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New Founding on Cadia

 Post subject: New Founding on Cadia
PostPosted: Sun Jan 11, 2009 11:16 pm 
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Scream's correct...immobile is immobile.  Light artillery can be towed but not the heavy stuff.  There is also a rule for morale on immobile units (ie they route if they fail a morale check) somewhere in the NE5 rules.  They just dropped the messy artillery tractor bit which didn't really make sense anyway.  "Hey guys, could you just stop your assault for a bit while we limber up?  Ta."

The heavy "hold up the bad guys" unit is where I find the Mammoths to be essential to the PDF.  Sure, they aren't the best tank you can get for the points....but they are the best the PDF get.

Scream is probably also right about MMs and Thudds.  I never take them now because they suck, but introducing a new unit that renders them completely superfluous at this late stage is probably not kosher.  The small 25 point filler mortar is neat, but I think the big tube isn't needed.

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 Post subject: New Founding on Cadia
PostPosted: Mon Jan 12, 2009 12:06 am 
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No worries, to each their own. I just can't stop the Epic ideas leaking out my head. Glad enough with the Light Mortars.

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