Tactical Command
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Catachan Codex List
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=15036
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Author:  scream [ Thu Mar 05, 2009 4:28 pm ]
Post subject:  Catachan Codex List

Hi,

after the Elysian Codex list, I'm trying to start the Catachan Codex List for NetEpic. I put my hands (and eyes) on the 40K V3 Catachan Codex (or is it V4 ? I don't know, I'm not a 40K player...).

So to begin the list, here are the main units described in the 40K Codex:

Special:
- Major
- Colonel
- Unique character: Colonel "Iron Hand" Straken -> 4+f save, +6 CAF, plasma pistol: 25cm/2/5+/-2, Elite, Inspirationnal, HQ
- Unique character: Sly Marbo -> 5+f save, +8 CAF, ripper pistol: 25cm/1/5+/-1, Elite, Infiltrate
- psychers & other special characters

Infantry:
- Catachan Tactical (company & support) -> like standard tactical guard
- Catachan Assault (company & support) -> no jump pack, 15cm move
- Catachan Heavy Weapons (company & support) -> like standard heavy guard
- Ogryn squads -> standard ogryns

- Catachan Veteran -> better CAF & moral, infiltrate
- Catachan Veteran Assault Squads (25cm weapons, no jump-pack, better CAF, 15cm move), infiltrate
- Catachan Veteran Sniper -> infiltrate + sniper
- Catachan Devils Squads -> infiltrate + traps

Cavalry:
- Catachan Rough Riders (company ? & support)

Walkers:
- Catachan sentinels (a chainsaw give them a better CAF and they are equipped with an heavy flamer)

Light Artillery:
- Mortars (heavy or light ?)
- Infantry Gun

Vehicles
- Chimeras (with heavy flamers) -> No template but shot ignore covers
- Hellhounds ?
- Hydras ?
- Conqueror and/or Executionner as support card only ?

Restrictions:
- no titans, praetorians or superheavys, no valkyries.

Special Rules:
- Comissars anger: As Catachan troops do not like receiving orders from strangers, Commissars have a hard time maintaining controm. Before placing the minis on the table, the Catachan player roll a D6 for each commissar, on a result of "1", the commissar had an 'accident' and may not be fielded (remove its transport too if it was provided with the commissar stand).

- Jungle experts: Catachan get an extra -1 "to be hit" when in wood cover, so the firing unit get a -2 to the hit roll when firing a catachan infantry in woods. This do not apply to template weapons. Moreover, when Catachan infantry is charged in wood cover, they do no suffer the -1 to hit penalty for snap fire the charging opponent.

- Traps: the Catachan Devils are expert in traps. When they are on First in Wood Cover, any enemy unit entering the Zone of Control of any Catachan Devils stand may be caught in a trap. For each unit entering the Zone of control, roll a die, on a 5+, the unit suffer a hit at 0 tsm. Traps do not work on units bigger than vehicles pinning class.

This is just the start of this codex, any additional idea, feedback is welcome!




Author:  togarini [ Thu Mar 05, 2009 6:45 pm ]
Post subject:  Catachan Codex List

imo those uniques are a bit over the top. i know heroes are nice, but sly is likely to kill greater deamons and shoot landraiders to scrap and thats a bit much imo. theres only so much a guardsman with a knife and a pistol can do

Author:  scream [ Thu Mar 05, 2009 7:33 pm ]
Post subject:  Catachan Codex List

Thanks for your reply :)

This is just a beginning, all stats will change as the list will evolve.

At the moment, I have to find the following:

1) Special rules for this codex army
2) The new units it may contains
3) Wich standard units they can get and wich they can not get

Once the 3 first steps are OK, I'll start creating the first unit stats for new units, respecting the fluff and (the most important) the army "spirit". By "spirit", I mean as it's an IG army, I avoid creating infantry that should be better than a tactical Space Marine for example ;)

But I take in consideration all replies!

Author:  togarini [ Thu Mar 05, 2009 11:06 pm ]
Post subject:  Catachan Codex List

well the hydras i cant seem to fit into a jungle army, but mortars are small enough to be transported.
one thing i would find fitting is a camoflage save of some kind, say a +1 to cover saves if in jungle cover and a 6+ save if in the open but still on a jungle table. infiltrate would also fit in well, if theres a piece of jungle terrain or jungle table to center it on.

the valkyries i DO feel fit in. if you think vietnam, air support and possible deployment was vital. why would junglefighters leave that out?

something that would be pretty nasty too, is knights, in camo paint and saws to clear the way. scary

Author:  zap123 [ Fri Mar 06, 2009 12:43 am ]
Post subject:  Catachan Codex List

- By design, we don't do Unique special characters in NetEpic.  Even the GW cannon ones got removed way back.

- Traps is problematic as ZoC is an optional rule in NetEpic, and perhaps not widely used.  Not a good idea to have a special rule that is reliant on an optional rule  ???

- Assault/Veteran Assault Squads - how do you get 15cm move if they don't have jump packs?  Infiltrate I can see, but extra move is hard to credit.

- I find the idea of a Rough Rider company for Catachans a bit hard to envisage.  I didn't think horses did jungle.

Author:  togarini [ Fri Mar 06, 2009 1:28 am ]
Post subject:  Catachan Codex List

traps could be represented as mine fields, but generally epic is a far too large scale for them to be all that effective. most troops in epic would vade through such obstacles with little to hinder them. dont think a tyranid swarm or a space marine squad would even be effected by a pit with spiky sticks.

guirilla warfare is best served for the small battles. you dont play cat and mouse with 300+ man, highly effecient armies who can raze such a forest in a matter of seconds

"their hiding in the forest sir." "I see, bring the artillery into range and remove it then."




Author:  Warhead [ Fri Mar 06, 2009 10:50 am ]
Post subject:  Catachan Codex List

Booby-trap... Unit with ability MUST be on First Fire orders, MUST be within terrain (Building/Woods/Rubble). Any enemy unit entering the terrain occupied (or within 10cm of the unit with the ability, in the case of large areas of terrain) by this unit forces the enemy unit to take an immediate hit on a 4+ with a -0 TSM. A MAX of one hit roll per enemy unit that moves into the terrain...

I use this one in campaign games for units with earned experience. They are transferred from the old 40K rules for veteran units.

The +8 Caf is like Conan on Steroids with added Tarzan... Scary, a touch too much IMO.

Cavalry in jungles = pack animals... towed light guns? Look up the Chindits WWII Commonwealth force against Japanese. There may be some equipment references that will give you some more ideas.

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