Tactical Command
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Tunneller Query
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=14&t=30986
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Author:  The Bissler [ Thu Mar 03, 2016 12:56 am ]
Post subject:  Tunneller Query

Is it definitely correct that units disembarking from Tunnellers can be on charge as well as advance orders? I ask only because the likes of Deep Strike and Drop Pods infantry can only advance. It makes units disembarking from Tunnellers pretty powerful.

Author:  MagnusIlluminus [ Thu Mar 03, 2016 4:31 am ]
Post subject:  Re: Tunneller Query

As far as I can see, that is correct. Hmm, perhaps the Tunneler ability should be a bit more expensive.

Author:  The Bissler [ Thu Mar 03, 2016 10:56 pm ]
Post subject:  Re: Tunneller Query

It may be compensated by with the 2+ roll to surface and the potential to scatter wildly. Which leads me on to my next question...

Are there stats anywhere for the launcher vehicles for tunnellers?

We essentially played it that they cannot be attacked nor could they move once deployed but this doesn't seem like a satisfactory state of affairs. Am I missing something?

Author:  MagnusIlluminus [ Fri Mar 04, 2016 8:00 am ]
Post subject:  Re: Tunneller Query

Good point.

To the best of my ability to remember, there has never been stats for the carrier vehicles for Tunnelers. I'd have to pull out very old White Dwarf issue to be sure for 1st edition, but at least for 2nd there has not been. Then again, I'm not sure. [Checks 2nd edition books.] Oh. I was wrong. In the 2nd edition "Armies of the Imperium" book, the Hellbore does list stats for it's launcher, though the Mole and Termite do not. [It has Move: na, Save: 5+, CAF: 0, Weapons: none]

I'd let them be attacked (Save 5+ as per the Hellbore launcher from 2nd), but not Move. They would not generate any VP, but would cause any subterranean Tunnelers to loose accuracy on surfacing. Actually, NetEpic actually gives them purpose by having them act as Forward Observers once all related Tunnelers have surfaced, though that usefulness is restricted by being unable to move.

Of course, if that is still unsatisfactory, one could always give them full stat profiles using the Points Formula. Obviously, doing so would make the Tunneler formations more expensive.

Author:  Ronnie_Nielsen [ Fri Mar 04, 2016 2:26 pm ]
Post subject:  Re: Tunneller Query

The hellbore is also the only tunnel with launcher in netepic I believe.
The other tunnelerne does not have launchers and would require recosting them as the launchers would be able to hold objectives, spot etc.

My 5 cent

Author:  MagnusIlluminus [ Sat Mar 05, 2016 12:57 am ]
Post subject:  Re: Tunneller Query

Both the Mole and Termite were sold with launcher vehicles during 1st and 2nd edition. I have no idea about later editions. See link for details.

http://www.solegends.com/citcat1991a/ca ... nks-02.htm

As I said above, I'd treat them in the same way as the Hellbore's launcher and say that they cannot move at all. Thus they would be unable to hold objectives, as objectives should never be within a deployment zone.

Still, I will have to look at adjusting the cost for Tunnelers to account for the launcher vehicle, if I have not done so already.

Author:  primarch [ Sat Mar 05, 2016 4:50 pm ]
Post subject:  Re: Tunneller Query

Hi!

Correct, all these tunneler vehicles had a launcher vehicle that was used for the line of light for surfacing (scatter versus no scatter).

Other than that it didn't have any function and it didn't move.

Primarch

Author:  The Bissler [ Sat Mar 05, 2016 8:49 pm ]
Post subject:  Re: Tunneller Query

Given that they have no stats - no CAF and no save - can they be attacked then?

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