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Marauders

 Post subject: Marauders
PostPosted: Thu Jun 15, 2006 12:56 pm 
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Location: Southampton - UK
Hi all,

After receiving my first Forgeworld aircraft I've noticed that they are big... Very big compared to GW models. ?

Reviewing the stats for the Marauder in the NetEpic rules I think that there should be a greater granularity in which rules apply to which models. ?I might have missed some of the rules but the ones I've read just don't feel right with the models.

There seems to be three distinct model bases for Marauders.

Maurauder Fighter Bomber. ?The GW style small ones which have been released a couple of times.

Marauder. ?Forgeworlds version is the size equivalent of B52 compared to a Tornado or F111, against the GW version. ?It just doesn't seem right that they count as the same model as the Fighter bomber version from GW?

Marauder destroyer. ?Nice large bomber again with own stats.

Are there seperate rules for the First Forgeworld model or do we have to count it as a figher bomber. ?(This thing is never ever going to be doing any sort of dog fighting!)

My suggestion would be to treat it as a heavy bomber like the B52 and draw up new rules accordingly?

My example would be -

Marauder Bomber - Flier
Move 60CM ?(Can use single turns movement to make evasive turn but cannot do anything else that turn)
Save 2+ all around
CAF +2
Four weapons systems, plus choice of bombs. ?Enough bombs for two turns worth of bombing runs only.

Lascannon's Fixed 180 front fire
50cm range, 2 dice, 5+ to hit, -2 save modifier.
Mounted in front turret.

Battlecannon's.
50cm range, 2 dice, 5+ to hit, -1 save modifier.

Autocannon. 360 field of fire
30cm range, 6 dice 5+ to hit, 0 save modifier.  
Anti - Aircraft weapon

Bomb choices. ?One type of payload per game.

Bombs are dropped in movement phase and appropriate template is place along the route of the bomber.

Standard Bombs, large barrage template
0 cm range, 6 Barrage points, -1 save modifier.

Heavy melta bombs, cannon ball template (very small round one)
0 cm range, 10 barrage points, -4 save modifier.

Incendaries. Normal bararge template
0 cm range, 6 Barrage points, -1 save modifier.
Chance of setting fire to any scenary that is bombed. ?4+ to make uninhabitable and any units with in take 1 automatic hit with 0 save modifier.

I'd envisage this as the bomber entering the battlefield on turn 1 going over the enemy lines turn 2 dropping bombs turn two and then wheeling back around on turn three to make another bomb run on turn 4.

Thoughts?





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 Post subject: Marauders
PostPosted: Thu Jun 15, 2006 12:58 pm 
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Location: Southampton - UK
Oh I was thinking between 150 - 200 points per bomber.  Unit size is 1.  Or maybe a flight as a company card of 3 bomber (400 - 550pts) but you can only take skimmers or other aircraft as support cards.

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 Post subject: Marauders
PostPosted: Thu Jun 15, 2006 4:05 pm 
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Joined: Fri May 20, 2005 8:45 pm
Posts: 11149
Location: Canton, CT, USA
Yes, FW does have the annoying habit of making its epic minis waaaaay out of scale.

I like your idea of creating different stats for the FW aircraft and I like the stats you've created. The need some playtesting, but they look good so far.

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