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Specialist Games Forum Traffic

 Post subject: Specialist Games Forum Traffic
PostPosted: Fri Nov 26, 2004 12:18 pm 
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EPIC Slaves to Darkness

Unit Descriptioins and Armylist:

Strategy: 2
Initiative:
Formations containing slaves 2+
Chaos Formations 1+

Chaos Master Slavers:
0-1 Chaos Lord free.
4-6 Chosen at 65 pts pr unit

upgrades:
0-2 Obliterators 100pts pr unit

Ork Slaves:
"Orks slaves are easy to impress with brute force. Once you kill their leader they will flock around you." Although it's not totally true the old strategic saying does hold some truth. The orks do not understand the powers of chaos but recon that there is always a new enemy to fight under the banner of the Slave Handlers.
Must have at least 5 ork units of any kind.
0-10 Wild Slaves 25 pts pr two units
0-10 Ork Slaves 25 pts pr unit
5-10 CSM at 35 pts pr unit
Slave Barges

Upgrades:
0-3 Dreadnoughts 35 pts pr unit
0-3 Killa Kans 25 pts pr unit
0-10 Big Gunz 15 pts pr unit

Eldar Slaves:
There are things far more worse than death. The eldars knows this. They know that the powers of chaos can do things that impossible to comprehend. Thus they have accepted their faith as slaves of darkness in hoping they will suffer the death of an enemy and not the death or what else of one of the Slave Handlers.
2-7 Eldar Slaves 25 pts pr unit
3-6 CSM at 35 pts pr unit

Upgrades:
0-3 Warwalkers at 30 pts pr unit
0-3 Support Weapons at 15 pts pr unit
Living Bombs (two pr CSM unit) at 10 pts pr unit
Slave Barges

Human Slaves:
Humans are like orks. The only difference being that they are easier to corrupt and most of the times they flee easier too. Human slaves are always prospect to become chaos cultists and as so they are trusted with more equipment than other slaves.

2-10 Human Slaves at 25 pts for two
4-8 CSM at 35 pts pr unit

Upgrades:
Defilers at 75 pts pr unit
0-6 Heavy Tanks (e.g. Ragnaroks) at 50 pts pr unit
0-12 Light Tanks (e.g. Siegfrieds) at 25 pts pr unit
Living Bombs (one pr CSM unit) at 10 pts pr unit
Slave Barges

Death Wheels:
0-3 275 pts pr unit

Sentinels:
4-8 sentinels at 50 pts pr unit

Raptors:
6 raptors at 210 pts

Ork Livestock
The orks use all kinds of animals in their warfare. When an ork tribe is enslaved the animals are taken with to use as food or in some cases to use on the battlefield as even more obstructions.

Chose one:
1 Herda and 10 Boarz at 150 pts
1 Herda and 5 Squiggoths 150 pts
1 Herda and 2 Orkeosaurus 150 pts
1 Herda and 15 Squigs 150 pts
Herda may be mounted on squig, boar, squiggoth or orkeosaurus
Notes. These are unarmed versions of the units known from other ork lists.

Restrained Monsters: (think rancor from Starwars)
Sometimes huge alien monsters are encountered and subdued by the Slave Handlers. These monstrosities are later bound in chains and molested to a degree that puts them in an enormeous rage. They are then brought to the front lines where they are let lose to havoc upon anything that resembles living creatures. Not the most predictable weapon but surely effective.

4-8 Chaos Marine units at 35 pts pr unit
2-4 Restrained Monsters at 60 pts pr unit

Defiler Battery
2-4 Defilers at 75 pts pr unit
Upgrades:
2-4 Obliterators at 100 pts pr unit



New Units

Light Tank: AV M:30 A: 5+ CC:6+ FF:5+
Multilaser: 30 cm AP5+/AT6+
Notes. Scout, Riot.

Heavy Tank: AV M: 20 A:4+ CC:6+ FF:4+
Battlecannon: 75 CM AP4+/AT4+
2 x Heavy Stubber: 30CM ?AP6+
Notes. Reinforced Armour, Riot.

Human Slaves: INF M 15 A:- CC:5+ FF:6+
Stubguns: 15 cm assault
Improvised Weapons: btb assault
Notes. Riot. Slaves

Eldar Slaves: INF M 15 A: - CC:6+ FF: 4+
Nailguns: R: Small Arms
Notes. Slaves.

Ork Slaves: INF M 15 A: 6+ CC: 4+ FF:6+
Choppas: Small Arms btb
Shootas: Small Arms
Big Shootas: AP6+/AT6+
Notes. Riot. Slaves.

Ork Wild Slaves: INF M 15 A: 6+ CC:4+ FF:-
Choppas: Small arms
Notes. Riot. Slaves.

Boarz: INF M 25 A:6+ CC: 4+ FF:-
Notes. Mounted, Infiltrators.

Squiggoths: ?LV M :20 A:5+ CC:4+ F:-
Teeth and Horns - MW, Extra attacks (d3)
Notes. Reinforced Armour

Orkeosaurus: WE M:20 A:5+ CC: 4+ F:-
Big Teeth and Horns - MW, Extra attacks (2d3)
Notes. Reinforced Armour

Squig Horde: INF M:20 A: - CC:4+ F:-
Mouth of Madness - extra attacks (d3)
notes. Infiltrate.

Restrained Alien Monsters:
Monster: M:20CM ?A:2+, CC:3+, FF:-
Weapons. Amassed teeth and claws, Extra attacks(2d3), MW.
notes. Infiltrate. Rage. Riot.

Special Rules


Riot:
Before activating a unit with ork or human slaves roll d6:
1: Hated Foe: ?The slaves move 1d6 in the direction of the enemy and the formation they belong to may not sustain fire or overwatch in this turn.
2-5: Nothing happens.
6: Riot: The slaves makes an uproar against the Chaos Marines holding their leash.
Fight an assault with all units with Riot Special Rule on one side and all other units from the formation on the other. No fire support may be added. Remove kills. ?Roll combat resolution but do not remove extra casualties for difference. Add blast markers. If the Rioters win the formation vanishes. If the others win the formation is back to order.

Slaves:
Slaves do not generate blast markers when killed by shooting.
Two slave units count as one unit when comparing formation sizes in assaults.

Living Bombs
A slave's value is set by the amount of flesh and bone he is composed of. Some slaves are useless fighters and are thus given to serve other purposes. The weakest of these are fitted with explosives that can be triggered by nearby chaos slavers when they see an eligible target.
Stats: As a standard unit of the race it belongs to.
Notes. Infiltrate.

A number of slaves may be fitted with explosive collars. Orks are considered too good melee combatants to waste in this way.
The collars can be activated whenever the unit is in base contact with any other unit. All units under the template - friend or foe - will take hits.

Explosive Collar ? ? 1 BP, MW, First strike.

Rage
After the first Engage undertaken by a formation creatures with rage will no longer be controllable. Each turn they will trample 3d6cm in a random direction counting as an engage action if they end within 15cm of any unit. If they run into impassable terrain they will die.



Be gentle! It's meant to be fun!
:D ?:D

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 Post subject: Specialist Games Forum Traffic
PostPosted: Fri Nov 26, 2004 6:09 pm 
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Not a force I would use in a 'fair' stand up fight. However it looks loads of fun to drop on the lap of an IG player who has been told of a minor inserection }:)
I'll try and give it a go and tell you how itpans out.
Cheers.

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 Post subject: Specialist Games Forum Traffic
PostPosted: Fri Nov 26, 2004 7:01 pm 
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Quote (penal battalion @ 26 2004 Nov.,17:09)
Not a force I would use in a 'fair' stand up fight. However it looks loads of fun to drop on the lap of an IG player who has been told of a minor inserection }:)
I'll try and give it a go and tell you how itpans out.
Cheers.

Wehay! That'd be cool!

I am going to play with it first time tomorrow!
If anyone's got ANY ideas at all I'd be happy to hear.. :;):
It's version 0.001 and it's purely to satisfy my own ego!   }:)


I'll probably be playing Space Marines!

Hopefully I'll get some pictures of the army WIP up in some place around here!

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 Post subject: Specialist Games Forum Traffic
PostPosted: Sat Nov 27, 2004 10:58 am 
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I'm having a game today with this list:

Slave Masters: :460 pts

4 Chosen + Chaos Lord :260 pts
2 Obliterators :200 pts

Ork Slaves: :300 pts

5 CSM :175 pts
10 Wild Boyz :125 pts

Ork Slaves: :475 pts

5 CSM :175 pts
12 Wild Boyz :150 pts
10 Big Gunz :150 pts

Eldar Slaves :410 pts

3 CSM :140 pts
4 Eldar Slaves :100 pts
8 Living Bombs : 80 pts
3 War Walkers : 90 pts

Eldar Slaves :250 pts

3 CSM :105 pts
8 Eldar Slaves :100 pts
3 Support Weapons : 45 pts

Death Wheels :550 pts

Restrained Monster :260 pts

4 CSM :140 pts
2 Monster :120 pts

Not expecting that much from it but you never know.. just wanna try out the different units and see if I get the right feel from the army.. feel should be "hordes of slaves. helpless and sacri-sliced"

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 Post subject: Specialist Games Forum Traffic
PostPosted: Sat Nov 27, 2004 11:08 pm 
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As posted on specialist games forums also:

Today I had my first battle with the list written above. As stated the opposition was the powerarmoured knights of the imperium.

We both deployed our objectives in the advantegeous triangle formation.

Lots of cover on table. Especially lots of buildings.

He had "cheated" and made a terminator detachment with two land raiders, and only paid 425 points for it... hehe! but we didn't really notice this until later.

I garrisoned everything in the army expcept the Death Wheels which I put on the far right where nothing else was even close.. (trick)

I deployed one ork slave formation at blitz and one take and hold obj.

My first action was to make a double move with an eldar slave formation and lay down some BM's on a nearby tactical SM detachment.

Next up I made an engage with my restrained monsters formation and killed 3 marines, having support from the eldar slaves from before.
He killed two of my chaos marines and I lost the combat by one point.

This meant that one of the monsters died and the other fled 40 cm in a random direction (improvised rule on the spot).

Rest of the turn didn't hold much interest and mainly consisted of SM blasting worthless slaves to pieces, with them ignoring everything but the coming under fire bm's. The way I hoped it would work.

Turn two:

The monster raged on 3d6 cms in a random direction - very characterful and cool unit! I'm very happy with the result!

Otherwise the death wheels had started taking the flank and the spotlight. To be frank I think those things are way to heavy to land in this list.. they simply take way to much of the attention of the slaves and changes the mood of the warfare.. I'm gonna play some more games tomorrow so I'll have some more material to judge them from.

The eldar slaves with living bombs got blasted to pieces by devs with land raiders and broke. A bit sad as I really wanted to try the living bombs out.

Thing is that the game was probably not all that representative for SM as he didn't make any assaults.. other than against my death wheels... which was a horrible idea!

I'm pretty confident that none of my slave formations would have been any good in an assault situation.. and I was a little disappointed not to get any action.

I told him to go home and make another army with T-hawks packed with devs and assaults, and termies TELEPORTING and NOT riding land raiders - hehe.. fluffy but SUCKY!

Anyway the game was pretty much decided when I teleported my slave masters down on his blitz eliminating the Whirlwinds there and using my ZOC to keep him out of contesting the objective.

Game ended 4-0 with me having blitz, break, they shan't and hold the line/defend the flag...

The break their spirit was a little too easy as it was just a tactical with a vindicator and a dreadnought - it should have been the termies, but we decided that since he'd cheated this was not to be the case,...

Overall I think the list needs a lot of work to get the right feel. This game was dominated by the chaos presence. Overmuch. But I'll wait till tomorrow before judging anything definitively.

Feedback is still very much welcome!

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 Post subject: Specialist Games Forum Traffic
PostPosted: Sat Nov 27, 2004 11:21 pm 
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Cool list....and more interesting than the standard BL list.  I'll be watching this one.... :D

my 2cents,

iblisdrax

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 Post subject: Specialist Games Forum Traffic
PostPosted: Sat Nov 27, 2004 11:27 pm 
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Hey thanks chap! :D

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 Post subject: Specialist Games Forum Traffic
PostPosted: Sun Nov 28, 2004 10:53 pm 
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Oi nutta!

Yet another game played against the evil minions of the undead god emperor of womankind.

A fun game in all aspects although I lost quite severely on VP's in a tie break.

The slave formations ignorance of BM's seems to function rather good and allows them to sustain a lot of casualties without bothering. The lack of leaders makes it a tough job to lose bm's but I think that's ok.

Once again the Restrained Alien monsters were a lot of fun, but died horribly from combat resolution without dealing any damage. 20cm infiltrate is a lot! :blues:

One of the more amusing moments were probably when my one Ork Slaves formation made a riot and killed itself! Truly epic! :D

The game also proved some of the real flaws in the list:

1) Living bombs.. the way they are now simply causes too much trouble, with templates overlapping and really bad odds at getting anything for the unit you sacrifice.

I'm gonna make them a special attack in engage instead of the BP thing. A special attack that kills the unit in exchange for a 4+ (thought a 50% chance seemed fair) CC attack. Whether this attack should be macro or not I have yet to grumble on... Anyway the units sacrificed in this way will not cause BM's or count toward combat resolution.
Lastly I'm thinking that instead buying them as an upgrade they should rather be standard equipment for all human and eldar slaves, as they are completely worthless in CC the dear Chaos Slavers will probably see this as a good way to deal with that.

2) Chaos Slave Masters

I'm gonna redo this unit totally. Having it being exactly like the chaos counterpart is just plain boring. The idea of using chosen came from a battlereport in WD 200 between Jervis Johnson and Andy Chambers where Warlord THrugg was to be assasinated by Abaddon the Despoiler... I got the feeling that terminator marines would fill the ticket of ultimate scary bad guy very well... but the whole teleport thing just doesn't fit with anything I think...

And then again - why not - we've probably all seen the movie called Predator and these hunters are somewhat what I intend on the slave masters being. Very technologically well-equipped and skillful hunters. But still - termies?

3)Slave Barges

Without these the formation have little to offer as to objective claiming... but do you think they should have that?
I still haven't figured out this unit... It's probably gonna come in two variations and will be one of the only hard to do new units... I imagine one type with a slave deck allowing for transport of slaves and one type with a punisher deck with shooty gear to punish the slaves and the enemy.

Once again any views are VERY welcome.

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 Post subject: Specialist Games Forum Traffic
PostPosted: Thu Jul 28, 2005 2:08 pm 
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Anyone noticed that Epic traffic there has slowed to a crawl?  It seems as if the EA crowd has largely come here and almost abandoned the SG boards.

For those of you who frequented the other game boards, how are they comparing?  Has traffic there also dropped off significantly?

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 Post subject: Specialist Games Forum Traffic
PostPosted: Thu Jul 28, 2005 2:29 pm 
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I've noticed, it seems that the General is the only one with (semi)regular traffic (although I've rarely been anywhere other than Epic) The Epic portion seems to barely get a question/reply once a day.

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 Post subject: Specialist Games Forum Traffic
PostPosted: Thu Jul 28, 2005 5:26 pm 
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The General Discussion board does seem to get a lot of traffic. The Epic board has indeed slowed considerably (do we have more than one page of discussions yet?). The same has happened with the Battlefleet Gothic board... but I dont really know where the posters are going, as the Yahoo Group has not increased dramatically in traffic as far as I can tell.

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 Post subject: Specialist Games Forum Traffic
PostPosted: Thu Jul 28, 2005 6:53 pm 
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It has been exactly as I feared it would be when they anounced their decision to go to this new forum of theirs. Most if not all of the SGs forum communities have suffered both looses of people and of the richness of their respective games toppics, and I might add that the much vaunted official ansers to games questions sure doesnt seem to be happening with much regularity over there even though that was supposed to be a big selling point for the new forum, I ask a question and mostly get an opinion, not a quote from the rulebook or the FAQs and certainly not a reply from the powers that be. Its really agravating that all the bad things I thought might come from this move have pretty much come true and the few good things seem to have fallen thru. Grim

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 Post subject: Specialist Games Forum Traffic
PostPosted: Thu Jul 28, 2005 7:20 pm 
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Hi!

I have followed traffic there. It seems minuscule as compared to the old forums.

This forum has had quite and increase, so I suspect many have settled in here.

Not that I care much for the so called official forums. I'm glad Epicomms is becoming the ture "hub" for epic discussions. :)

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 Post subject: Specialist Games Forum Traffic
PostPosted: Thu Jul 28, 2005 7:30 pm 
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Quote (primarch @ 28 2005 July,19:20)
Not that I care much for the so called official forums. I'm glad Epicomms is becoming the ture "hub" for epic discussions. :)

As it should be!  :;):

There has been a definite influx of new members since the SG forum was revamped. I'm glad the endless bickering that went on over there hasn't come over here.

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 Post subject: Specialist Games Forum Traffic
PostPosted: Thu Jul 28, 2005 10:51 pm 
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Can one of the mods provide with with hard data about how many new members we have had over the last 2 months?  ???

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