Shagrats Skyboyz |
dafrca
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Post subject: Shagrats Skyboyz Posted: Tue Feb 18, 2003 7:41 am |
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Joined: Thu Feb 13, 2003 6:02 pm Posts: 10956 Location: Burbank, CA, USA
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V10 has been posted along with a new list file and some other stuff.
Now to read through it and see what has changed...
dafrca
_________________ "Every Man is a But Spark in the Darkness" - Cities of Death, page 59
Come fight me, if you dare...... http://dd-janks.mybrute.com
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primarch
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Post subject: Shagrats Skyboyz Posted: Wed Feb 19, 2003 1:33 am |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Did they send out e-mail notifications to playtesters yet? I haven't got it yet.
I don't keep up much with the actual playtest board, so those notifications are important to me to keep updated.
Primarch
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dafrca
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Post subject: Shagrats Skyboyz Posted: Wed Feb 19, 2003 1:38 am |
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Joined: Thu Feb 13, 2003 6:02 pm Posts: 10956 Location: Burbank, CA, USA
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I did not get an email. Just found it when I went in to check the forum there. Sorry.
dafrca
_________________ "Every Man is a But Spark in the Darkness" - Cities of Death, page 59
Come fight me, if you dare...... http://dd-janks.mybrute.com
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primarch
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Post subject: Shagrats Skyboyz Posted: Wed Feb 19, 2003 3:06 am |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Quite alright, I suspect such communications lag a bit, but they'll get around to it.
Mind posting a summary of changes whenyou get a chance?
Primarch
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MaksimSmelchak
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Post subject: Shagrats Skyboyz Posted: Thu Feb 20, 2003 8:06 am |
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Joined: Sun Feb 16, 2003 4:43 pm Posts: 7258 Location: Sacramento, California, USA
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Primarch,
A partial list of the changes is:
- trying out a different aerospace phase
- Ork list lost special choices, now only extras
- Speedstas reassigned elsewhere
- Supastompas turned into a 0-1 choice
- Deathstrikes are now a D3 weapon instead of a D6
- Expanded rules on characters
I can't remember the other stuff.
Shalom, Maksim-Smelchak.
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Shadow Hunter
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Post subject: Shagrats Skyboyz Posted: Mon Feb 24, 2003 11:18 am |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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I've just finished reading the V10rules, and am in the middle of a game using them.
(kate has very kindly allowed me to game in the front room, AND leave my models out overnight to come back too I must have done something good somewhere )
Its a 1900pt game, Ork V Imperial. (I had to proxy some items, like using eldar guardains as Imperial guardians etc)
One thing I noticed. Whats happening with the flyers? They have speed stats, but in the rules just move until they are ready to attack anyway.
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Shadow Hunter
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Post subject: Shagrats Skyboyz Posted: Mon Feb 24, 2003 3:42 pm |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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Okay, I've answered my own question. In the errata, Jervis said to get rid of the speed values for them.
I have another question though,
What does the deathroller do for gunwagons? It says in there entry that they can be equiped with one, but doesn't tell its effects (atart from reducin speed by 5cm.)
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CyberShadow
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Post subject: Shagrats Skyboyz Posted: Mon Feb 24, 2003 5:07 pm |
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Swarm Tyrant |
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Joined: Thu Jan 02, 2003 6:22 pm Posts: 9350 Location: Singapore
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I wondered that, too. I would guess that it would improve the cc value of the vehicle, but that is just a guess. I have not had the time to search through th erules for it.
_________________ https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond. https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.
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Shadow Hunter
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Post subject: Shagrats Skyboyz Posted: Mon Feb 24, 2003 5:51 pm |
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Joined: Fri Jan 17, 2003 11:41 am Posts: 1747 Location: Norton Canes, Cannock, Staffs, UK
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I've just been on the playtest forum. Jervis has said to ignore it. It now does nothing. 
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primarch
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Post subject: Shagrats Skyboyz Posted: Mon Feb 24, 2003 10:07 pm |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Hi!
Thanks for input guys, makes my evaluations much easier.
Thanks!
Primarch
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Gaunts Ghost
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Post subject: Shagrats Skyboyz Posted: Thu Feb 27, 2003 1:16 pm |
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Joined: Fri Jan 17, 2003 6:20 pm Posts: 81
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I've just read through EpicA V10. It all looks good to me. I was particulary pleased to see that the penalties when you roll a double in the assault phase have been dropped. Just restricting the assault phase streamlines assaults alot.
The old rule where rolling a double totally altered the outcome of an assault no matter who held the tactical advantage was a bit daft.
The only down side I have is that Imperial guard are restricted to one Hydra flak tank per company, when I got loads of the damned models!
_________________ Never wrestle with a pig, you both get covered in mud but only the pig enjoys that. ?MARK TWAIN
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Chris
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Post subject: Shagrats Skyboyz Posted: Sat May 03, 2003 8:47 pm |
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Joined: Wed Jan 15, 2003 6:42 pm Posts: 2412
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In the IG army list, I want to take a mecanised company and add an upgrade of an Fire Support platoon, which is four stands, and I also want these in Chimera's as well. Now do I buy two Chimera's and put two squads in each, or do I do as it was in Epic 40K and put a single stand in a single Chimera?
Cheers
Chris
_________________ Chris
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krimsonstarr
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Post subject: Shagrats Skyboyz Posted: Sat May 03, 2003 11:20 pm |
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Joined: Sun Apr 20, 2003 6:54 am Posts: 98
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It's totally up to you. ?You can mount 2 infantry stands in 1 Chimera, or 1 infantry stand in 1 Chimera. ?You'll be "legal" just so long as you don't have more Chimeras then you do infantry units in the formation. ?Hope this helps.
Rich
Epic 40,000: Chronicles of the Long War http://www.nucleus.com/~richdesn/ChaosWeb/bc.html
_________________ rich
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Legion 4
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Post subject: Shagrats Skyboyz Posted: Sun May 04, 2003 4:10 pm |
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Joined: Thu Feb 13, 2003 5:13 pm Posts: 36989 Location: Ohio - USA
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Yes, a Chimera can carry 2 stands, so always maximize your transport capabilities. That's what "Mech" is all about, "mobility" ... Grunts in tracks can move faster then Grunts on foot, in most cases, depending on terrain ...
_________________ Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."
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pixelgeek
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Post subject: Shagrats Skyboyz Posted: Sun May 04, 2003 7:51 pm |
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Joined: Sun Feb 16, 2003 8:10 pm Posts: 2642 Location: Edmonton, Alberta
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Chimeras can carry two units so you'd need two to transport the Support upgrade. See the note in the army list regarding this
"These unit?s formations may have Chimera transport vehicles. Each Chimera costs 25 points. You must take enough Chimera to transport the whole formation if any are taken, but you may not take more than one Chimera per unit in the formation."
So you could take four Chimeras (up to one per unit in the Support formation) as Rich points out but I'd keep it to two as Chimeras blow up really well and unlike infantry its impossible to get them into cover.
Odds are once battle is joined you'll have extra Chimeras anyway so buying more isn't a good use of points IMO.
_________________ Guns don't break formations. Blast Markers break formations.
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