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Capitol Imperialis rules?

 Post subject: Capitol Imperialis rules?
PostPosted: Thu May 30, 2013 5:19 pm 
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There has been several such threads over the years, but none updated for about 2 years..

Any one who has rules for the Capitol Imperialis for Epic Armageddon? Weapons, transport capability etc?

I am talking of this baby:
http://wh40k.lexicanum.com/wiki/Capitol_Imperialis


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 Post subject: Re: Capitol Imperialis rules?
PostPosted: Thu May 30, 2013 5:34 pm 
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I have a collated document of every experimental unit for EA discussed on the boards. This includes several versions of Cap Imperialis. In addition the NetEA Iron Hands list contains a C.I. variant for their Clan Mobile Fortress.

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 Post subject: Re: Capitol Imperialis rules?
PostPosted: Thu May 30, 2013 5:38 pm 
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jimmyzimms wrote:
I have a collated document of every experimental unit for EA discussed on the boards. This includes several versions of Cap Imperialis. In addition the NetEA Iron Hands list contains a C.I. variant for their Clan Mobile Fortress.

DOWNLOAD


Cool. Thanks for sharing!

What's your take on it? What works, what doesn't?


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 Post subject: Re: Capitol Imperialis rules?
PostPosted: Thu May 30, 2013 5:46 pm 
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IMHO it's really for specific scenario play vs the Grand Tourny scenario (go see Chroma's threads on Total War for some good fodder). However when used on the table it makes a great area denial weapon if you can get it into the appropriate spot on the table. March orders on Turn 1 are not uncommon when I've taken it (the few times I have). The Medusa Pattern does have the added bonus for embarked units to FF and shoot from her (IDR for the rest) based on fluff in the Index Astartes article on the Iron Hands during the 13th Black Crusade. It is admittedly a bullet magnet, similar to how I feel about the Warlord in practice, but that also means your other formations are not getting shot up as much. If encountering one I'd either maneuver to avoid or strip shields and counter with air power (lacking AA itself).

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