons List
PostPosted: Tue Mar 28, 2006 3:02 am 
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Could you allow 1-2 Silver Towers to be taken as support as well? I find with the E:A rules that lots of units that I used to have the minimum number for are no longer useable.

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