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Machine World Enters the Fight

 Post subject: Machine World Enters the Fight
PostPosted: Sat Jun 30, 2007 11:16 am 
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Location: Rome or London..depends on my mood
The Machine world has arrived!


Well, at least on UK advance order.

With a selection of 2 cruiser and 1 battleship the Adeptus Mechanicus reveals its powerful array of spacefleets...

I'd like to hear some thoughts on rules?

Anyone know what kind of ordnance i would use with a fleet like that...?

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 Post subject: Machine World Enters the Fight
PostPosted: Sat Jun 30, 2007 3:39 pm 
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Almost... one Battleship, a Cruiser and a Light Cruiser that is priced as much as a regular Cruiser!  :angry:

Last I heard, we should be using standard Imperial rules initially, but that our own Ray was working on the official rules for them... Ray?

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 Post subject: Machine World Enters the Fight
PostPosted: Sat Jun 30, 2007 5:58 pm 
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dunno bout rules..but in italy things are cheaper..the LC at least..anyone want some?




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 Post subject: Machine World Enters the Fight
PostPosted: Sun Jul 01, 2007 10:36 pm 
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Sorry, I can't say anything about the list until Andy decides to put it up on the SG site. (And he never tells me when, but I'd guess it'll be on a friday! :)

In terms of ordnance... I would suggest taking as much as you can if you want it to be effective, as AM ships are more expensive than normal IN. But it'd be better to try and stick with NC ships IMO. Lock-on all the way, and damn the torps!  :)

Cheers,

RayB

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 Post subject: Machine World Enters the Fight
PostPosted: Mon Jul 02, 2007 10:13 pm 
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lots of ordnance..another army that releases hordes against its opponents...i like.... :p

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 Post subject: Machine World Enters the Fight
PostPosted: Tue Jul 03, 2007 6:26 am 
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Ray, is the twin-linked Nova Cannon like you mentioned last year still part of the fleet?

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 Post subject: Machine World Enters the Fight
PostPosted: Tue Jul 03, 2007 11:42 am 
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Please. Not that. I like to improve the NC but not that way.


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 Post subject: Machine World Enters the Fight
PostPosted: Tue Jul 03, 2007 2:22 pm 
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twin Novas...cool..but do we need them..normal novas are already insane...oh wait..i play IN and SM i should shut up :p

If there are double Novas they better cost alot of points...and have some sort of bad thing to them...

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 Post subject: Machine World Enters the Fight
PostPosted: Tue Jul 03, 2007 10:46 pm 
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Normal Novas are insane in that they pretty much suck by their lonesome. Bring them en masse, and it's another story but then your opponent will be crying cheese all day long.


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 Post subject: Machine World Enters the Fight
PostPosted: Wed Jul 04, 2007 4:48 am 
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:(

The double Nova Cannon BB made it quite far through the various version of the AM, but alas it was too scary a design to get in the final copy. I still believe it was a perfectly balanced ship (as it cost more than 2 Dominators), so you weren't flooding the table with NC's more than you could in another way.

...I had to look back at what I had just written, I've deleted damn near all of this post!   :O

I still think Nova Cannons should be redone:
Hit long or short (rather than all over the place!)
If the hole is over the stem (usually only on a direct hit!) it casues D6 damage,
hole over the base is D3 damage,
template over the base is 1 damage.

Eldar may attempt to ride the wave as with solar flares, taking them D6cm beyond the templates edge (moving from the centre). You must roll to cause damage as if moving through a BM.

Lock-on allows you to reroll the hit!

Kinda going off topic so I'll leave it there!  :D

Cheers,

RayB

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 Post subject: Machine World Enters the Fight
PostPosted: Wed Jul 04, 2007 8:48 am 
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I _LIKE_ those revision ideas

Xavi

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 Post subject: Machine World Enters the Fight
PostPosted: Wed Jul 04, 2007 1:51 pm 
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hmmmm personally i think there is a problem with Novas being able to fire so close to home...what if a flaming cruiser flies into you?

I agree with Xavi, GOOD REVISIONS

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