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E-A Dark Angels Playtest List - 5th-Horseman

 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Wed Jan 05, 2005 2:13 am 
Swarm Tyrant
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Personally, I would either drop the ranged to-hit values, or the actual range of the weapons, and reduce the armour by one, and then increase the CC value by one.

Alternatively, I would treat them as if they were Battlewagons, or categorise them into areas such as 'captured transport' - and then allow the use of Rhinos, Chimeras, etc.

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Wed Jan 05, 2005 2:49 pm 
Swarm Tyrant
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I have been looking at this a bit more. My suggestion is simply to use the stats as they are for Imperial vehicles, except swap the guns over for Big Shootas and other Ork weapons. This would not change the points value too much, and if you did this and 'rounded down' - for example taking the Heavy Bolter off the Chimera rather than upgrading it to a Heavy Shoota (if you upgraded the Heavy Bolter to a second Big Shoota, a Chimera becomes a Battlewagon) - the points values could remain largely unchanged. But, this would need to be done on an individual level, looking at each vehicle seperately, but I think that this would be good as it would stop vehicles which are too powerful from being looted.

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Wed Jan 05, 2005 4:29 pm 
Purestrain
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I would go with the battlewagon/gunwagon idea.  just orkify the imperial vehicles and use the normal ork stats.

I would, however, add a kommando mob.  Something along the lines of 6 models for 150/275/500 would be about right.  Upgrades would include 0-1 nobz, gun/battle/flakwagons, deth koptas, and fortresses.

The rest of the list would stay the same.

Just my 2 cents.

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Wed Jan 05, 2005 11:51 pm 
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Hmmm....well he probably won't like the 'battlewagon/gunwagon' idea, since there is alot of that going on with the old orky models already.  But, I think the biggest thing he wants is some kind of ranged firepower to match Imperial artillery.  So maybe have a looted basilisk with the range reduced to 90 cm, and the direct fire mode removed?

As for the Looted Russ, I'm thinking making it RA 5, with the battlecannon reduced to AT5/AP5, and CC 4/ FF 4

What do you think?

my 2cents,

iblisdrax

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Thu Jan 06, 2005 12:24 am 
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As far as the Looted Raider, I would make it about the same, with RA 5  CC 4 FF 4, and replace the weapons with Big Shootas.

With these reductions, would it be fair to say that the price could stay about the same as gunwagons?  Aside from the limited availibilty that is...

All comments welcome.

my 2cents,

iblisdrax

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Thu Jan 06, 2005 12:43 am 
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Oh, he just told me he has some Whirlwinds also.  I dont know what to do with those...


my 2cents,

iblisdrax

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Thu Jan 06, 2005 10:53 am 
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Hmmm.... Perhaps remove the indirect fire capability or something... Orks do have Rokkits but I imagine them a lot less sophisticated than their Imperial counterparts.

Cheers! :)

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Thu Jan 06, 2005 4:31 pm 
Purestrain
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I think your Russ and Raider stats are tougher than a standard gunwagon, but they are in the ballpark.  It's certainly okay for knockaround games.  I might put the points at 40-50 if you want a hard number.

For the artillery, I would try to shift their stats towards something close to a gunwagon with a soopagun, as that gives it an easy point comparison.

I definitely agree that even Blood Axes shoud not have indirect fire.

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Fri Jan 07, 2005 7:56 am 
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The looted equipment should be something like 0-1 mob per detachment and no big or 'uge mobs available. That way there wouldn't be too many of them.

Thing is, what do we remove from the Blood Axes to balance these advantages?

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Fri Jan 07, 2005 2:52 pm 
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But, in Epic40k, they Did have indirect fire with their Pulsa Rokkits...I don't know about previous versions....

???

my 2cents,

iblisdrax

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 Post subject: E-A Dark Angels Playtest List - 5th-Horseman
PostPosted: Fri Jan 07, 2005 10:18 pm 
Purestrain
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Orks have shifted away from that fiddly indirect stuff, though.  It's no fun if you can't see the explosions. :p

=======

How about:

Looted artillery (whirlwind, basilisk, bombard, or manticore)
25cm, 6+, 5+, 6+
Looted gun, 60cm, 2bp, MW
75 points (same firepower as an 85 point soopa gunwagon, but weaker)

Looted Leman Russ or Land Raider
25cm, 4+, 5+, 5+
3 Big Gunz, Reinforced armor
75 points (it's about on par with a stompa, faster, but weaker in assaults)

Upgrades for the mobz would be 0-1 (so doubled/tripled with big/uge) each.  Available for kommando mobz and warbands.  Looted arty available for gunzmobs.  Looted LRs for Blitz Brigades.

You might even consider taking the 0-1 oddboy upgrade off the list  If you did that, these could possibly be cheaper.

Looted rhinos and chimeras count as battlewagons
Looted predators count as gunwagons
Looted hydras count as flakwagons

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