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IG SHT Regt

 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 4:49 pm 
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Field Guns, howitzers, etc. are organized in Artillery Batteries (Infantry in Companies, and Cav in Troops). Field Artillery (FA) comes in 6-8 guns per Battery (Bty). ?We have guns organized in 2 gun sections or 3-4 gun platoons. ?An FA Bty usually supports an Infantry or Tank Bn (600 + Troops or 30-50 AFVs, respectively). ?So in Epic if you have an FA Bty supporting an Infantry or Tank Co. you are lucky (!). ?That is why we always pick/buy FA in Sections or Platoons. ?:;): ?FYI ... :L

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 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 11:56 pm 
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Hi!

I agree with L4, I dont like strategy ratings. Placing mechanics that induce a disparity in a game that should be level between forces is not my cup of tea.

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 12:31 am 
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The "strategy rating" should be the ability of the gamers playing.  Not by the army being played, as I said before, there are other ways to show a force's tactical predilections and abilities, and not "saddling" them with being the guy who always get shot at first.     :;):

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 12:35 am 
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Hmm maybe just leave it to a simple 2d6 roll for each side, no modifiers?

As for the artillery company in a 2700 point game, I agree that any opposing force would find them a very juicy target. While that could have benefits in distraction value, it would probably be better to have a couple of batteries instead of a whole company. :p

my 2cents,

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 12:46 am 
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We each just roll a d6 at the beginning of every turn. ?And as I said, an FA Battery (not company), may be too big of an organization for most Epic games. ?And if an FA Bty is deployed, it's platoons would be dispersed anyway. ? Not hub to hub like the way the U.S.S.R. use to do it and present a tempting target for an airstike. ?And yes a couple of Gun Platoons probably would work better ... and generally that's the way we have been doing.

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 1:27 am 
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Quote (wargame_insomniac @ 09 2004 Mar.,23:43)
Is this a problem others have found?

If so then I might struggle to protect 2 SHT Companies AND the Artillery Company. At the moment I have 4 Sentinel squadrons for screening the 2 SHT Companies from being swamped in close combat.

I might then have to think about getting a secong mech.Inf.Company and leave the Artillery Company until I expand the army beyond 2,700 points.

Thanks

James

To really protect an artillery company, you need at least an entire flak battery, and a flak upgrade to the company wouldn't go astray either. Then, you'll probably want some screening troops, so you'll be looking at another 100 points for some sentinels, all the way up to 250 points for an inf coy if you set up on your baseline objective and are worried about defending it. So, it's easy to blow upwards of 1000 points on 1 company that is still a bit fragile no matter what.

In < 4000pt games, I tend to just field an artillery battery or two (or get some bombers if I'm paranoid about thunderhawk assaults). 250 points is still a decent price, and I have the option of manticores, basilisks, or bombards, plus extra activations.

I'd consider upgrading one of the sentinels to rough riders. They're just as effective for screening, but they fare OK if they assault as well, so you might like to retain the option to use them offensively, with the SHTs providing supporting fire. Plus, the first strike ability can help to remove units from CC with your tanks if you're assaulted.


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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 3:18 am 
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So no matter what you call it, I think we are talking about the same thing.  Using smaller artillery units (3 guns) instead on one big unit, (9 guns).  And of course with the advent of aircraft in Epic, the paradigm shifted again and ADA/AAA, ie. Flak units had to be brought into the mix/game.  And a powerful FA unit is a perfect target for an airstrike.  So the need for Flak is imperative ...

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 Post subject: IG SHT Regt
PostPosted: Sun Jul 31, 2005 8:25 pm 
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This thread was going in the old SG forum, and I thought I would transfer some of it here.


(1) In General Too Weak in Assaults
(Fix) Change outnumber result to the following
(A) If outnumbered by 2 to 1, or more then enemy gets +1
(B) If Even or just outnumbered enemy gets +0
© If Marines outnumber enemy they get +2

(2) Vindicator Not Worth It
(A) Increase it's speed to 25cm
(B) Give it FF+1 attacks
© Give Demolisher Cannon Ignore Cover
OR
(D) Decrease it's Detachment cost to 200pts, and per unit cost to 50pts

(3) Too Weak Against WE
(A) Make Hunter MW4+TKD3 AA4+ :p
(B) Live with it every army should have weaknesses

Hey just some ideas, I am open

Jaldon :oo

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 Post subject: IG SHT Regt
PostPosted: Sun Jul 31, 2005 11:46 pm 
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Give Demolisher Cannon Ignore Cover


I agree - I have always thought this shoud be applied: its appropriate fluff wise and correlates in comparison to some other IG platforms

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 Post subject: IG SHT Regt
PostPosted: Mon Aug 01, 2005 8:29 am 
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Trouble is, it doesn't ignore cover, it demolishes it.... that's what the Brumbar, it's ancestor in WWII, was used for.

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 Post subject: IG SHT Regt
PostPosted: Mon Aug 01, 2005 9:30 am 
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Considering the Marines general lack of TK weapons the Vindy might be pushed into this role as well. Any weapons which can smash apart a concrete bunker should be pretty nasty on a Titan as well.

It would also give the Vindy a very distinct role in the Marine Army...

Apart from that I like the above mentioned suggestions.

Cheers! :)

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 Post subject: IG SHT Regt
PostPosted: Mon Aug 01, 2005 11:34 am 
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Quote Jaldon
(1) In General Too Weak in Assaults
(Fix) Change outnumber result to the following
(A) If outnumbered by 2 to 1, or more then enemy gets +1
(B) If Even or just outnumbered enemy gets +0
? If Marines outnumber enemy they get +2
End Quote

I think this is a good idea.

Quote Jaldon
(2) Vindicator Not Worth It
(A) Increase it's speed to 25cm
(B) Give it FF+1 attacks
? Give Demolisher Cannon Ignore Cover
OR
(D) Decrease it's Detachment cost to 200pts, and per unit cost to 50pts
End Quote

A and B definetly, perhaps give it ignore cover in FF (although would beg question why doesn't leman russ demolisher or baneblade get this ability)

Quote Jaldon
(3) Too Weak Against WE
(A) Make Hunter MW4+TKD3 AA4+ ?
(B) Live with it every army should have weaknesses
End Quote

I personally do think its necesary to give the marines a little bit more to deal with war engines.

I quite like the idea of some sort of melta charges upgrade, which could be purchased for specific units (such as assault marines). Although I can forsee problems with this.

I would also give marine leaders the ability to remove 2 blast markers.

Also give them one free commander, I find it strange to see all these space marine companies running around lead by a chapters worth of chaplains but no commanders, of course this last ones just my opinion on a background matter and is unlikely.

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 Post subject: IG SHT Regt
PostPosted: Mon Aug 01, 2005 12:46 pm 
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Another issue springs to mind:
Dreadnoughts.
There's been some suggestions about letting them use Drop Pods for increased mobility. The main issue seems top be their very slow speed which isn't really in line with the Marine philosophy of mobility.

Cheers! :)

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 Post subject: IG SHT Regt
PostPosted: Mon Aug 01, 2005 12:48 pm 
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I agree.  There is some good firepower there - but getting it into range has always been a problem.  Lets face it, most battles are decided by turns 3 or 4 and these guys are lucky to get a shot in...

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 Post subject: IG SHT Regt
PostPosted: Mon Aug 01, 2005 12:54 pm 
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And modern 40K fluff permits Drop-Dredds..... :p

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