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Adeptus Arbites

 Post subject: Re: Adeptus Arbites Precinct Defense List
PostPosted: Wed Jan 27, 2016 2:58 pm 
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Here's my own 3000 point list, I'm curious to see how it would actually do in a standard tournament scenario.

patrol + 5 militia + proctor =250
patrol + 6 militia + proctor =260
patrol + 4 arbites + 3 x repressors. 2 x rhino + judge + mastiffs = 495
patrol + 6 arbites + 4 x repressor 2 x rhino + mortiurge = 470
Bikes + proctor = 250
tarantulas = 100
tarantulas = 100
snatch squad + proctor = 275
snatch squad + proctor = 275
kill team + 2 x reressors = 225
uprising = 150
uprising = 150

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 Post subject: Re: Adeptus Arbites
PostPosted: Wed Jan 27, 2016 4:08 pm 
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@tc63 Wow loving this list, so many characters!

One option Could be that you allow buying of buildings / terrain like Dkok / BSM.

maybe not a whole precinct house (as I'm sure they would leave its immediate area sometimes) but maybe the option to buy road blocks / checkpoints... etc. This would allow them to delay Tanks as this list is fairly light on the AT front, and it works with the thematic aspect.

I have been thinking about the lack of mobile AA and have come across this article: http://warhammer40k.wikia.com/wiki/Chimera

(now its a bit of a stretch and linking things together but bear with me) In it confirms that the Chimera is used under planet wide insurrections by the Adeptus Arbites... and it mentions a variant used for AA when no other options are available ( Chimerax) so it this could be added.... however that does open a tin of Worms, notably:

- Why do the Arbites have access to a non-STD Chimera variant, with limited availability, when the Imperial Guard don't?
- Changing the approved Auto-cannon stats (although you can dodge that by the adapted turret, but then see my previous point)

just some musings....


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 Post subject: Re: Adeptus Arbites
PostPosted: Wed Jan 27, 2016 4:50 pm 
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Ah yeah, I like the idea of the buildings / terrain, could maybe somehow tie it in to the tarantula formation, or create a terrain piece that replaces one of the objectives. I'll have a think about how to pull it off.

I'm going to have a look at how to increase the cost of some formations to maybe reduce the activation count. While it could be used to force the theme more (being able to 'waste' activations to get the enemy to commit forwards is quite defence orientated I suppose) I would rather it weren't so easy to get 12+ activations. I could instead limit the support formations to one per core formation.

I'd considered an armoured vehicle type after Apocolocyntosis' comments about a pacification vehicle. I quite like the fact that they are so limited at the moment though, having nothing mobile with more than 30cm range and a distinct lack of AT should force some quite interesting play. Again, I'll have a think, but I'd like them to have to break units to do any serious damage to them.

I'd looked at a way to include Mike McVey's classic Arbites RCV (http://i189.photobucket.com/albums/z121 ... he/RCV.jpg) as a variant transport, but actually a rhino is probably the closest equivalent anyway.

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 Post subject: Re: Adeptus Arbites
PostPosted: Wed Jan 27, 2016 5:41 pm 
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tc63 wrote:
I'd looked at a way to include Mike McVey's classic Arbites RCV (http://i189.photobucket.com/albums/z121 ... he/RCV.jpg) as a variant transport, but actually a rhino is probably the closest equivalent anyway.


http://www.microworldgames.com/collecti ... fv-platoon

These are crying out for that role - something between a rhino and a chimera in firepower, maybe 6+ AP/disrupt weapons?


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 Post subject: Re: Adeptus Arbites
PostPosted: Wed Jan 27, 2016 5:46 pm 
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BigJulius666 wrote:
I have been thinking about the lack of mobile AA and have come across this article: http://warhammer40k.wikia.com/wiki/Chimera

(now its a bit of a stretch and linking things together but bear with me) In it confirms that the Chimera is used under planet wide insurrections by the Adeptus Arbites... and it mentions a variant used for AA when no other options are available ( Chimerax) so it this could be added.... however that does open a tin of Worms, notably:

- Why do the Arbites have access to a non-STD Chimera variant, with limited availability, when the Imperial Guard don't?
- Changing the approved Auto-cannon stats (although you can dodge that by the adapted turret, but then see my previous point)


So first note the Chimerax is an STC so no worries there. Second its also got some traction in the AdMech lists (unless it's been removed and I didn't notice) so we've even got stats for it. Third, who says there's no guard with it? Never heard that. There's no guard LISTS with it but that's more a matter of it disappearing from 40k/epic model production than fluff issues. In fact the source you link notes that it's the most common variant of the Chimera produced (though that's not sourced so suspect)

Personally I'd rather see the use of the wheeled variants of the chimera as they seem more SWAT than the 4th ID. Not sure if that's simply a cosmetic change but perhaps it gains road speed bonus but slower offroad? [shrugs] Regardless I have a bunch of 6m El Diablo for them anyways.
Edit: looks like admech went with chimedon not chimerax

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 Post subject: Re: Adeptus Arbites
PostPosted: Fri Jan 29, 2016 6:24 pm 
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I might have a model fit for the job :p

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 Post subject: Re: Adeptus Arbites
PostPosted: Fri Jan 29, 2016 11:07 pm 
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@lead-space:
I'm interested...


In terms of mobile AA, I could add the transport upgrade to the tarantulas (2 tarantulas per rhino/repressor). It would add some fragile mobility for the only AA and AT weapons. The tarantulas could also maybe be added as an upgrade to the patrol formations? I think they suit the Arbites theme quite well, but the immobile-unless-transported aspect would prevent them becoming an overly reliable source of AA/AT.

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 Post subject: Re: Adeptus Arbites
PostPosted: Mon Feb 01, 2016 3:41 pm 
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Another update to this list. Please see original post for PDF.

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 Post subject: Re: Adeptus Arbites
PostPosted: Wed Feb 03, 2016 9:00 pm 
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I've been thinking about adding a further special rule to enhance the 'flavour' of the list and further differentiate them from other Imperial army lists.
At the moment the standard patrol formation seems poor value compared to the steel legion's stormtrooper one. I know that things cannot be looked at in a vacuum, but for the same price you get 8 stormtroopers compared to 6 arbites, yet they have almost identical stats.
I was thinking of adding an additional benefit to the 'hold the line' rule, whereby if 4 or more arbite patrols or suppression squads are in base contact at the end of an assault they add +1 to the combat resolution to represent a shield wall. I'm having trouble trying to write an eloquent description but essentially-

-must have a proctor character present. (maybe it would be easier to describe it as conferring the inspiring rule to a character with the 'hold the line' rule within the formation?)

-must have 4+ arbite patrols or suppression teams in base contact, but need to find a way effectively describe that there must be 4+ units in a continuous line/contact with each other, not for instance 2 pairs of 2 units in base contact only with each other. Maybe adding a 'shield wall' rule to patrol and suppression teams to further clarify it is only these units that qualify.

-must still have 4+ of these units in contact after casualties have been removed.

I'm thinking this may make an arbites player think a bit more tactically when forming up for assaults rather than just throwing things towards the enemy, much like actual riot tactics rely on strong formations to be effective. I could then justify making the patrol formation cost around 225 points and bump the cost of other infantry formations, reducing the potential activation count.

Does this seem reasonable, and if so does anyone have a better functioning brain than I in order to write a brief and clear summary of these rules to place on the army list? Whatever I write seems to take up about half a page.

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 Post subject: Re: Adeptus Arbites
PostPosted: Thu Feb 04, 2016 3:13 pm 
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How about:

Close Order Drill: Arbite formations that include a character with the Close Order Drill rule of at least 4 or more arbite patrols or suppression squads, which are in base to base contact with another arbite patrol or suppression squad base, at the end of an assault add +1 to the combat resolution. The whole unit needs to be in one continuous chain E.G. 4 units in a ‘Triangle’ arrangement would benefit, however one set of 2 and then another set of 2 wouldn’t.


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 Post subject: Re: Adeptus Arbites
PostPosted: Thu Feb 04, 2016 3:15 pm 
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and on an unrelated, but somehow apt, diversion:

http://www.military.com/video/law-enfor ... 2639958001


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 Post subject: Re: Adeptus Arbites
PostPosted: Thu Mar 03, 2016 10:09 pm 
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About the cyberdogs, what do you think about "expendable"? They not worth 50p for 2 units now, even with infiltrator i think.


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 Post subject: Re: Adeptus Arbites
PostPosted: Fri Mar 04, 2016 12:18 am 
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btw, what do you use for cyber k9s?


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 Post subject: Re: Adeptus Arbites
PostPosted: Fri Mar 18, 2016 12:30 am 
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Pati,

You're probably right, 50 points is most likely a bit steep, I just wanted to keep them in twos (for transport purposes).
Looking at the kroot hounds, they are 50 points for three and come with 3+ CC rather than 4+, but have no armour compared to 6+ on the cyber mastiffs. I could add the expendable rule and/or add either a further point of armour or CC to them to make them quite a bit more worthy of the cost. Would this be about right do you think?

For the whole Arbites range I'm using a bunch of now oop models, hopefully I'll have some of them painted at some point in the next decade...

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 Post subject: Re: Adeptus Arbites
PostPosted: Fri Mar 18, 2016 8:41 am 
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Yes, it sounds good -either way, maybe after some playtesting it will be easier to decide which one is more balanced.

About AA minis i use exodus wars precint, but no cyber k9 there..


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