Tactical Command
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Space Marine Landing Bark
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=16904
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Author:  sanjuro [ Wed Oct 14, 2009 11:41 am ]
Post subject:  Space Marine Landing Bark

Morning folks,

I was wondering if anyone has used the Landing Craft in a Netepic battle so far using the rules that can be found on the yahoonetepic group.

If so, is it any good?

Also, I was wondering about some points in the rules. Maybe somebody can help me clarify things a bit, please.

Appearance on table:

Do I have to put the LC on the table at the beginning of a turn or when I activate it?

Landing & disembarking:

Can I disembark the turn I land? Do I disembark all the troops after landing or one activation at a time?

Load:

Does it carry both inf and vehicles or do I have to choose one?

example: is it 9 Rhino class tanks and up to 20 inf stands or only tanks or inf?

thanks in advance  :D

sanjuro

Author:  Malleus [ Wed Oct 14, 2009 12:33 pm ]
Post subject:  Space Marine Landing Bark

If it isnt fully loaded Rhinos that it can land with I'd laugh... what the point of dropping of empty rhinos? =D

Author:  scream [ Wed Oct 14, 2009 1:20 pm ]
Post subject:  Space Marine Landing Bark

The profil for the LC was discussed last year on the board and the discussion resulted to a simplified version:

Marine Dropship (Support Card)
Move: 60cm
Save: 3+
CAF: +3
Weapons: Battlecannon 50cm 1 4+ -2
Special: Flier, Superheavy, Deep Strike, Void Shields (2), PD (9), Transport (18 )*

* Maximum of 6 vehicles.

Break = Model
Morale = 2
VP = 3
Cost = 300


My comments about this profile:

- weapons are not representative to the miniature ( 2 predator turrets) and  2x 50cm/5+/-1 may have been better
- vehicles may have been restricted to rhino chassis based ones (rhinos, hunters, razorbacks, predators, vindicators) with the current profil, you can transport 6 Land Raiders.

Author:  sanjuro [ Wed Oct 14, 2009 1:45 pm ]
Post subject:  Space Marine Landing Bark

Thanks for the quick answer, scream.

so, it's become a superheavy? With one gun? even less than a Thunderhawk... hmm, I guess then it's not worth it. Too juicy a target for the enemy. The thing will be annihilated before it has unloaded  :sad:

Author:  scream [ Wed Oct 14, 2009 2:15 pm ]
Post subject:  Space Marine Landing Bark

Quote: (sanjuro @ Oct. 14 2009, 14:45 )

Thanks for the quick answer, scream.

so, it's become a superheavy? With one gun? even less than a Thunderhawk... hmm, I guess then it's not worth it. Too juicy a target for the enemy. The thing will be annihilated before it has unloaded  :sad:

Yes  :sad:

But it benefits of the SHT table and 2 void shields.

I have several Landing Crafts, none is painted and none has be played yet.

-> Deep Strike ability is just useless as the opponent can shoot at it without penalty (range or to-hit) and the 3+ save will be easily failed.

-> The solution is to make it start from the deployment zone with a first fire order and make it fly at high altitude before landing and benefit the to-be-hit penalties.

It could be a nice addition in extremely mobile SM force with Land Speeder Storms, ThunderHawks and Drop Pods. The opponent should probably not have enough AA fire power or troops with first fire order to destroy them all.

Author:  sanjuro [ Wed Oct 14, 2009 2:33 pm ]
Post subject:  Space Marine Landing Bark

Yeah, I agree, it's a pity that deep strike is useless in general, as well as Teleport (like anyone would pay 300 points for 4 C-A Termies w/o Land Raiders to deploy them on advance on the enemy's side...)

As for deploying the LC in your deployment zone, sounds nice, but with a movement of 60cm this doesn't amount too much.

And the higly mobile marine force never really works out, unfortunately. Since Hydras and Firestorms are formidable Titan-hitters as well, I am always facing two (Hydras) or 3 (firestorms) of them in  a 5k game.

What a bummer. As a praetorian with the "original" optional rules it would still be a gamble, but worth a try. This way it's too expensive for securing a wood on the outskirts and too risky for a daring move.

Author:  sanjuro [ Wed Oct 14, 2009 2:46 pm ]
Post subject:  Space Marine Landing Bark

hmm, unless deep striking in this case means I can deploy the LC in the compulsory phase already landed.

Is this how it is supposed to be?

This way no one can snap-fire at it, but only at the emerging troops. You will surely loose it in the FF phase, but until then it will be unloaded.

and btw, a save of 3+ for a super heavy is ridiculous, especially for one that is designed to fly from orbit through planetary athmosphere right into the thick of it
 :flyboy:

Author:  zap123 [ Thu Oct 15, 2009 4:50 am ]
Post subject:  Space Marine Landing Bark

This was a new unit....it didn't replace anything?  Anyway...we had a crack at some rules based on how it looked.  It is designed to drop 6 full transports (hence 18/6 vehicles).  I doubt it would make a huge difference to anyone if you "errata'd" the save to 1+....but 3+, Superheavy, 2 Void shields seemed pretty representative to me...I doubt it'd have the armour of a Baneblade.  I'm also not really worried that you could drop 6 full Landraiders....but again if you don't like don't let it happen  :whistle:  

I use Teleporting and Deepstriking units a bit.  I find psychologically it is awesome....your opponent will often go out of their way to kill the Deepstriking units..often using weapons systems that would be far more effective shooting something else.  In my last game my opponent (hope he doesn't read  :grin:  ) wasted the entire fire of a Leviathan trying to kill a detachment of Swooping Hawks.  If you don't use them early, they can also be great as your opponent will constantly be worried about where they might turn up.  

Generally, the most profitable time to drop them is turn 1 when you know there wont be many units on first fire.  It's usually a good idea to go really deep too so you get out of fire arcs of most units (for normal shooting).  Alternatively they are also great late game to reinforce a particular area or to snatch an unguarded objective.

Author:  ulric [ Thu Oct 15, 2009 10:06 am ]
Post subject:  Space Marine Landing Bark

I used it with the 5.0 Adeptus Mechanicus rules

-Hit-location-Template
-Transport 2 Companies

It can do a difference when 2 Companies land behind your back :laugh:

Author:  zap123 [ Fri Oct 16, 2009 12:14 am ]
Post subject:  Space Marine Landing Bark

That one is still there!  Those rules were for the monster drop ship that you could buy from the Archives (and sold as a BFG ship at one stage too).  L4 posts pics of his copy from time to time to make us all jealous  :glare:     :smile:

The rules in the Astartes book were for the new Space Marine landing craft released with E:A.

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