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The Quake Cannon http://www.tacticalwargames.net/taccmd/viewtopic.php?f=22&t=12449 |
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Author: | Evil and Chaos [ Sun Apr 27, 2008 6:49 pm ] |
Post subject: | The Quake Cannon |
The Quake Cannon. Currently is is: 3BP 90cm range Macro-Weapon +75pts How about: 3BP 120cm range Ignores Cover Slow Firing +75pts I ask because, historically, the Quake Cannon did ignore cover, but we want to avoid it being overpowered. It's worth noting that Jervis changed the rulebook's 'collector's' Quake Cannon to being Slow firing in the 2008 Errata. So... ? |
Author: | The_Real_Chris [ Sun Apr 27, 2008 7:15 pm ] |
Post subject: | The Quake Cannon |
Well, bully for the collectors stats! ![]() Slow fire is just a sod, especially on a non assault weapon. Why not 3BP (a given since thats how the system scales) 90cm range (allows deployment zone strikes, who needs more) Ignore Cover +50pts (because it isn't that good, give it disrupt and maybe +75pts, but a nice 50pts is good ![]() |
Author: | Evil and Chaos [ Sun Apr 27, 2008 7:16 pm ] |
Post subject: | The Quake Cannon |
The range mod is suggested because: - historically, the Quake Cannon was longer-ranged than the Volcano Cannon. - In 40k currently, the Quake Cannon is longer-ranged than the Volcano Cannon. |
Author: | ragnarok [ Sun Apr 27, 2008 7:39 pm ] |
Post subject: | The Quake Cannon |
(Evil and Chaos @ Apr. 27 2008,19:16) QUOTE - In 40k currently, the Quake Cannon is longer-ranged than the Volcano Cannon. so is the MRL/ Apocalypse missile launcher, but in epic it has asmaller range. I would go for TRC's second set of stats, with ignore cover and disrupt. |
Author: | The_Real_Chris [ Sun Apr 27, 2008 7:48 pm ] |
Post subject: | The Quake Cannon |
If you really wanted the 120 range go for the disrupt model for 75? (Hope its not to cheap.) But really 90cm is horizon range in Epic. Longer range could be in regard to alternate fire or indirect mods etc. |
Author: | PlushWombat [ Sun Apr 27, 2008 9:03 pm ] |
Post subject: | The Quake Cannon |
Instead of 3BP How about Range 90 cm (or 75 cm) ?4x AP 4+ / AT 4+ disrupt +50 points |
Author: | Evil and Chaos [ Sun Apr 27, 2008 9:17 pm ] |
Post subject: | The Quake Cannon |
(PlushWombat @ Apr. 27 2008,21:03) QUOTE Instead of 3BP How about Range 90 cm (or 75 cm) 4x AP 4+ / AT 4+ disrupt +50 points It definitely qualifies as a BP weapon, and a big bad one at that. In 40k, it's so big that a Reaver Titan isn't even allowed to carry it. |
Author: | PlushWombat [ Sun Apr 27, 2008 9:53 pm ] |
Post subject: | The Quake Cannon |
(Evil and Chaos @ Apr. 27 2008,21:17) QUOTE It definitely qualifies as a BP weapon, and a big bad one at that. In 40k, it's so big that a Reaver Titan isn't even allowed to carry it. For such a big bad weapon, it does remarkably little damage to heavy armor. ![]() One would think that a Warlord hit by two of these bad boys would suffer more than a max of 4 hits ![]() Since we seem not to be following any of the current Appocalyspe rules development, I am assuming that here and now in our own alternate universe? ![]() |
Author: | BlackLegion [ Sun Apr 27, 2008 11:08 pm ] |
Post subject: | The Quake Cannon |
Essentially the Quake Cannon is an oversized Earthshaker (see the name similarities?) They even have the same Strength and Armour Piercing values but the Quake Cannons Template has double the radius of the Earthshaker's Template, fires twice as often and has a greatly increased range.* In my Wh40kStatsToEpicSystem a Quake Cannon would have 180cm 2BP Indirect Fire, Disrupt, Blast. But Blast is an invention of my own (with some help) which double the hits on the targeted formation it would be 4BP* without new special rules. Then take into accout that the range of Titan-sized weapons in Epic eg Volcano Cannon is lower. So 150cm** 4BP IndirectFire, Disrupt would look sensible. * Which fits: The Earthshaker has 1BP. Double this for the double sized Template of the Quake Canon = 2BP Then double it again because the Quake Cannon fires twice as often as the Earthshaker = 4BP. ** About the same range as a Manticore. Because the Quake Cannon is a oversized Earthshaker i also propose the same dual fire mode. Because the Quake Cannonis twice as effective as the Earthshaker i would suggest either 2 x AP4+/AT4+ or AP3+/AT3+ So final stats should be either: 150cm 4BP or2 x AP4+/AT4+ Indirect Fire OR 150cm 4BP orAP3+/AT3+ Indirect Fire with the same Notes as the Basilisk (= Indirect Fire can only be used if firing Barrages). Here i skipped Disrupt only because the Earthshaker hasn't it but you could trade it for a BP i think. |
Author: | J0k3r [ Sun Apr 27, 2008 11:59 pm ] |
Post subject: | The Quake Cannon |
Out of interest- whats the tremor cannon? |
Author: | BlackLegion [ Mon Apr 28, 2008 12:00 am ] |
Post subject: | The Quake Cannon |
The main gun of the Basilisk. And...oops....damn. Thats the name in Germany...i edit it to Earthshaker.... ![]() |
Author: | Ginger [ Mon Apr 28, 2008 1:29 am ] |
Post subject: | The Quake Cannon |
My 2 cents as they say . . . . . Since many (most?) people play across a 4' (120 cms)table, I would keep the range at 90cms maximum purely for reasons of playability. This is the same reason that I have also argued for a long time that the Basilisk and Manticore ought to be reduced in range to 75cms and 90 cms (to force them to use indirect fire to target the enemy deployment zone). To my mind, no weapon ought to be able to sustain directly at a target in the enemy deployment zone - as TRC says, this represents being able to see beyond the horizon, and also breaks the original (and elegant) concept of "elastic" distances which allow us to model off-table formations in the army rear. As for the other stats, I dislike slow firing - but OTOH, a "Paris" gun of the kind you are suggesting is not going to have a high rate of fire now is it?? But being pragmatic, how would you remember whether it has fired - and worse, if you had several of the things on a single model, how many are available to fire at any given point?? (the simple solution might be to make it slightly more expensive and require the player to buy them in pairs; effectively saying that it takes up two slots) ![]() As an aside, you should note that the main armament of WWII battleships of all nationalities had a rate of fire of approximately 2 shells per minute - and these were effectively the same weapons that were used as "railway guns" on land. So perhaps we should dispense with "slow firing" all together?? |
Author: | Evil and Chaos [ Mon Apr 28, 2008 1:31 am ] |
Post subject: | The Quake Cannon |
Since we seem not to be following any of the current Appocalyspe rules development, I am assuming that here and now in our own alternate universe? ![]() Indeed, we won't be adopting the Apoc weapon restrictions. Apoc & FW's Reaver work is a good resource for us (Because it's the first time in years that the Studio has taken a more-than-cursory look at the Titans), but it's not the be-all and end-all, because unlike the Studio we have legacy issues to deal with. |
Author: | Onyx [ Mon Apr 28, 2008 2:21 am ] |
Post subject: | The Quake Cannon |
(Evil and Chaos @ Apr. 28 2008,01:49) QUOTE 3BP 120cm range Ignores Cover Slow Firing +75pts No thanks E&C. Pointless weapon and not worth taking with these stats. Are they being over-used, expolted? Are Titan armies that have Quake cannons winning every game? They are expensive and powerful... Whats wrong with that? Slow firing is annoying (but obviously used as a balancing mechanism) when a round in Epic is supposed to be several minutes (15?) long. Please... NO slow firing! And regarding Jervis' change to Slow Firing, it only just happened after years as they were before. Whats to say he won't change it again in another decade...? Lets just get a playable, fair & fun list. Who knows when GW will change the rules again? (they have a history here). My vote is to leave it as it is. |
Author: | Tiny-Tim [ Mon Apr 28, 2008 8:58 am ] |
Post subject: | The Quake Cannon |
Reading through the above and noting some very good suggestions, I feel that the weapon could be slow firing, but to make it worth while it would need to be 4BP in strength. This would allow a player to field two on a titan and either go with a single larger shot everyother turn or a constant output of 4BP. As to the actual cost for the weapon this will go down to the final range. MRL - 3BP 60cm range Quake - 4 BP Slow Firing - 90cm @ +50pts ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? - 120cm @ +75pts I would lean towards a 90cm range. |
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