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Thunderhawk Tactics???

 Post subject: Thunderhawk Tactics???
PostPosted: Thu Nov 25, 2004 3:57 pm 
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A 'booster pack' of new weapons for Imperial titans, like the Inquisitor packs would be quality, and I'm sure it would sell very well!

Even if you just provided a limited number of options, I feel it would be a lot better than fixed variants....

btw... are the Mk2 Warlord weapons useable with the Mk3 weapon mounts?

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 Post subject: Thunderhawk Tactics???
PostPosted: Thu Nov 25, 2004 5:17 pm 
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Quote (stormseer @ 25 2004 Nov.,06:57)
A 'booster pack' of new weapons for Imperial titans, like the Inquisitor packs would be quality, and I'm sure it would sell very well!

Even if you just provided a limited number of options, I feel it would be a lot better than fixed variants....

btw... are the Mk2 Warlord weapons useable with the Mk3 weapon mounts?

Sadly, no. They are different. That is one of the things on my mind. It is not as simple as just offering a single "Weapons Pack". As I said, each Titan has different ways the weapons are mounted and different scale issues.

I do agree though that some veriations are needed to bring the list the correct "Titan Focus" feel.

dafrca

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 Post subject: Thunderhawk Tactics???
PostPosted: Thu Nov 25, 2004 5:22 pm 
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That's a great pity, no variations :(
Is it possible to have a sort of addendum though allowing variations for those lucky enough to own the old Beetle, and or for those who convert?

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 Post subject: Thunderhawk Tactics???
PostPosted: Fri Nov 26, 2004 9:08 am 
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Since I am at it, here are some suggestions for the custodian titan:

-There can only be one per army as each legion only has one.
-The titan is equipped with a custodian head and a devotional bell.
-The head gives the titan some sort of psychic attack (the head has a personality imprint of a psyker).
-The bell has adverse effects on summoned daemons on certain radius (TBD) and each imperial unit with units in the radius may remove one extra blast marker.
The bell takes the place of both carapace hardpoints (i.e. the turbolasers in the standard warlord).
-The psychic attack of the head should be some low barrage point attack which ignores cover.

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 Post subject: Thunderhawk Tactics???
PostPosted: Fri Nov 26, 2004 7:04 pm 
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Quote (Mojarn Piett @ 26 2004 Nov.,09:08)
Since I am at it, here are some suggestions for the custodian titan:

-The titan is equipped with a custodian head and a devotional bell.

Translation: only 10-20 people on the planet can field it  :p

Hey, I've one of each, so I'm one of the few lucky  :laugh:


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 Post subject: Thunderhawk Tactics???
PostPosted: Fri Nov 26, 2004 8:14 pm 
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Quote (Justiniel @ 25 2004 Nov.,08:22)
That's a great pity, no variations :(

Don't take my comments wrong. I am working to keep at least some veriations in the list. I just was pointing out the issues that need to be covered when we start to talk about expanding the Titan lists.

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 Post subject: Thunderhawk Tactics???
PostPosted: Fri Nov 26, 2004 11:22 pm 
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Quote (dafrca @ 25 2004 Nov.,13:51)
First is balance, the more open the system the more likely we fail to see some broken combo. No I would hope that would come out in playtest, but the CCG market has proven that the larger the number of options (cards) the more likely playtest fails to catch a broken combo.

The second is production logistics. Many of those asking for an open ended system keep talking about the plastic "Beadle Back" WarLord. Jervis has already said that the Plastics will not come back. In fact, it was somewhat a shock to have even the plastic Marine and IG sprues at all. New Troops have all been metal. So I do not expect to see the old plastic Warlord show up.

This leaves us with the ?New? Warhound, Old Reaver, New Warlord, and the FW Versions. Four weapon mounting systems. For the sake of argument let?s say we restrict the Warhound to the four weapons now made by FW. This leaves us with the Warlord and Reaver. The Reaver can use the old metal weapons so if GW put them back into production we could have some variety there, but the Warlord? The New Warlord has shoulder mounted weapons that would not trade out easy at all and the arm mounted weapons are enough larger then the rest that the Reaver weapons would look odd. So do we make two versions of every weapon? Or three versions so the shoulder ones could be traded out too?

Having played Mechwarrior, Heroclix and Mageknight, and with friends into Magic and LOTR CMG, I can vouch for the more options resulting in more broken combos.

I have always been ardently in favour of pre set weapon configurations. If we can get SG to release 2/3 new versions of the Warlord and FW to release 1/2 new versions of the Reaver then I'll be happy, nay ecstatic!
:cool:
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 Post subject: Thunderhawk Tactics???
PostPosted: Sat Nov 27, 2004 12:08 am 
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...And let's not forget that these fixed combos are purely for tournament play. In friendly games you can do whatever you and your opponent agrees upon.
Personally I like the idea of fixed basic combos with the option to switch a weapon for more variation.

Cheers! :)

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 Post subject: Thunderhawk Tactics???
PostPosted: Sat Aug 27, 2005 9:10 am 
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Hi,

I have been trying to figure out a way to use thunderhawks and possibly the best use I found was to ground assault them with 2 formations of assault marines inside into an enemy unit that has been under sustained fire.

Is there any beeter use?

D

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 Post subject: Thunderhawk Tactics???
PostPosted: Sat Aug 27, 2005 11:10 am 
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That should work ... we use them like modern atk/assault helos.  Insert troops and provide fire support.  Along with planetfall, we also rate them as skimmers, so they can pop-up like a Cobra/Apache/Hind ...  :)  I spent too much time in the 101 !  :laugh:

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 Post subject: Thunderhawk Tactics???
PostPosted: Sun Aug 28, 2005 8:22 am 
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Two assault formations with a chaplain works wonders against an enemy back line. If you know it's going to be a battle of attrition I'd fill them with a Tac formation and drop them on an objective and possibly teleport in a formation of termies. Then it's a case of Hold Out until relieved. Sort of a small scale operation market garden.
:D

Also find Thunderhawks roaming around doing bombing runs can be a real hassle for enemy inf. formations.

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 Post subject: Thunderhawk Tactics???
PostPosted: Sun Aug 28, 2005 10:48 am 
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I like putting two devastator detachments in mine.

Then they're able to go back on board as part of the consolidation move.

That allows them to exit the table in the end phase.

I find that assault marines tend to strand.

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 Post subject: Thunderhawk Tactics???
PostPosted: Sun Aug 28, 2005 4:12 pm 
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Quote (Killed by Death @ 28 2005 Aug.,10:48)
I like putting two devastator detachments in mine.

Then they're able to go back on board as part of the consolidation move.

That allows them to exit the table in the end phase.

I find that assault marines tend to strand.

No. See FAQ2, section 1.12.9:

Q: Can a unit that disembarked from a War Engine to take part in an Assault
use its consolidation move to get back into the War Engine?
A: Yes it can. However, if it does so then the War Engine loses its own
Consolidation move (and War Engine Transports may not make a
Disengagement move at the end of the turn) as it has to wait around
while the troops climb back on board. Note that the War Engine may
make a Consolidation move (or a Disengagement move if it is an
aircraft) if no troops embark upon it.


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 Post subject: Thunderhawk Tactics???
PostPosted: Sun Aug 28, 2005 7:10 pm 
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I like to put a detachment of Assaults and a detachment of Devastators in mine. Make sure you have a Chaplain with the Assaults; a Librarian with the Devs. Watch for an opportunity and then swoop. The Assaults charge in; the Devs provide firefight support with the T'hawk. It's a very powerful attack. (Whee! Carnage!)

I look for stranded or isolated units, or opportunities on the flanks. Done right, it's brutal. If you can wait to the end of the turn, then you can fly the whole formation back out on the next turn, before anything can get there to counter-attack. That's turn one and turn two. On turn three, you can drop the whole formation onto an objective.

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 Post subject: Thunderhawk Tactics???
PostPosted: Sun Aug 28, 2005 9:51 pm 
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Quote (asaura @ 28 2005 Aug.,16:12)
Quote (Killed by Death @ 28 2005 Aug.,10:48)
I like putting two devastator detachments in mine.

Then they're able to go back on board as part of the consolidation move.

That allows them to exit the table in the end phase.

I find that assault marines tend to strand.

No. See FAQ2, section 1.12.9:

Q: Can a unit that disembarked from a War Engine to take part in an Assault
use its consolidation move to get back into the War Engine?
A: Yes it can. However, if it does so then the War Engine loses its own
Consolidation move (and War Engine Transports may not make a
Disengagement move at the end of the turn) as it has to wait around
while the troops climb back on board. Note that the War Engine may
make a Consolidation move (or a Disengagement move if it is an
aircraft) if no troops embark upon it.

Arh that's too bad!

Then my marines will still get stranded! :D

Good thing I normally play orks and use landas,.. but don't care if things strand!  :D

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