Aarrggggg! Spent almost an hour typing a reply for a power cut to lose it just as I finished. Basically about tanks. Here is it again, but its a bit briefer, I can't face typing out all the reasoning again!
Commissars. Its a bugger to paint them on, especially random ones. Far better is to have Your army may contain 1 commissar for every 450 points in your army (round up). This gives 7at 3000 points, 6 at 2700 etc. A lot better, main list should have this.
Salamander command Heavy flamer - small arms and ignore cover FF is too high (same as russ?), especially as it has 10cm countercharge, should be FF5+
Vanquisher Has FF5+, any reason?
Executioner (surely Ryza pattern?) Slow fire weapons have one basic strategy. Advance/double turn 1, fire, use secondary weapons/assualt whatever turn 2, then fire again turn three. Fire on 2nd turn and often don't fire again. Question from its stats, does slow fire apply to the small arms attack as well, I hope i don't hvae to use it. MW makes the game less fun for armies especially marines, so i'd always be hesitant to use it. The tank is second rate compared to a russ, poor at the above strategy as well. Two solutions 1 - No sponsons so extra power less wieght means plus 5cm move. Helps with strategy above. 2 - No sponsons means more power for main gun, so no slow fire. Could leave it as MW4+ but something like AP3+/AT3+ (maybe even 2+) and a FF boost to 4+ would be more usful, and less bookkeeping.
Destroyer Tank Hunter +5cm move wouldn't be amiss for a shoot and scoot vehicle. Sniper would be a function of the tank crew/tank, leaving the gun as underwealming, regular battlecannon is better (who cares they find it hard to make them anymore?). TK(1) or increased range or something (with perhaps a higher AT value) is needed. Gun should be fixed forward?
Thunderer +5cm move, would be a good differentiation from demolisher, also would be where the power for the other three weapons goes. Gun should be fixed forward?
Medusa ? Why is it even in list, leave it for krieg or an infantry force. Since when do tank regiments get assigned to take fortresses. Stats are also wierd. Why heavy bolter fixed forward? Also gun silly short range for a powerful attack on armour 6+. Will die if enemy has any sense. 30cm (the same as a light machine gun in the game), indirect or even 45cm would be better.
Shadowsword Should be two twin heavy bolter, sht's don't have arcs for secondary weapons. If you are worried about increase in attack value don't, with upgraded baneblade and other sht options it will be fine.
Baneblade See other discussion on main gun. Lose fire arcs from secondary weapons (appart from demiloisher). Consider how proposed demolisher cannon change to small arms ignore cover would affect tank and other demolisher tanks.
Stormblade Blastgun should be fixed forward. Lose fire arcs from secondary weapons.
Stormsword Siege cannon should be fixed forward. Witrh 15cm range you will probably find 30cm range too short, perhaps check out chaos decimator? With change to MW BP it becomes good tank hunter (hits on a minimum of 5+ when doubling). I don't think that should be intent, perhaps instead have 45cm, 3bp, ignore cover, disrupt. Also note the decimator is a horrible broken vehicle, partly because of MW BP and otherwise because of fearless. Lose fire arcs from secondary weapons. heavy flamer get small arms, ignore cover. As short ranged tank thick rear armour makes sense.
Stormhammer Lascannon? On a short ranged infantry support tank? Also twin demolisher should give small arms ignore cover reguardless of any other change. The following stats have been playtested for a while. Note I thought the guns too big for demolishers so wanted a different explanation.
Stormhammer Super Heavy Assault Tank Numerous different Stormhammer SHT?s exist, fighting all over the galaxy. Indeed it is rare for any two to be exactly the same as the Stormhammer is a conversion to battered and destroyed Imperial SHT?s to swiftly return them to battle. Damaged guns are replaced with worn out artillery barrels - weapons whose shells have started falling short or that can no longer be counted to accurately engage distant targets. These heavy guns find new life providing infantry close support in environments such as cities that conventional armour finds costly to penetrate. A classic example is the attack on the capitol city of Mendeleev, a world that had taken the decision to break from the Imperium in M38.173. For over two hundred years deprivations from Eldar pirates and a rash of similar independently minded systems delayed any Imperial response. When it came it was spearheaded by a Forgeworld fresh regiment of Baneblades and Shadowswords. Crushing all resistance these tanks moved to enact the pre-invasion threat of decimation if surrender was not immediate, something the ruling elite did not entertain due to purges of nearby systems following their own capitulation. Defences were concentrated in the seat of planetary power with the intent on deadlocking the invading Imperials long enough for Eldar mercenaries to arrive. Initial attacks were disastrous with a dozen SHT?s lost to carefully positioned guns and traps. Supporting infantry were overwhelmed by pre-sighted heavy weaponry. Salvaged SHT?s were repaired and fitted with captured artillery pieces and numerous close in defensive weapons. Firing at point blank the powerful shells demolished position after position.
Type: - War Engine Save:- 4+ Move:- 15cm CC:- 5+ FF:- 4+ Weapon:- 2x Twin Linked Cannon Range:- 30cm Firepower:- AT2+/AP2+ Notes:- Ignore Cover, Disrupt AND small arms, ignore cover Weapon:- 4x Heavy Bolters (I imagine they are twin heavy stubbers) Range:- 30cm Firepower:- AP5+ Weapon:- Point Defences Small Arms, ignore cover, +2FF attacks (Bolters, stubbers, flamers etc) Notes: Reinforced Armour, Thick Rear Armour, Walker, Damage Capacity 3. Critical Hit Effect: The Stormhammer?s considerable magazine explodes. It is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6. note, walker is to represent the additional tracks often fitted in the underside of the hull, taken for chimera or leman russ vehicles. Left to run freely they may be connected to the main drive shaft when operating in urban environments giving improved traction (copied from a WWI idea).
Idea is to compare it to a baneblade - so the two main weapons and secondary weapons need something of a boost to compare to that tanks armament, hence the extra assault punch, 2 1/2 hits per tank compared to the baneblades 1 1/2, with the addition of thick rear armour and walker to allow it to operate that close in, or in confused urban fighting. Was originally FF3+, so a total of 3 1/3 hits but it seemed to be doing a bit to well, so got knocked down a bit.
But more fundementally I would ask why are the stormhammer and stormsword in an armoured regiment list? There are better lists for them to be in. They do not fit the ethos of an armour list in my view. Consider the historical use of siege tanks in WWII (or even proposed Leapard infantry support tanks for canada in Afghanistan).
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