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Optionals Book Thread

 Post subject: Re: Optionals Book Thread
PostPosted: Mon Apr 16, 2012 10:56 am 
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No reply?
Sounds like a "go" for me :)


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 Post subject: Re: Optionals Book Thread
PostPosted: Mon Apr 16, 2012 11:16 am 
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I'm ok on the stormlord. Maybe OTV ?

On StormRaven:

- TL heavy bolter is quite useless on comparison to TL plasma gun. For the same cost, I'd never choose the HB ;)
- Transport capacity for Dreads does not fit anything: All dread cards come with 4 dreads (except Space Wolves Venerable Dreadnough that come by 1 per card)
- TL Lasc Cannon: limit range to something shorter, any flyer with a weapon range > 50cm suffer a huge cost penalty

Imho, just do a single variant for the stormraven, this will make things easier in the heat of the battle ;)


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 Post subject: Re: Optionals Book Thread
PostPosted: Tue Apr 17, 2012 12:40 pm 
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Quote:
- TL heavy bolter is quite useless on comparison to TL plasma gun. For the same cost, I'd never choose the HB

Quote:
- TL Lasc Cannon: limit range to something shorter, any flyer with a weapon range > 50cm suffer a huge cost penalty


Thanks for your reply Scream
I have edited the weapons a bit

Quote:
- Transport capacity for Dreads does not fit anything: All dread cards come with 4 dreads (except Space Wolves Venerable Dreadnough that come by 1 per card)

Quote:
Imho, just do a single variant for the stormraven, this will make things easier in the heat of the battle


With a single model/unit you have to take 4 support cards
since most dreadnoughts units have 4 models
a Stormraven unit should have 4 models too

Or you could do a special/companie card
for example: 4 Stormraven+ 4 dreadnoughts+ 4 Terminator stands or any other Inf. det


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 Post subject: Re: Optionals Book Thread
PostPosted: Tue May 08, 2012 4:49 pm 
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Are there existing rules for all those cute LR variants?

The Crassus and Preator are also missing stats, did someone them?


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 Post subject: Re: Optionals Book Thread
PostPosted: Wed May 09, 2012 12:32 am 
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Hi!

Not that I have seen. Now is the time to make them up. :)

Primarch


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 Post subject: Re: Optionals Book Thread
PostPosted: Sun May 27, 2012 3:15 pm 
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Imperial Preator heavy assault launcher:

Move 10cm
Armour 2+
CAF +3

Weapons:
Heavy bolters
Attack dice 2
Range 25cm
to hit 5+
TSM +0

Praetor heavy assault launcher:
may fire one of the following per turn:

Foehammer missiles:
Attack dice 2
Range 100cm
to hit 4+
TSM -3
penetrates +2

Firestorm missiles
Attack dice 2BP
Range 150cm
to hit 2BP
TSM -1
large 12cm template

Pilum AA-missile system
Attack dice 5
Range 100cm
to hit 6+
TSM -2
ignore any "to hit" modifers
Notes: super heavy
Morale Value 4+
PD(4)


3 model per detachment
500 points


Last edited by ulric on Mon May 28, 2012 12:11 am, edited 2 times in total.

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 Post subject: Re: Optionals Book Thread
PostPosted: Sun May 27, 2012 3:31 pm 
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Imperial Crassus

Move 10cm
Armour 1+ all round
CAF +5

Weapons:
Heavy bolters
Attack dice 4
range 25cm
to hit 5+
TSM -0

PD(6)
Transports 7 stands
super heavy

Morale value +4
1 per detachment
100 points


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 Post subject: Re: Optionals Book Thread
PostPosted: Sun May 27, 2012 10:33 pm 
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Land Raider Achilles
Move 20cm
Amour save 2+ all round
CAF +3

Weapons:
Thunder fire cannon*
attack dice 2
range 50cm
to hit 5+
TSM -0
special


Multi melta
attack dice 2
range 25cm
to hit 3+
TSM -2

Transports 1 stand
PD(1)
Morale value 2+

*ignore "to hit" modifer for cover
any unit attacked by a thunder fire cannon
looses any bonus from cover for this turn

3 per detachment(maybe 4 for Terminators)
300 points


Last edited by ulric on Mon May 28, 2012 12:09 am, edited 1 time in total.

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 Post subject: Re: Optionals Book Thread
PostPosted: Sun May 27, 2012 11:18 pm 
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Land Raider Prometheus

Move 20cm
Armour save 2+
CAF +3

Weapons:
Heavy Bolter
Attck dice 4
range 25cm
to hit 5+
TSM -0


Morale value 2+
Transports 2 stands
command, HQ
PD(2)


Special card.
2 for 150 points


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 Post subject: Re: Optionals Book Thread
PostPosted: Sun May 27, 2012 11:51 pm 
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Land Raider Helios
Move 20cm
Amour save 2+
CAF +1

Weapons:
TWL Las cannon
attack dice 2
range 75cm
to hit 5+
TSM -2

Helios missile launcher
attack dice 2BP
range 150cm
to hit 2BP
TSM -0

Morale value 2+
transports 1 stand


3 per detachment
250 points


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 Post subject: Re: Optionals Book Thread
PostPosted: Mon May 28, 2012 12:04 am 
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Land Raider Redeemer
Move 25cm
amour save 2+
CAF +3
Weapons:
Flamestorm cannons: 360 degree fire arc
attack dice: large teardrop template
range:large teardrop template
to hit 4+
TSM -0

Assault cannon
attack dice: 3
range: 25cm
to hit: 5+
TSM -0

Morale value 2+
Transports 2 stands
PD(1)

3 per detachment
300 points


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 Post subject: Re: Optionals Book Thread
PostPosted: Tue May 29, 2012 1:06 pm 
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Something to complain anybody?


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 Post subject: Re: Optionals Book Thread
PostPosted: Fri Jun 01, 2012 11:01 am 
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Hi Ulric,

I'll reply slowly as there's many profiles and with all Land Raider variants, I may invert names/profiles and this would result in a complicated discussion.

So I start Imperial Preator heavy assault launcher:

- move, armor, caf are OK for me.

About the weapons:

ulric wrote:
Imperial Preator heavy assault launcher:
may fire one of the following per turn:
Foehammer missiles: Range 100cm /Attack dice 2 / to hit 4+ / TSM -3 / Notes penetrates +2
Firestorm missiles: Range 150cm / Attack dice 2BP / to hit 6+ / TSM -1 / Notes large 12cm template
Pilum AA-missile system: Range 100cm / Attack dice 5 / to hit 6+ / TSM -2 / Notes ignore any "to hit" modifers

Company Card cost : 500 points for 3 models


- Too many versality on the weapons. A unit that can change it's weapons during the game to adapt to the situation should have a big cost penalty. Check the chaos codex with the obliterators for an example.
- The Foehammer missiles is very very good compared to other missiles
- Pilum AA Notes: ignore any "to hit" modifers: what this mean ? Could not the AA ability be enough ? Or is it to cancel the penalty "hard to hit" on some flyers ?
- Firestorm missiles: with the poor to-hit value, I'd prefer shooting with the foehammer ;)

If you want to keep the cost low (~500 points for 3 models), reducing weapons damage capacity could be a way to try:
Foehammer missiles: Range 100cm /Attack dice 2 / to hit 5+ / TSM -3 / Notes penetrating +2
Firestorm missiles: Range 100cm / Attack dice 4BP / to hit 5+ / TSM 0 / Notes Fire Twice
Pilum AA-missile system: Range 100cm / Attack dice 3 / to hit 5+ / TSM -1 / Notes AA


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 Post subject: Re: Optionals Book Thread
PostPosted: Fri Jun 01, 2012 1:08 pm 
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Hi scream thanks for your reply
Quote:
- Too many versality on the weapons. A unit that can change it's weapons during the game to adapt to the situation should have a big cost penalty. Check the chaos codex with the obliterators for an example.

It should be similar to the Tau Scorpionfish missile gunship
cause I have read this:
Quote:
entEdit

A Praetor Armoured Assault Launcher of the 8th Cadian Vengeance Company
Added by Vforvendetta1
The Praetor is named after the main weapons system it deploys, known as the Praetor Heavy Assault Launcher. The weapon is a sophisticated, multiple heavy missile launcher akin to the Whirlwind Missile Launcher of the Space Marine Whirlwind tank and Helios Pattern Land Raiders, although it is much larger and more powerful. The weapon is capable of firing several types of missiles distinguished by their use of different warheads, such as the Foehammer, Firestorm, and Pilum. The weapon takes up the space the Crassus uses to transport its precious cargo of soldiers, and its missiles are fully capable of engaging both land and air targets. The Praetor is also armed with two front-mounted Heavy Bolters for defence, and these can be replaced with Heavy Flamers, Autocannons, or Lascannons. The Praetor can also accept the following enhancements, a Hunter-Killer Missile Launcher, a dozer blade, and a Pintle-mounted Heavy Stubber or Storm Bolter.



Quote:
- The Foehammer missiles is very very good compared to other missiles

Yes they are I made them slightly weaker than the Vulcano cannon and the Tau SFMGS`s anti amour missiles
but your suggestion
Quote:
Foehammer missiles: Range 100cm /Attack dice 2 / to hit 5+ / TSM -3 / Notes penetrating +2
sounds good too.

Quote:
- Pilum AA Notes: ignore any "to hit" modifers: what this mean ? Could not the AA ability be enough ? Or is it to cancel the penalty "hard to hit" on some flyers

Yes, should be fixed to hit value 6+ against flyers
Should be a swarm of small missiles

Quote:
Pilum AA-missile system: Range 100cm / Attack dice 3 / to hit 5+ / TSM -1 / Notes AA

Hmm then its just like a Hydra
we could change the to hit value up to 4+
the attack dice up to 4
and the TSM -0


Quote:
- Firestorm missiles: with the poor to-hit value, I'd prefer shooting with the foehammer

They should be against large INf. formations
similar to the Whirlwind missile system but a bit stronger
thats why the TSM-1 and the large 12cm template

We could upgrade the BP up to 4 or 6 per vehicle
and let every vehicle fire seperate with a 6cm template

again thanks for your reply


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 Post subject: Re: Optionals Book Thread
PostPosted: Fri Jun 01, 2012 1:59 pm 
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ulric wrote:
We could upgrade the BP up to 4 or 6 per vehicle
and let every vehicle fire seperate with a 6cm template


Imho, each vehicle should fire separatly, if the 3 tanks are in a compagny (contains 3 detachments of 1 tank and 1 is a CHQ) as all SHT IG company ;)


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