I can't remember if the 30cm charge came into play on the Friday
night or not but to me this makes the slayers one of the most
powerful units on the table if used correctly especially as you don't
lose any points if your opponent kills them all.
Used to a good players advantage they could be manouvred to the flank
of the enemy 10cm move then a 20cm initiative move into the flank can
and probably will take out 2 units that turn then 3d6 to sort
themselves out leaving them to the flank or just behind the next
target means that everything within 20cm's of them is at a minus 1
for command and leaving them a good chance of taking another 2 units
the next turn.
In a worse case scenario this means that the Dwarf player could get
440 points in 2 turns for the loss of a slayer unit which when
eventually killed by their opponent would mean no points.
Thunderers I think should loose the armour penetration :o)
Miners, we already discussed this on the night so I don't think I
need to add any more.
Well that is my thoughts on them anyway, I would be happy to have
another go at the dwarfs though with the experimental rules jsut to
push it further.
Martyn
--- In eurogt@yahoogroups.com, "Anadreal" <anadrael@...> wrote:
>
> > Thunders could still be a bit lower in cost but about about so
would
> > be happy to try fight them again.
>
> ;-) with or without the armor penetration
>
> Without :p with you would need to be around the 100 points.
>
>
> > Troll slayer rules may be right but if the have this 30cm moving
> unit
>
> Actualy it is not a 30 cm moving unit. The 10cm is just once at the
> start of your turn and after that they have normal infantry move.
> Besides the extra 10 is random based on positioning AND could cause
> confusion on other units, so I think there is enough offset in the
> unit to avoid doing what you point out below...
>
> The effect is actual better than a 30cm move allow them to
Init.
> Charge from up to 30cm, for a unit the dwarf have to destry this is
a big
> advantage (10cm toward nearest, then another 20 Init charge)
>
> This actual provide futher power to the thought the a dwarf
general
> should cost more :p Would you not argee looking at a unit that can
init
> charge from 30cm doing 18attack on average losses a stand for an
unarmoured
> unit.
>
> and then get in it's next turn another up to 30cm attack. Is
very
> powerfull and giving Dwarf access to cheaper unit will allow them
to get a
> higher break point, therefore the lost a single unit of slayer will
have
> little or no effect on his break point, when it is like to have
remove 1 to
> 2 units it's self.
>
>
> Leslie
>