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Land Raider Crusader FF

 Post subject: Re: Land Raider Crusader FF
PostPosted: Thu Jul 04, 2013 3:55 pm 
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 Post subject: Re: Land Raider Crusader FF
PostPosted: Thu Jul 04, 2013 11:26 pm 
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So what are the EpicUK stats?

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 Post subject: Re: Land Raider Crusader FF
PostPosted: Thu Jul 04, 2013 11:35 pm 
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Wait, are we actually using effort on testing 3x 5+ vs 2x 4+?

Hopefully I've missed something.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Sat Jul 06, 2013 12:41 am 
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Please explain your view Ulrik :) I'm not sure how to take your comment.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Sat Jul 06, 2013 12:48 am 
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The thread just confuses me a little. I *think* the change that is debated is to switch 5+ FF and EA +2 for 4+ FF and EA +1, but as that doesn't make much sense I was wondering what I missed.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Tue Jul 30, 2013 12:55 am 
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There's no need to playtest! LOL! The average number of hits scored are the same and its FF only so there are never any modifiers.

I prefer leaving it at 3 x 5+ though, it's more reminiscent of the hail of light firepower the unit has.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Tue Jul 30, 2013 7:44 am 
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EUK stats:

Move - 25cm
Armour - 4+ reinforced
CC - 6+
FF - 4+

Twin Assault Cannon - 30cm, AT4+/AT4+
Hurricane Bolters - Small Arms, EA +1
Multi Melta - Small Arms

Transport - 2 terminators or 3 Tactical/Devastator/Scouts

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 Post subject: Re: Land Raider Crusader FF
PostPosted: Tue Jul 30, 2013 9:07 am 
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TBH I'm happy with either really.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Tue Jul 30, 2013 9:13 am 
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As to the Crusader I actually think it's an ok choice as it is now and no change is needed. It's a dedicated FF tank that can save you points - if you wanted to transport a Tactical formation with Land Raiders it'd take 3 and 225 points whereas you could transport it in 2 Crusaders for just 150 points. Or if you just added one to a Tactical formation you'd still get two Rhinos and the extra spare transport space could very occasionally be handy to keep the formation mobile where say a Rhino and a Tactical stand have died.

I also vote for keeping the CC5+ stat that we have (but not Epic-UK don't) due to the Frag Assault Launchers on it.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Sat Aug 03, 2013 4:52 am 
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Dobbsy wrote:
TBH I'm happy with either really.



Then leave it at FF 5+ EA +2 or make an executive decision now to move it to FF 4+ EA +1.

This whole discussion is because one person likes the number four more than five and has no understanding of statistics or confirmation bias. These are not good reasons to consider a change.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Sat Aug 03, 2013 6:33 am 
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I'd prefer 4+ to 5+, simply because losing three units to a bunch of glorified bolters would irk the hell out of me.

One dice for the assault cannon, one dice for the bolters. Simple.

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 Post subject: Re: Land Raider Crusader FF
PostPosted: Sat Aug 03, 2013 7:28 am 
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Simulated Knave wrote:
I'd prefer 4+ to 5+, simply because losing three units to a bunch of glorified bolters would irk the hell out of me.

One dice for the assault cannon, one dice for the bolters. Simple.

It has 6 bolters each side. 5 bolt pistols give assault marines FF5+ so 3 attacks and the combined average of 1 hit is about right.


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 Post subject: Re: Land Raider Crusader FF
PostPosted: Sat Aug 03, 2013 6:48 pm 
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Assault Marines also have grenades and the occasional plasma pistol or flamer or what have you. Also, they're independently targeted. When you've got one guy targeting the firepower of the entire tank, I think fewer shots makes more sense.

Though really, either works.

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