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thoughts on jetbikes

 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 7:21 am 
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Ok following a tortuous search (damn you Tactica! ?:p ) for fluff, background, rules etc in 40k I have come up with the following (all current edition 40k by the way just to make things harder on myself- not including any of the mountains of evidence against you in previous editons).

The jetbike rules in 40k (pg 54 BRB) states that ?jetbikes have powerful antigrav tech which enables them to hover a few metres above the ground, and make powered boosts over obstacles?.

- First Interpretation (Tacticas way of interpreting this), is that jetbikes must fly a few metres above the ground, but can bounce up briefly.

-Second Interpretation; another way of interpreting this passage, is that jetbikes typically fly nap of earth (as would be expected in a war zone) but can also go higher if they wish (eg to boost over obstacles (like maybe someone trying to close assault you!)).


I guess it could come down to the question - how long can your powered boost last for? Well in rules terms you can hover above terrain indefinitely all game if you want, so quite some time!


Argument for the first interpretation:
-Jetbikes can be attacked in close combat (but then so can any skimmer in 40k ? so what?! Plus lets not forget that jetbikes in 40k have a great combo of abilities to avoid close combat).

Argument for the second interpretation:
-Jetbikes in 40k can stay hovering above obstacles if they want (which could be a 10 or 100 story building for the whole game. This which would seem to indicate they are not tied to a few metres ceiling ?(Unless this ceiling is above some sort of obstacle (??) ).
- The picture on the same page as the jetbike rules - has jetbikes, falcons and vypers flying 100?s of metres in the air, equal with the top of something that looks like the Empire State Building in the background ?(Need I say more? ? :D ?)


It is also important to note that skimmer vehicles obey exactly the same rules as jetbikes for movment, and for background design for skimmer vehicles see pg 60 BRB -( "(skimmer vehicles) are fitted with jets or anti-gravity drives that enable them to swoop and hover a few metres above the battlefield. this is not true flight, but rather a limited version of it.")and (pg 61 "may make a powered boost to gain height and cross obstacles"). The one exception is that skimmer vehicles do not get a free move in assault phase like jetbikes do (something which helps the jetbikes AVOID close combat in 40k). ?

Therefore if you make jetbikes jump-packs it would appear in order to make other skimmer class units jump-packs as well, to not do so would be totally illogical and the worst example of picking and choosing a design principle randomly.


To sum up, even if I restrict myself to the current 40k rules and background concepts as a basis for Epic design - I still see no good reason to change the classification of jetbikes in epic (and plenty of reasons not to do so). Arguments for the change based on the current 40k rules (let alone previous material) are extremely tenuous in my opinion.





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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 9:23 am 
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GJ Markconz!
Again i agree with NH aswell.

Just wanted to give the issue a reality check:

the fact, in this universe at least, that gravity is stronger THE CLOSER TO THE CENTER OF THE PLANET YOU ARE.

In other words if something can hower by antigravity at ground level it can exit the atmosphere aswell.


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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 9:40 am 
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(Mohawk @ Aug. 17 2006,08:23)
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GJ Markconz!

Cheers, though I just added the bit about skimmer vehicles from page 60 which I didn't see before... ie

"(skimmer vehicles) are fitted with jets or anti-gravity drives that enable them to swoop and hover a few metres above the battlefield. this is not true flight, but rather a limited version of it.")

Which could be seen as more strongly worded perhaps "this is not true flight". ? ?However if you really wanted to interpret it that way (how Tactica would want to if only it were about jetbikes rather than vehicle skimmers ?:cool: ) it would contradict the other rules (like indefinite hover) and background in the same book (GW contradicting itself - couldn't possibly? ?:;): ).

Now I'm feeling worried that Tactica might actually advocate changing all skimmer class vehicles to jump-packs! ? :D

What it comes down to is that 40k is bit of a mess of mechanisms and goals on this issue I think. What it ultimately had to come down to for the designers is that to have any sort of balance in game,  skimmers had to be vulnerable to CC because so many armies rely on CC in 40k.

In epic armies are more combined arms and we went a different route. I don't want to turn my back on that. If you want to shoot aircraft take AA, if you want to shoot infantry take AP, if you want to shoot tanks take AT, if you want to fight skimmers take FF.





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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 12:50 pm 
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(Tactica @ Aug. 16 2006,15:54)
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Furthermore, if Sotec, the champion of the list, has a vision that aligns with core design - and especially if it also aligns with the new codex for Eldar that will adhere to Core Design's rules, then I think we should support it unless it presents obvious balance problems.

If we emperor wears no clothes we should point it out. Backing anything undisarable or problematic should never be supported solely based on whether the person is an AC or even ERC. What you are suggesting is the least useful way to contribute to playtesting or developement (although I'm sure there are some AC's out there that will argue agianst that shamefully enough).

AC were volunteers. Many came about becuase they were the only volunteers, and all AC's stay there until they quit. That doesn't mean they have any greater insight than anybody else. ERC as far as I can tell came were chosen from AC's that ended up over lists that would see the greatest impact to their armies when core rules change. Not sure what method Jervis used when we created it and left.

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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 3:44 pm 
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(Markconz @ Aug. 17 2006,01:21)
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Ok following a tortuous search (damn you Tactica! ?:p ) for fluff, background, rules etc in 40k I have come up with the following (all current edition 40k by the way ...

LOL - Markconz,

Thank you for the effort. I knew I had read it in more than one reference, but was going to compile a few sources for reference to satisfy NH's request. However - you beat me too it. (yesterday was just a long day...) Anyway - many thanks for providing what you've found... oh, and sorry for the quest!


The jetbike rules in 40k (pg 54 BRB) states that ?jetbikes have powerful antigrav tech which enables them to hover a few metres above the ground, and make powered boosts over obstacles?.


- First Interpretation (Tacticas way of interpreting this), is that jetbikes must fly a few metres above the ground, but can bounce up briefly.[/quote]
Let's be clear - there are more than just my way of "interpreting" this.

That would be the litteral interpretation, that's true.

1) The designers wrote this, not me.
2) They made rules in Core Design that follow it, not me.
3) Sotec now wishes to modify it to align in E:A, wasn't my idea.
4) There's more than one champion in support of this change.
5) Others have playtested it now (not just me) and have commented that it works.


-Second Interpretation; another way of interpreting this passage, is that jetbikes typically fly nap of earth (as would be expected in a war zone) but can also go higher if they wish (eg to boost over obstacles (like maybe someone trying to close assault you!)).
...and that would be reading more into it than what is there.

I guess it could come down to the question - how long can your powered boost last for?

And I would argue that this is already resolved. Core design gives us lead in that - not long enough to get out of combat if charged.

Well in rules terms you can hover above terrain indefinitely all game if you want, so quite some time!
Not true. Skimming vehicles can hover terrain indefinitely, skimming jetbikes in 40K CANNOT hover terrain at all, they can simply bound over it.


Argument for the first interpretation:
-Jetbikes can be attacked in close combat (but then so can any skimmer in 40k ? so what?!
This is a manipulation of the facts.

Skimming vehicles can hover over terrain indefinitely. Skimming Vehicles are harder to hit in close combat in 40K. If they moved over half of their base move, they can only be hit on a 4+, if they moved 12" or more, they can only be hit on 6+ in base to base combat.

Jetbikes are infantry and are not skimming vehicles. They may be assaulted in 40K without penalty. They also cannot hover over terrain.

Plus lets not forget that jetbikes in 40k have a great combo of abilities to avoid close combat).
They get to move in the assault phase - so do ALL Tau jump packs in E:A. This is also only on their own turn of movement - like the Tau. This is not in response to the enemy's charge - just like all Tau jet packs (Stealth, crisis, drones)

That ability has precidence in E:A. Its deemed to either be too insignificant of an ability in 40K to have an impact at this scale, or if relevant, its reflected in the armor value of the unit in E:A - that's it.

Argument for the second interpretation:
-Jetbikes in 40k can stay hovering above obstacles if they want (which could be a 10 or 100 story building for the whole game.
Sorry - this is not true. Only Skimming vehicles get this priviledge - not jetbikes.


- The picture on the same page as the jetbike rules - has jetbikes, falcons and vypers flying 100?s of metres in the air, equal with the top of something that looks like the Empire State Building in the background ?(Need I say more? ? :D ?)
If we are too make rules based upon pictures, the Tau crisis, SM jump packs, SM land speeders, Eldar Swooping Hawks and just a host of other things other things are all seen as quite litteraly flying over cities and epic clashes... the realty is that these are just that - pictures.

The background and rules both support each other quite clearly in core design, despite the art abstraction of the background and rules in any army.

It is also important to note that skimmer vehicles obey exactly the same rules as jetbikes for movment,


Not true, see above.

Furthermore, Jetbikes can turbo boost going 24" and gaining an invulnerable save just like other infantry bikes if they displace more than 18" from their starting position on the field. Skimming vehicles cannot turbo boost at all.

Skimming vehicles can only be glanced (vs. penetrated) if they move over 6" in displacement from their starting position.

Skimming vehicles can hover stationary over terrain. Jetbikes cannot hover over terrain at all, they may only use a burst of speed to ignore it as they use their propultion to quickly bound over it.

Jetbikes can go into the terrain and take dangerous terrain tests.

Then there's the combat differences... need I say more?  :D

Therefore if you make jetbikes jump-packs it would appear in order to make other skimmer class units jump-packs as well,
This is a conclusion drawn on false pretenses. It is therefore completely erronious at this time.

To sum up, even if I restrict myself to the current 40k rules and background concepts as a basis for Epic design -
Nobody is proposing that you restrict yourself to those perceived boundaries.

Sotec's efforts are simply aimed at taking something that does not align with Eldar Core Design, and bringing it closer while also balancing the list as it was over powered.

If the list does play balanced games in the end, and the E:A list does align with Core Design in the end, he must be doing something right.

I support him, and this change for what I feel are all the right reasons.

I feel I've articulated my case rather well despite lingering opposition.

Cheers,





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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 3:46 pm 
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(MC23 @ Aug. 17 2006,06:50)
QUOTE

If we emperor wears no clothes we should point it out. Backing anything undisarable or problematic should never be supported solely based on whether the person is an AC or even ERC.

MC23,

If you look at the 5 pages of this thread, the many posts that I have made, the multitude of facts and evidence I've provided, and then only pick out the fact that I agree with Sotec as the singular point in my case that you wish to respond too...

Well, perhaps you've missed the *real* points in my argument.

Nonetheless, I thank you for your contribution.

Cheers,





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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 9:08 pm 
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The minutia of 40K mechanics are utterly irrelevant if Epic mechanics can fit the background material better.  The only portion of the 40K mechanics that bears significant attention is the relative power levels of various units.

So far the sole fiction or flavor text citation to support the ground-hugger Eldar bike is a general description mean to apply to jetbikes of all races that also goes on to make a special exception for Eldar jetbikes because they are superior.  That's hardly what I would consider substantial evidence.

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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 9:30 pm 
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NH,

LOL - very well... you have your opinion, we all do.

I think the facts are clear and undeniable.

Good luck in convincing Sotec.

Cheers,

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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 10:00 pm 
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I'm in favor of turning them into Jump Packs from a balance standpoint more then anything else... But in any case:

The commentary on jet bikes in 40K not being able to 'hover' over terrain is completely ficticious. In 40K at present Jet Bikes and Skimmers may stop on top of terrain without taking a dangerous terrain check and may remain there indefinitely, however they gain NO benefits from cover while doing so (since they're above the cover, not in it), if they want cover bonuses then they have to take the usual tests and penalties against such things. At present Jet Bikes can freely move over terrain of any height and do not have to stop inside that terrain rather then hover over it. I should also point out currently that jump Infantry can also jump over terrain, but must land at the end of their move (So if they land in woods they have to test dangerous terrain, since jump packs count woods and similar difficult terrain as dangerous). In Epic, as it stands, a Skimmer may NOT stop 'over' terrain, simply move over it but may evade melee which jump packs can't. In 40K it's the exact opposite, skimmers CAN stop over terrain but cannot ignore melee. Infact, even skimmer-vehicles can be hit in melee on 6s, the same as a vehicle which moved over 6" in the prior movement phase for their side. From a game-rules mechanic, the Jet Bikes and Skimmers are virtually identicle. And I suspect the only reason Jet Bikes do NOT get immunity from melee in 40K is because doing so would get god-awful complicated to figure out, would they litterally be immune? Be hit on 6s? Could they fight back while doing so? etc. It's far easier, with the way mechanics work, to let tanks deal with it and not infantry. Under 2nd edition of 40K, bikes, jet bikes and even land speeders could all fight in melee, or choose to pull up high and avoid the fight completely.

As for me: I'd like to see it change from a game-balance standpoint. As it stands I think it's much too easy for the Eldar to construct an army which is virtually impossible to melee against which seriously hurts a number of armies (Orks, World Eaters, Space Marines and Tyranids notably) which have all their best damage capacity in melee. Especially since the Jet Bikes are quite tough and very good at fire-fighting. When facing a melee army you can leave them at close range and unless the enemy can pour out a lot of non-assault attack dice, you're relatively sure you can survive what he'll do to you in his activations. I think the suggestion of 5+ save goes a long way to help correct this, as does the speed-nerf on H&R. But I'd still like to at least see people TRY the Jump Pack thing, as it seems to me to be something which would help curb their ability to completely hose certain armies.


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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 18, 2006 12:07 am 
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Guys, I have followed the debate with some interest, especially about the "fluff" and the way it supports this or that interpretation. In some respects, I think there is merit in both sets of descriptions, but Neal is correct that the 40K game mechanics are irrelevant. We should really be arguing over the results of the mechanics, not the way they work, and working in the E:A realm rather than 40K. The recent argument is really over what can be done to make these formations more vulnerable to being attacked. Is this sufficient?

Additionally, when considering the army lists, it is well worth considering how to abuse things by maxing out on a formation, and considering the results. In this case consider a possible Saim Hann list of 9x Windrider warhosts, organised in three groups each with a Farseer. Total cost 2175, leaving more than enough for supporting formations out of the usual 3000 point army. In one Eldar go under the current system, the first group activates, moving 35cms forward and bringing 19x FF attacks on a target which is usually more than enough to completely annihilate it, and they then move at right angles towards the next target within 50cms. The next group assault this formation, and with the support of the first group can bring up to 38x FF attacks (assuming there is enough room to get them all in :p ), and using the Farseer activation, can bring on the third assault. The assaults described thus occur over a possible area of up to 100 cms wide (150 cms if ?preparing for the next go) by 50 cms deep, or in old money around 3' 4" x 1' 8" (or more than half the normal table in use by most people). Worse, because of the "Skimmer" defence and armour values, the jetbikes are pretty much immune to attack, and can usually shrug off any lucky 6s that strike home.

(With the Biel Tan, the list is similar, but uses 3x Guardian Warhosts in Wave serpents and 6x jet bike troupes, total cost 2250, with 20x FF dice in the first assault, and up to 40x FF dice in the second and third assaults - very congested indeed :p )

Now I am sure that you gentlemen on the boards would not dream of pulling such a stunt because your opponents would get a tad ticked off, and if repeated, would probably stop playing. So the debate is ultimately around how to remove the temptation to exploit this kind of abuse from those weaker or less scrupulous souls out there.

The three elements proposed are :-
  • Reduce the armour value to 5+, making it less easy to shrug off those "lucky" 6s.
  • Remove "skimmer", meaning that the jetbikes must take more care over their positioning to avoid being assaulted
  • Reduce Consolidation to 15cms, which reduces the follow up attack to any enemy within 30cms reducing the "danger zone" to 60cms wide x 50 cms deep. (Personally, I would prefer to only allow a full move to disengage away from enemy, thus removing the potential for follow on support altogether, but that is another story).
  • (An additional suggestion that has been made is to reduce the power of the attack by reducing the FF attack to 5+, but this has not yet been included in the current proposals)
I would submit that the three proposals dampen this kind of assault, but do not remove it altogether, because the Jetbikes will normally assault to their FF range, thus you should still get at least three crushing assaults each turn (unless the FF factor is reduced), followed up by several more such assaults at other points - with a few more Farseers around, this is going to be too much for most armies, so I wonder if we are really asking the right questions here.

There has been much debate over the lack of leaders in the Eldar army, and I suspect that the above example is actually the compelling reason for their limitation. Is there actually an argument for limiting the numbers of Farseer lead formations here, or possibly limiting the numbers of Jetbike formations per 1000 points (in a similar fashion to A/c)?

Ginger





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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 18, 2006 12:35 am 
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(Tactica @ Aug. 17 2006,14:44)
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Skimming vehicles can hover terrain indefinitely, skimming jetbikes in 40K CANNOT hover terrain at all, they can simply bound over it.

Tactica once again you are arguing from mistaken premise.

Page 54 BRB:

"Jetbikes are able to move completely over difficult terrain... They may even end their move on top of difficult terrain but if they do this they cannot claim any cover save. ...Jetbikes may try to move through cover to gain a cover save..."

and again in sidebox about the 6" assault move:

"...treat difficult terrain just as jetbikes do in the move phase (and so can opt to move through it or end their move on top of it)"

Even 4th edition rules, and background (which you choose to conveniently ignore - why just pick and choose??), do not support your arguments.

As for supporting Sotecs ideas, frankly his proposed changes in light of the new codex leave a lot to be desired (for instance his proposed Fire Prism stats, which as I pointed out on SG, are just wierd - the current Epic Fire Prism stats match the new 40k Fire Prism stats far better than Sotecs new proposal!!). Like MC23 says we need to point out when the Emperor has no clothes.

I don't know where or why Sotec is dreaming it all up, but it needs to be firmly rejected.





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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 18, 2006 12:55 am 
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(Tactica @ Aug. 17 2006,14:44)
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Skimming Vehicles are harder to hit in close combat in 40K. If they moved over half of their base move, they can only be hit on a 4+, if they moved 12" or more, they can only be hit on 6+ in base to base combat.

You have this wrong as well.

You are getting confused with the rules for standard vehicles. Go to page 71 BRB and read the actual rules. ?You always need 6's to hit mobile skimmers (But then you need 6's to hit ANY vehicle that has moved more than a mere 6"!) Skimmers also use the glancing table if they have moved more than 6" (which means they will be destroyed on a damage roll on a roll of 5-6 and take lesser damage on a 1-4, as opposed to being destroyed on a 4-6 for a standard damage roll).

As someone who has played 40k a lot let me tell you what it all actually means.

A pure close combat critter like a carnifex, will with merely average dice rolls wreck or damage any vehicle (skimmer or not!) on the charge. ?In epic it cannot touch a skimmer but will kill the other vehicles. Big inconsistency.

Please explain your reasoning to me again in light of this - for all your arguments really make no sense when they are based on the actual rules and background as opposed to your misinterpretations of such.

Actually don't bother - please just drop it. ? :p :D





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 Post subject: thoughts on jetbikes
PostPosted: Sat Aug 19, 2006 12:32 am 
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Look at the StarWars SpeederBikes. This is the mode of moving i imagine for Eldar Jetbikes.
I don't care if the rules mechanics "Skimmer" or "Jump Packs" is better in play. But from a fluff and style standpoint of view i think "Jump Packs" and "Mounted" fit better than "Skimmer" f?r Eldar Jetbikes.

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 Post subject: thoughts on jetbikes
PostPosted: Sat Aug 19, 2006 1:01 am 
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(BlackLegion @ Aug. 18 2006,23:32)
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Look at the StarWars SpeederBikes. This is the mode of moving i imagine for Eldar Jetbikes.
I don't care if the rules mechanics "Skimmer" or "Jump Packs" is better in play. But from a fluff and style standpoint of view i think "Jump Packs" and "Mounted" fit better than "Skimmer" f?r Eldar Jetbikes.

Reduced to arguing from 'fluff and style', despite the fact that the fluff picture on the same page as the jetbike rules in current 40k (not to even mention the vast amount of background and material before that) argues against your interpretation. ?

You are basically saying that your personal preference should overrule the actual rules and background material, and the original Epic design concept by Jervis.

Personel preference is easy. I think star wars speeder bikes should be skimmers. From a fluff and style standpoint I think "skimmers" fits eldar jetbikes better than "jumpacks" ?:D

Seeing as we can't agree, we then go back to examining the rules and background. Jervis and others chose skimmers orginally based on this. Some people want to overturn this - they need to have VERY good reasons to do so, and they have failed at this so far.





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 Post subject: thoughts on jetbikes
PostPosted: Sat Aug 19, 2006 3:12 am 
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I don't know that I agree with that, Markconz.  Skimmers in 40k are just as hard for melee critters to deal with, and Eldar skimmers are particularly vulnerable.  In 40k, a fully pimped out CC Carnifex can charge a Falcon and only average .139 kills.  It needs 7.2 turns to statistically guarantee a kill!  Even if the Falcon doesn't have a Holofield, it only averages .417 attacks.  All Eldar skimmers being Fast, it's also extremely unlikely that that Carnifex will get a chance to charge.  That's something else that doesn't translate well into Epic - it's not at all difficult to avoid lumbering 6" moving behemoths with 12" moving skimmers.  Even if my vehicles were vulnerable to assault in 40k, they would very rarely die to a charging opponent - it's just far too easy to stay away.  If anything, all skimmer armies in 40k are even better against CC-based opponents than are skimmer armies in Epic.


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