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Epic: Siege v1.13

 Post subject: Epic: Siege v1.13
PostPosted: Tue Sep 08, 2009 9:50 pm 
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That's fair enough. I'm assuming he said yes to the Centaur already then?


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 Post subject: Epic: Siege v1.13
PostPosted: Tue Sep 08, 2009 10:12 pm 
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I'm 99% certain that I asked him first. :))

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 Post subject: Epic: Siege v1.13
PostPosted: Wed Sep 09, 2009 12:09 am 
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How about purchasing an actual Fire Support Platoon but distribute the individual Fire Support units in the same way as Baran Sappers?

And really: rename all Infantry Companys to Infantry Platoons. Even the Death Korps will disband a Companys which has only 1/5th of its starting strength and attach the survivors to other Companies. :)
So this will be the first ImperialGuard army list which actually goes the right way with the naming of Infantry formations ???

@Quad-Launchers: Page 98-99 in Vraks 1 shows a Field Artillery Company. It has 3 Batteries with 4 guns each. 1st Battery has 4 Heavy Mortars, 2nd and 3rd Battery has 4 Quad-Launchers.
Even the Errate to Vraks 1 says that regular IG armie sonlyhave acsess to Batteries with 1-3 Heavy Mortars/Quad-Launchers and only the DK can have a 4th unit. To quote the Vraks 1 Errata:
Quote: 

The Death Korps of Krieg utilise more artillery, hence the increase in battery size.


And the model IS vastly different. Baran Thudd Gun has a single barrel and is quite small and is a PDF weapon. DeathKorps Quad-Launcher has 4 barrels and is huge. Look for yourselve: http://www.forgeworld.co.uk/quadl1.htm NO way the crew can manage to move this piece around on the battlefield. They would have it very difficult to even rotate this thing on the spot. They NEED a Centaur to move it.
So Speed: 0cm for both Quad-Launcher and Heavy Mortar.

@E&C: And cheers for you to even considering changes at this late stage of the DK armylist  :D

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 Post subject: Epic: Siege v1.13
PostPosted: Wed Sep 09, 2009 1:22 am 
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Quote: (Evil and Chaos @ Sep. 08 2009, 2:28 PM)

Quote: (Moscovian @ Sep. 08 2009, 3:23 PM)

Quote: (Evil and Chaos @ Sep. 08 2009, 8:21 AM)

It seems feasible.

If moving in this direction, I would like to remove the Manticore platform from the list, in exchange for the new Fire Support unit.

What would be the purpose behind making this change this late in the game?

Not balance... the list is pretty balanced as-is.


The only reason to make changes at this stage is for representational reasons, or 'fluff' reasons.


Two specifics :


1 - It has been raised that Death Korps infantry units don't normally have embedded Heavy Weapons, instead they have dedicated Heavy Support squads attached to formations.

2 - It is notable that the Death Korps are not allowed access to Manticore platforms in 40k.

Fair enough.  I don't think it would be a army breaker (in either direction) but I was curious about the reasoning.

FYI I have two sets of pictures to post for you for Mossinian games.  Short version was 1 win, 1 loss.  No tremendous feedback other than getting that much trenchline was difficult to proxy - we ended up using lots of foam blocks and other goodies to fill in where we could.  I'll try to get the pictures up tomorrow and mnb and Ron can comment on the games.

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 Post subject: Epic: Siege v1.13
PostPosted: Thu Sep 10, 2009 12:39 am 
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Me again :D
After some more thoughts (yes i was very bored at work) i think the Quad-Launcher shouldn't have a BP value. With Strength 5 in Wh40k it is barely a thread to vehicles. Perhabs 2 x AP4+ Indirect Fire perhabs with Slow-firing and/or Disrupt is a more proper representation of a Quad-Launcher.
It has a very high rate of fire (the equivalent of 4 Frag-Missiles but with +1 Strength each) but has to reload a full Wh40k turn after two shooting phases.
For comparison a Wh40k Bombard needs one turn reloading after each shot and a Wh40k Manticore can only fire 4 missiles per game. Both have Slow-firing in Epic.

And perhabs Death Korps Commissars should have only Leader and Fearless. See this thread for reasoning: http://www.tacticalwargames.net/forums/ ... 74;t=16606

And the best reason: I guess no oratory skills in the galaxy can make a Death Korps Guardsman smile. They already expect, yes want, to die on the battlefield.  In other Imperial Guard Regiments Commissars have to force guardsmen into a futile meatgrinder but Commissars in the Death Korps actually have to detain guardsmen to storm into a futile meatgrinder. :)




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 Post subject: Epic: Siege v1.13
PostPosted: Sun Sep 20, 2009 9:55 am 
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Siege has some rules for fortifications, but is lacking some of the other features of this kind of war. Was there ever any consideration given to rules for minefields and tank traps?

Is it intentional that the Mossinian list has access to Razorwire but the Krieg list does not?


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 Post subject: Epic: Siege v1.13
PostPosted: Sun Sep 20, 2009 11:05 am 
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Quote: (Hena @ Sep. 20 2009, 10:17 )

Krieg is an attacking army. They don't use razorwire.

Actually this is a question. Does static defences bought for gun platforms get deployed with platform or with fortifications. Also could all the rules of these be included in the Krieg list. I have memory that some was missing with regards to fortifications. Would be better if Siegemaster list wasn't needed for this to be used. I'm not at home so can't check the exact details.

All Krieg rules should be stand-alone IIRC.

All fortification type things are deployed at the same time.

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 Post subject: Epic: Siege v1.13
PostPosted: Fri Sep 25, 2009 12:51 am 
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Fair enough with the Krieg tending to be an attacking siege army and so not tending to use them. Is the same true of the Mossinions though? They are obviously a prepared defensive siege army so shouldn’t they have them?

It would be nice to have rules for the different sorts of siege defences in the Siege supplement, it’d seem lacking without them! People may very well have minefields and razorwire modelled up or from the old Space Marine: Battles book which included colour templates for them (they were photos from above of the studio terrain for these) and Oman has just been showing off a nice tank trap CAD recently, though these could easily be scratch built too.

How about rules along the lines of:

Tank Traps: area terrain with a 5+ cover save for infantry, impassable to vehicles and dangerous terrain to war engines (or perhaps impassable to them too).

Minefields: area terrain with no cover save which each unit entering or starting to move once already in is affected by the mines. Mines cause an AT5+/AP4+ hit and saves may be taken as normal.

Should you decide you don’t want to add them to the Mossinian army list why not have rules for them in one of the scenarios? People could then use them in that or other games they wanted to and it would be very characterful.


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 Post subject: Epic: Siege v1.13
PostPosted: Fri Sep 25, 2009 1:04 am 
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EPIC: Total War will have rules for minefields (For all races!) and all kinds of other battlefield impediments.

(Haven't plugged "Total War" in a while, felt it was necessary.  *laugh*)

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 Post subject: Epic: Siege v1.13
PostPosted: Fri Sep 25, 2009 9:49 pm 
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I'd like to get a game in with Krieg in the not too distant future and have a question: can you take upgrades multiple times for the same formation or just once? e.g. 9 Thud Guns with a company?

Spotted a typo too: final paragraph of the Stormsword entry the 'is' in the first sentence should be an 'are'.


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 Post subject: Epic: Siege v1.13
PostPosted: Fri Sep 25, 2009 9:54 pm 
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Quote: (GlynG @ Sep. 25 2009, 21:49 )

I'd like to get a game in with Krieg in the not too distant future and have a question: can you take upgrades multiple times for the same formation or just once? e.g. 9 Thud Guns with a company?

From page 47:

In addition, each Company may be Upgraded with up to three selections from the Upgrades list. Each Company may only take a specific upgrade once (For example, a Death Rider Company may take a Hellhound Squadron as an Upgrade, but not two  Hellhound Squadrons).

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 Post subject: Epic: Siege v1.13
PostPosted: Sat Sep 26, 2009 7:59 am 
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The best implementation of minefields I've found is nice and abstract - difficult terrain for anything passing through (AV/INF/Skimmer etc). Simply and causes enough disruption.

Accursed tabs.




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 Post subject: Epic: Siege v1.13
PostPosted: Sat Sep 26, 2009 10:23 am 
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TRC, this is the Siege thread, not the Templars thread.  :)

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