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My mistake, still of all lists it just seems bizarre to have that restriction in this one.
This came about in part as an attempt to compromise with the previous list designer to accommodate a supplement he was putting together. The skitarii are a bit different from other lists in that they can pull custom titan load outs from the War Gryphons list. The Warlord allows for a massive variery of weapons combinations and keeping it out of a 3k game prevented these from being an issue without entirely removing the warlord.
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Oh I must have missed that in the list, where can that rule be found I'll have a closer look.
It should be listed in the unit data sheet rather than the summary portion of the doc.
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As to the skitarii, nothing non-canon required. I can find you plenty of black library descriptions of skitarii in publictions like 'Titanicus' and 'Chapters due' that show them being significantly more than tech guard. typically with inbuilt assault weapons like plasma guns, grenade launchers, meltas etc. and quite able to function with missing limbs. No compaints about the distance abilities but this sort of fluff would suggest closer to marine standard at FF and CC.
All of this opens up even more issues because all of those weapons already exist as ranged weapons and don't seem to adjust the FF or CC ability outside of the MM. You can't just say they have plasma guns so they are better FF but arm the stands with HB instead. I'm also not convinced the regular skitarii would have Marine level CC and FF ability either. Definitely better than guard, but outside of specialized troops like Robots or Praetorians, not marine level.
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Nightspinners 175pts 3bp (disrupt), whirlwinds 300pts 4bp
Off the top of my head, I'd take either of those over the quake+clp minoris at current points values. Especially the nightspinners.
Ah ok, you were comparing arty specifically, I was thinking you were comparing the minorus platform in general. I'm not sure I'd consider nightspinners a fair comparison. They are 75 points less than the IG basilisk battery, faster and get disrupt all traded for shorter range.
Whirlwinds I think are a closer comparison, although in a one on one contest I think I'd have to give it to the quake+clp. For 75 points more you get AA and VS which will likely negate most of the WW fire, you also can target the WW before they can target you. Since you have a MW template you've got fair odds of picking off one before they get in range and after that you are on even footing BP wise which is going to make it harder for the WW to do any damage. Now, if you compare shooting against other things, the marines are getting an extra template which means more dice to roll, but the target still gets a save and you can't shoot at them as soon as with the Minorus. I haven't done the math specifically, but my gut tells me that you'd end up pretty close in damage done between the two with the WW coming out on top against anything without a save or high level saves and the minorus being better against vehicles and tougher infantry. You've got to look at more than pure firepower when making the comparisons.