Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 280 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10 ... 19  Next

E:A  Rise of the Dracon

 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 4:31 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 18, 2006 7:36 pm
Posts: 946
Location: On the Ohio river, USA
orangesm

I don't know if this is where you got your inspiration, but I found something in the Warmaster online rulebook that strongly supports your idea of primitive allies.

Paraphrasing:
(Skinks) are somethines accompanied to battle by warriors of the Pygmy tribes...

I want to keep this army firmly on the side of good, so I wouldn't want these to be slaves or dupes.

Maybe as primitives they could worship the Xlan/Slann and believe in their cause of protecting the universe.

I would suggest anyone not strongly familiar with the Lizardmen background to check out the Lizardmen army section of the Warmaster rule book at Specialist Games

And the Lizardmen section at GW:
Who are the Lizardmen
Designer's notes  there's not much fluff in the article itself, but each name/link takes you to another page with fluff on it.

_________________
Understand this: that skag and his floozy...they're gonna die


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 5:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 18, 2006 7:36 pm
Posts: 946
Location: On the Ohio river, USA
"Born to Fight" (Warrior-Born might sound cooler) This looks good. ?I like it.

I like how it came out a lot too. The idea being that they spring back easier then others, but still suffer battlefield deterioration the same way. I wanted to avoid the free-leaders, because I didn't feel that was right. They're not really better then others at regrouping, they just do so more seamlessly and without the outside influence to lead them. SR 3 would probably be better. The idea behind SR 4 was that they'd usually be lead by a Mage-Priest and thus would have some fore-warning of enemy movements.


This should also help avoid alot of the backlash the Eldar have seen.  When purchasing the Slann Mage-Priest, can he come with a +1 SR increase?

Slanni Mage-Priest.

Looks good, will there be a skimmer and non skimmer version, or should they actual have diff. stats?

Well... I had considered that. But in Epic the stand represents the ENTIRE unit, not just one guy on it. Originally I had considered adding 'Skimmer' to his line... But that didn't feel right. Ideally you'll have a stand with one Slann on his hover-dias and a set of Saurus Guards standing around him protecting him. The idea was that he'd only be able to be added to the Pyramid or the Saurus Guards.

Yeah, your right, he SHOULD have some of the skimmer abilities (pop up attack), but not others (ignore terrain). ?Prob. have to leave it out.

Skinks

I'd really like to see that 20cm move on the Skink (but not the Chameleon). ?
These are our FF troops. ?Is FF 5+ good enough? ?I'm asking because I really don't know.


Originally I had Scouts on the normal guys as well. As for these guys: I'm picturing them as your 'Rank and File' troops. You'll get lots of them, they're cheap, and they win by outnumbering the enemy with ranged attacks. They probably should be FF 4+ instead of FF 5+ but I didn't want to make them too good in an assault. They win by numbers, rather then individual power.

Put that way, FF 5+ makes alot more sense. ?They aren't really the warriors afte all. ?

I just thought of something. ?If you have large numbers and scouts, this will give them HUGE frontage. ?I know this will never go over. ?Scout fits their background, as does the large numbers. ?What to do?

Actually I was thinking the Saurus Guards would be the CC troops. The normal Saurus being more long-range. They carry heavier ranged weapons then the Skinks do, on average. While I realize in WHF that the Saurus are traditionally the 'Close hitters' for the Lizardmen, I just thought ?it'd be more appropriate to see them shooting at range under a more modern military style. They're stronger then Skinks and can carry heavier ranged weapons, after all. If others feel strongly on this I'll change it, but I like the idea that their non-walkers are largely shooty instead of smashy.

GW Fluff wise, the Guard could only be assigned to a Slann or possibly a Temple (Temple Guardians). ?So we are looking at SEVERLY limited numbers. ?

Maybe the Saurus could be shooty and kind of smashy. ?Or maybe, like marines, a tactical version (smashy) and a heavy weapon version(shooty) ?Krox (again fluff wise, limited numbers) might work as the trully smashy ones.

Kroxigor

Using the model you suggested is fine, but even though these guys will be carrying BIG guns, they won't be good shots. ?FF should be closer to 6+ or at least 5+

They should be even better than Saurus at CC. ?If we switch Saurus to 4+, could these guys be 3+ or is that just too much (fluff wise, there aren't that many of them)? ?If not, then stick with the 4+. ?Any other way to represent good CC without actually lowering CC?


We could add an extra attack to them and leave them at worse CC. That'd allow them more 'average' hits and more 'potential' hits while remaining relatively un-responsive. Are these guys really that much worse then IG at shooting though? IG Fire Support Teams have 2 Autocannons and FF 4+, these guys have two multiple-rocket-launchers and FF 4+. Plus these guys also have several Sun Guns, so it seems like it'd even out. Weight-of-fire over accuracy!

They prob. are, just have to keep in mind, they are pretty savage and mentally slow. ?In FB they have to chain their weapons to their hands to keep them from dropping it & attacking with tooth and claw. ?Ours won't be quite this bad.

Voran

I HATE slow firing, but this may be a necesary evil. ?Otherwise, great!


Well... I was trying to figure out how to make these things feel right. They've got 9 huge gun-barrels on them, plus a machine gun. How do I convey that kind of fire-power without it being too good? I made it Slow Firing because I felt it'd work right. They put out lots of fire but they lose lots too.

Could an option be added to switch and do fewer BP damage and fire every turn? ?Since they have so many guns, not all of them have to fire each turn. ?Just a suggestions. ?I can live with it as is.

The Kray light grav vehicles.

While I like the idea of the OO vehicles being WE, these things are small. ?Mine came in the mail yesterday and they are closer to Eldar Falcons than Eldar Wave Serpents. ?Heavier construction and design might justify DC2, but I don't know how DC3 will be accepted. ?

The larger Arkalesh should be fine with a much higher DC, though I don't have it, so some outside input might help. ?If we need another hefty WE, I'd suggest the Vertex.


Consider if these guys were 'Titan Scale' as almost every other war-engine in the game except the SHTs of the Eldar and IG are. Comparatively Knights Paladin are not much larger then Voraces as far as model-size go. And they're actually not that big compared to Land Raiders either, but they're War Engines. Warhounds are quite small, being only maybe 30mm high. Ask yourself: Would it feel right if all these models were actually half the size the fluff says they are, the way that all the other heavy WEs in the game are? I like them being DC 3, personally. But if you really want to drop back to DC 2 that's fine.

Since they are so limited in availability, I don't have a problem, I just don't know how an opponent might feel.

I'm trying to play devils advocate for the general gaming community on this one (and prob on alot of the other ones too). ?We need to look at it from the Xlan/Slann side of the table AND the opponants side too.

Temple

Looks good


Thanks. You'll notice that this is the ONLY transport they get currently. It's intentional. The idea is that they use the Garas instead. Rather then trucking around in unreliable transports which might plow into a tree or get shot down, they use warp-teleporters of Old One origin. And a huge temple with grav-systems. Cus it's just awesome to picture a ten-story building set down and an army pour out of it onto your doorstep!

That is an awesome concept indeed! ?It makes me giddy with anticipation! ?

I don't quite want to dump the Terradon skimmer with jump pack troops coming out of it just yet, though. ?Maybe just limit the numbers of the Terradon? ?I don't know. ?the Garresh is an OO vehicle, so there won't be that many available.

Overall, great work. ?Remember, to take my comments in stride. ?I'm no rules lawyer.

Thanks for your efforts


Glad to hear you like them! These took... I dunno, maybe 2 hours last night. It was actually a lot of fun. They still need a few aircraft, I think. But that can wait. No comments on the Vorace's fire-capacity or the Arka's BP abilities?[

Glad you're having fun, that's the whole purpose behind games.

Again, no rules lawyer, but the Vorace and Arka look like their a good place to start as is.





_________________
Understand this: that skag and his floozy...they're gonna die


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 5:41 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
Well, for the Terradon I wouldn't be above the idea of making it some kinda skimmer and having it transport just that specific kind of unit. I just want to avoid having 'normal' transports in the list. Every other army essentially can put their formations into transports except for Tyranids. Necrons have their portals. Nids just survive longer then anyone else (Well, die and come back!) and move fast. These guys use Old One teleporters. I wouldn't mind... Say... A small formation of them. 4 Terradons carrying 8 Assault Troops with them?

For the Old One vehicles: I was thinking these guys would be like Eldar EoVs, support formations. With the really big ones (The 6 and 8 DC ones, to be exact) being Titan-equivs. Only fieldable with 1/3 the point cost, and expensive. the 6 DC would be a round 500-600 points easily. And the 8 DC would be in the 750-850 point range. The smaller ones would be significantly cheaper and more of a 'Backup' unit to the main army. Which I don't think most people would complain about so long as they're costed appropriately. At 2DC I'd say they should be around 200 points each. 3DC is around 250 points each. I tried to make each of them useful for their own things, and roughly equal in over-all capacity. The 'Light' Old-One tanks ofcourse get fielded in larger quantities. Squads of 5 or so, typically, for a reasonable price. They spout quite a lot of fire-power, but they're worthless for anything other then laying down lots of MW shots. So probably like 350 for 5 or so.


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 5:50 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 18, 2006 7:36 pm
Posts: 946
Location: On the Ohio river, USA
Wow, thanks to Ilushia, there has been some serious progess today.

Just wanted to put up a quick list of units/characters we don't want to forget.

Skink Priest (could be like SM Librarians or Chaplains, use DRM robed Ketzali?)

Skinks Commanders (a low level leader, can only be put in Skink units unless we find some way to reduce the combat effectiveness if he goes into a Saurus unit)

Skink Chief (a fairly high level leader, should be just below a young Slann leader, same problem with unit assignment as Commanders)

Saurus Assualt/jumppack Troops (maybe these are our smashy units)

The Terradon skimmer (transport of the Assualt Troops)

Light attack skimmer

Saurus beast cavalry (name, stats and description should be generic enough to fit if you want to represent these with 1 DRM Rakkat Rider, 2 to 3 Slaanesh Beast Riders, or something else entirely).

I'm still open to the Lizard bikers, Ilushia! :;):





_________________
Understand this: that skag and his floozy...they're gonna die


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 6:00 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 18, 2006 7:36 pm
Posts: 946
Location: On the Ohio river, USA
For the Old One vehicles: I was thinking these guys would be like Eldar EoVs, support formations. With the really big ones (The 6 and 8 DC ones, to be exact) being Titan-equivs. Only fieldable with 1/3 the point cost, and expensive. the 6 DC would be a round 500-600 points easily. And the 8 DC would be in the 750-850 point range.


That seems dead on!

The smaller ones would be significantly cheaper and more of a 'Backup' unit to the main army. Which I don't think most people would complain about so long as they're costed appropriately. At 2DC I'd say they should be around 200 points each. 3DC is around 250 points each. I tried to make each of them useful for their own things, and roughly equal in over-all capacity

Again, I'm good with it, but I would hope we could get some others to weigh in on the topic. ?I think I'll post the question in the main forum and then copy responses here.

The 'Light' Old-One tanks ofcourse get fielded in larger quantities.

Just to get us on the same page, do you have specific DRM or other models in mind to let us know what you mean by light OO tanks?

Thanks again, I'm really starting to feel superfluous here! ?:laugh:





_________________
Understand this: that skag and his floozy...they're gonna die


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 6:04 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
Odd as this is likely to sound, with the propensity for Walkers in the list... I'd rather avoid the cavalry ideas. Air-cavalry seems more likely as it can drop into the harshest terrain quickly. What about ACTUAL air-cavalry? Making the Pterradon transports be actual fliers instead of just skimmers, carrying Jump Pack equipped Sauruses with Crescent Blades and Sun Pistols or something like that? For the short-range choppy action. That'd seem very appropriate. I have a tough time picturing a race which can build and maintain complex mechanical walkers finding much use for cavalry. Bikes maybe, but with the current way the race looks I'd rather avoid the 'traditional' transports for the most part. Possibly for the Jump Pack troops we could do units of Kroxigores lead by Saurus Elites? Kindof a 'Smart leading the strong' situation. You've got your weathered and intelligent Saurus leader and you Kroxigore face-smashing guys! Give them some kinda two-handed melee-only weapon maybe... No FF ability at all, but 3+ CC and an extra attack (not MW) for each stand... Expensive most likely. With aircraft carrying them. Say a formation of 3 aircraft, 6 of these guys in them. Hmm... I like how that looks...


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 6:31 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 18, 2006 7:36 pm
Posts: 946
Location: On the Ohio river, USA
The beast mounted cavalry was an homage to the FB Lizardmen.  Odd as it might seem, the IG have mounted cavalry, Space Wolves use actual wolves, so it's not that off the wall.  Could be added as sort of an after thought unit for those of us that want to keep it.

I'd rather avoid the 'traditional' transports for the most part


This is probably a good call.

What about ACTUAL air-cavalry? Making the Pterradon transports be actual fliers instead of just skimmers

I guess I need to play more.  Could you flesh this out a little more to help me understand the game mechanics of it?  Sorry to be so dense.

we could do units of Kroxigores lead by Saurus Elites?

This sounds pretty good.  I say we try it.

_________________
Understand this: that skag and his floozy...they're gonna die


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 6:41 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
Well... Basically the units would be some kind of Aircraft with Transport capacity of 2. Only able to transport this one kind of units. They'd begin the game off-table, as per normal for aircraft. They could come on and either air-assault or drop them off onto the table. Jump Packs have advantages in air assault (A 15cm drop-range instead of 5cm for instance). The ships themselves would likely be fairly lightly armed. Perhaps machine-guns on them. The aircraft would then move off-table again as per normal aircraft and become independent aircraft. While the ground-formation hangs around to go fight things. Essentially the aircraft are a way to get them to/from battle. Potentially you could also pick them up with the same aircraft on a later turn (Or another formation). I don't know what kind of weapons we'd want on such a craft though... I'm imagining they'd have to be fairly large to fit 10 fully armed/armored Kraxigores inside though.


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 6:56 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Mar 03, 2006 6:36 pm
Posts: 941
Another good reason to take a step back is that I'm starting to get confused by walkers and war engines.

If there's one thing I insist on, it's that smashy saurus infantry aren't named kroxigors.  I know, it's a small point to get worked up over, but that's also why I think I can get away with it. :D
In FB, a Blessed Spawning of Sotek fills saurus with fiery anger and makes them more 'smashy'.  I'd like something relating to that, even vaguely.  'Sotek Spawn', 'Serpent Strike', or something less daft.

Skimmers: at first I was a bit leery of making them all WEs, but it seems like a nice 'n' simple way to limit their availability.

How big are the medium skimmers, anyway?  Going by DRM's size comparison, they're a bit bigger than chimeras.

(Looking at that big comparison photo, 3rd from the bottom: I didn't realise the varan was that small.  I thought it was going to make a decent-sized WE.  Also: yeah... the kray skimmers look chunkier in that, than at the top of the thread.)

Walkers: particularly the ones that might be represented by DRM vergers and velites.  These are what I'd like to have the 'kroxigor' moniker (if I can't raise any support for my sentinel/chaos dread idea!).

Also, any support for the idea of attaching them to skink formations?  Particularly in light of the 'keep formations specialised' concensus.  It would be in keeping with FB fluff and rules (moreso 5th ed. rules).

Skimming slann: that's why I suggested making him a single-model unit, rather than an upgrade.  But I don't mind too much if his palanquin is taken off him.

Terradons: vertex. :;):


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 7:42 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
I do not like the idea of the Saurus having alot of ranged firepower, I think this should be the realm of the Skinks.  The Saurus to me are the shock troopers. I think making an unit that is really good in CC is not a bad thing. The Saurus are meant for war and may carry very powerfull small arms. I do not seem them carrying anything for long range combat.
Saurus (Kray Med Infantry/Warmaster Saurus)
Move   Type   Armor   CC    FF
15 cm     Inf     5+        4+   5+
Weapon       Range               Firepower                Notes
Sun Guns    (15cm)             Small Arms              Disrupt
Star Blades  (base contact)   Assault Weapons     Extra Attack (+1)
Notes: Cold Blooded (+2 Rally)
Upgrades: Scared One
Saurus Guard
Move   Type   Armor   CC    FF
15 cm     Inf     4+        4+   4+
Weapon       Range               Firepower                Notes
Sun Guns    (15cm)             Small Arms              Disrupt
Star Blades  (base contact)   Assault Weapons     Extra Attack (+1)
Notes: Cold Blooded (+2 Rally)
Upgrades: Slann, Scared One

Scared Ones upgrade one stand to have Leader.

Skinks are the ranged troops in my opinion.  They are the troops with Human-Level of expertise, training, intellegence, etc.  Alot of units of different Skinks will be key, with Skink Leaders. For the Skink Leaders we could make it so they are provide abilities of a Slann to a unit of Skinks as long as the Slann is alive.

For Primitives they are not slaves but part of the population the Slann may be protecting. Another Old One created race that has not progressed to the point it can protect itself.

_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 7:43 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
The Kray tanks are much larger then they look in the first size-comparison when seen on the field because they're sitting on flying bases, which make them a good half-inch to inch taller. Taller things tend to look bigger then wider things do. As it happens the Vorace are almost exactly the same size height-wise as a Knight Paladin. The Paladin is half-size compared to it's actual size, like most of the Titans are as well. So a tank the size of a Vorace or Paladin which was in 'Titan' scale would actually be much bigger in reality, and thus warrent the 3DC status.

I'd rather keep the Mechs separate from the infantry for a few reasons: Notably, in intermixed formations AT/AP mixtures will tear them up quite easily. They have nothing ot hide behind and even 3-4 hits with AT weapons are likely to take out a few of them. The Verger is essentially a light tank in and of itself in battlefield role. It's designed to shoot stuff very well and I don't want to see it move  in with the infantry to be honest (There's little advantage to doing it, and I'd rather see the infantry remain good at being infantry. They have superior numbers and the walkers have superior stats). The Kroxigore Assault Machines would be slowed down by being attached to Infantry. Also, having such vehicles attached to infantry would prevent them from using the warp-gate (I SPECIFICALLY forbade tanks from using it because I didn't want to see a unit of MBTs teleport 30cm forwards, move 40cm and fire at something 100cm away from starting-point with their twin machine guns! Never mind that they could cover essentially the entire board with their Heavy Ion Cannons). Can you think of a better name for their heavy-weapon troops? I'm really not sure what to call them. i went with Kroxigores because they're big and strong and seemed like the kinda troops who'd likely haul around the really big guns. Especially really big, rapid-firing, exploding guns which require all the marksmanship of a tactical nuclear warhead to hit your target with.


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 7:46 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189

(orangesm @ Jul. 19 2006,14:42)
QUOTE
I do not like the idea of the Saurus having alot of ranged firepower, I think this should be the realm of the Skinks. ?The Saurus to me are the shock troopers. I think making an unit that is really good in CC is not a bad thing. The Saurus are meant for war and may carry very powerfull small arms. I do not seem them carrying anything for long range combat.
Saurus (Kray Med Infantry/Warmaster Saurus)
Move ? Type ? Armor ? CC ? ?FF
15 cm ? ? Inf ? ? 5+ ? ? ? ?4+ ? 5+
Weapon ? ? ? Range ? ? ? ? ? ? ? Firepower ? ? ? ? ? ? ? ?Notes
Sun Guns ? ?(15cm) ? ? ? ? ? ? Small Arms ? ? ? ? ? ? ?Disrupt
Star Blades ?(base contact) ? Assault Weapons ? ? Extra Attack (+1)
Notes: Cold Blooded (+2 Rally)
Upgrades: Scared One
Saurus Guard
Move ? Type ? Armor ? CC ? ?FF
15 cm ? ? Inf ? ? 4+ ? ? ? ?4+ ? 4+
Weapon ? ? ? Range ? ? ? ? ? ? ? Firepower ? ? ? ? ? ? ? ?Notes
Sun Guns ? ?(15cm) ? ? ? ? ? ? Small Arms ? ? ? ? ? ? ?Disrupt
Star Blades ?(base contact) ? Assault Weapons ? ? Extra Attack (+1)
Notes: Cold Blooded (+2 Rally)
Upgrades: Slann, Scared One

Scared Ones upgrade one stand to have Leader.

Skinks are the ranged troops in my opinion. ?They are the troops with Human-Level of expertise, training, intellegence, etc. ?Alot of units of different Skinks will be key, with Skink Leaders. For the Skink Leaders we could make it so they are provide abilities of a Slann to a unit of Skinks as long as the Slann is alive.

For Primitives they are not slaves but part of the population the Slann may be protecting. Another Old One created race that has not progressed to the point it can protect itself.

There is actually a Kray 'Light Infantry' package which has no heavy weapons which might fit with that vision of Sauruses. But then who carries the heavy weapons? The idea here was that they generally carried short-to-medium range rapid-fire weapons. They're stronger then Skinks and thus can haul into battle things larger then skinks can. Much like Space Marines can haul Auto Cannons into battle individually the Saurus can carry their heavy machine guns with a single guy instead of an entire team.


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 7:47 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
I think we may be able to use the Human Dropship from DRM for something as well. It may be useful as a vehicle transport along with the Medium Skimmer as the Valkyrie like dropship for the Terradons.

_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 7:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 18, 2006 7:36 pm
Posts: 946
Location: On the Ohio river, USA
Ilushia,

?Got ya! ?Thanks for the help. ?Ah'm a liddle slowww. (that's my Forest Gump in case anyone wondered). :D

Vermis,

? I have no trouble with using the Krox name for a Chaos Dread/walker. ?Also could get behind it for a Verger or Velite but I don't know if these fit the army as well. ?Let's go w/ the Chaos Dread if no one objects.

I could be wrong, but I don't think Ilushia is bent on having them as infantry, I think he's just working with the basics. ?I could be wrong, he'll have to let us know. ?I know I keep slipping back to inf., but it's just a subconscious thing because they are in all the fluff I'm reading.

Might make our 40k version a little more distinctive if we just call it a Krox walker or Krox dread instead of the full Kroxigor name. ?

Fiery angry Saurus as CC specialist fine with me. ?Maybe they need to be the jump pack troops.

Attaching Krox to Skinks would be a good idea as long as we resolve the "all Skinks have scout and therefore huge frontage" problem. ?We'd catch heck over that for sure!

DRM really scaled these right on Epic. ?The med vehicle is very near your basic Eldar tank. ?The light tank a bit smaller. ?

I'm OK with a skimmer Slann as indepenant unit, esp since I prob won't use it  :;): , but for everyone else, will that make him too vulnerable? ?Don't drop this if you don't want to. ?It's not going to bother me.

Terradons: vertex


This will fit well with Ilushias concept of assault troops from a flier. ?It's so big though, might want to make it a WE too.

I posted the "tiny WE" question over in the discussion area. ?As I mentioned I'll copy any responses here.

I will be mostly out of contact this evening (EST). ?Wifey's getting a bit tired of being a "net widow".





_________________
Understand this: that skag and his floozy...they're gonna die


Top
 Profile Send private message  
 
 Post subject: E:A  Rise of the Dracon
PostPosted: Wed Jul 19, 2006 7:54 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
I would suspect the skinks would do it similiarly to the Imperial Guard.  I think Saurus would be as accurate as Orks and prefer the close up fight to the ranged fire fight.

_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 280 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10 ... 19  Next


Who is online

Users browsing this forum: No registered users and 31 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net