Brood Brother |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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As the title suggests I am wondering what everyone?s ideas are on the roles of the volcano cannon, plasma destructor, quake cannon and melta cannon. ?Do you think that they (or some of them) fulfil similar roles, or do you think that they are have different battlefield roles and shouldn?t be similar, thus if you want to kill titans use a volcano cannon.
I think that they represent a family of titan killer weapons with the volcano cannon at the top and the others trading the ability to fell war engines in a single shot to be able to deal with a broader range of targets (or too be cheaper).
The plasma destructor (with 60cm 4x MW4+ TK(1) slow firing) swaps number of DC inflicted per turn, for the ability to strike down several targets a turn, or to obliterate an armoured column with an alpha strike.
The quake cannon (using Ilushia?s proposal) again swaps out its range and multi DC inflictorbility, this time to be able suppress formations with concussion blasts.
Finally we have the melta cannon. ?This I have no idea what it should be (which is a problem, since I am building a siege titan with two of them at the moment). ?I believe that it should be better at short range than at long range (like all melta weapons), but I don?t think it should have the volcano cannons TK(D3) ability. ?I?m not sure what its stats use to be like, but I get the impression that the VC is the be all and end all of titan killiness (from the siege of the emperors palace fluff where it makes the point that Legio Ignatum (I think) use them to destroy many of the titans of Legio Mortis as they attempt to breach the walls). ?I would go with something like:
60cm MW2+ or 30cm MW2+ TK(1)
This way its use is more against high armour units and low RA units rather than Wes.
I am splitting this off from the ?support weapons should be...? thread since it isn?t about what they should be, but rather what they should do.
Finally, somewhat off topic but I don?t care it is my thread .
Support missiles. ?I am not a fan of them, mainly because they use all their firepower in one turn, so unless you are paying for each weapon you want them to be very good for one turn, which makes them too good.
Anyhow, I?ve been thinking of the vortex missile and thought, why don?t we use (or those who want to use support missiles use) a rule similar to that of the vortex grenade in apocalypse. ?Something along the lines of:
Vortex missile
CODE Weapon ? ? ? ? ? ? ?Range ? ? ?firepower ? ? notes Vortex missile ? ?100cm ? ? ? ? 3+ ? ? ? ? ? ? ignore cover, ignore shields, see below
Roll to hit as normal, if you miss then the missile malfunctions and nothing happens. ?If you hit place the vortex missile template (aka the vortex grenade template) over the target formation, so that the entire template is within range.
Any infantry, light vehicle or armoured vehicle unit that the template touches is removed from play, no saves of any kind are permitted. ?Any war engine touched by the template lose D6 DC. ?No saves allowed.
Any objective touched by the template is removed on a roll of 4+.
In the end phase, roll 2D6 and the scatter dice and move the template to distance shown in the direction shown. ?If a double is rolled then the warp rift closes up and remove the template from play, similar if the template moves off the board then it will not re-entry play.
I have it ignoring shields, since the only protect their is from the warp is to have a Gellar field, which most non starships don?t have as standard. ?The removing objective from play could possibly be abused (ie shoot your own blitz to deny the objective to your opponent), but I can some armies (the IG spring to mind) not being able to find a strategic location after it has been swallowed by the warp.
?Right lads. ?We are to advance and capture hill 421? A strange purplely crackling hole in reality appears and swallows the hill. ?Emperor?s golden toilet! ?Where?s the hill gone? ?Right lads, back to base.?
_________________ Tyranid air marshal
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