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Land Raider Redeemer

 Post subject: Land Raider Redeemer
PostPosted: Mon Jun 08, 2009 10:58 pm 
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Why should the Crusader get to have +2 EA? Given the MM weapon, I would have thought a single EA would suffice - or have I completely missed the point here?

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 Post subject: Land Raider Redeemer
PostPosted: Mon Jun 08, 2009 11:24 pm 
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yes the current stats give it 3 5+ attacks in FF one of which is MW Extra attack from the pintle multi-metla and the other is an extra attack from the hurrican bolters, all the new stats would be doing is removing the MW ranged shot and making the MW on the base attack so the bolters give the two extra attacks (this is the FF config that the Crusader was a while ago) which the crusader has always had

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 12:36 am 
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Form Lord I:
Now, that said, I will fight the inclusion of a multi-melta on any vehicle with a FF of anything other than 5+ - all multi-melta tanks have a FF of 5+ - otherwise you end up with the oddity of a multimelta FF attack that is better than the shooting attack.

Well the only unit with a Multi-melta is the Land Speeder. And it is its ONLY weapon. Add other weapons to it and the FF will be increased.
Look at Fire Dragons. They have 5(!) Melta equivalents per unit and get a MWFF of 4+.

And i really see no way how a Multi-melta should be different from a pintle-mounted Multi-melta. It`s exactly the same weapon. The position where it is mounted on a vehicle changes nothing.

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 1:05 am 
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Quote: (BlackLegion @ 09 Jun. 2009, 00:36 )

And i really see no way how a Multi-melta should be different from a pintle-mounted Multi-melta. It`s exactly the same weapon. The position where it is mounted on a vehicle changes nothing.

Giving it a different name allows it to have, slightly, different stats.

That is, "15cm MW5+, and +1EAMWFF", whereas a "regular" Multi-Melta gives MW to the "basic" firefight value of the unit... which has caused some confusion when said unit gets *other* extra attacks added.

Making the Crusader's weapon this "new" one means the tank has one normal "basic" attack, +1 FF attack from the Hurrican Bolters, and +1 MWFF attack from the "pintle-mounted" Multi-melta.  Same number of attacks, but no confusion as to which are MW or not.

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 1:08 am 
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A simple note in the Notes would suffice too :D
But if the end result is the same...

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 3:01 am 
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All of which is really a matter of semantics - I don't think anyone would be confused by a multi-melta with an extra attack. But yes, I agree with Hena, a "pintle multi-melta" would be good to satisfy the "one weapon one profile" pedants without making the datasheet needlessly convoluted. This is all dressing though - we're still talking about 3 FF5+ attacks, one of which is a MW.

The Fire Dragons are another kettle of fish as a single weapon is used to represent multiple attacks as an abstraction. That doesn't necessarily mean we can give a single multi-melta any damn thing desired.

I'm not sure I like the idea of giving a multi-melta only ranged attack or only FF attack. It might be balanced, but it starts throwing consistency to the wind.


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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 10:54 am 
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Quote: (Hena @ 08 Jun. 2009, 22:21 )

I think it makes the list construction a lot easier to have the tanks power levels to be same.

I think they should aim to be the same as all lists have a landing craft, and a Land Raider 'hull' is worth a certain amount with its save, speed and transport. I think lists with thunderhawk transports might upset that a bit with the crusader but thats their list specific issue. Yes of course given a certain list structure the points could deviate widely. For instance what is the LR's value as a formation as compared to a heavy transport? And so on.

Land Raider Redeemer
Type Armoured Vehicle, Save 4+, Speed 25cm, CC5+ FF3+
Frag Launchers; (base contact); Assault Weapons
Twin assault cannon; 30cm; AT5+/AP5+
2 x Flamestorm cannons; Range 30cm; Firepower AP3+; Ignore Cover
Notes: Reinforced Armour, Thick Rear Armour, Transport (1 Terminator or 2 other)


I agree its above par. The version I tested Saturday
Land Raider Redeemer
Type Armoured Vehicle, Save 4+, Speed 25cm, CC5+ FF4+
Frag Launchers; (base contact); Assault Weapons
Hellstorm; Range 30cm; Firepower AP3+; Ignore Cover
Twin assault cannon; 30cm; AT5+/AP5+
Multi Melta; 15cm; MW5+; Small Arms MW
Notes: Reinforced Armour, Thick Rear Armour, Transport (1 Terminator or 2 other)
Was merh. The 15cm version would actually have been better. The above was definitively not overpowered, getting used a couple of times in assaults and a couple of times firing.
Also its something of a stretch to have two guns at 30cm as the gun is a big heavy flamer, 15cm is pushing it! The apocalypse fiddle can be used with one gun not two it seems. Hence bringing in the MM.
The biggest problem I can see with the 15cm version is in other lists with better air assets it becomes more valuable.

But otherwise the 15cm version on the ground was fine in the sallies list. Really as Neal pointed out that supporting formations like to get within 15cm of the enemy to pour on the fire (though of course you are then open to be CC'ed, bad news for stuff like devs), so the 15cm range isn't much of a problem and the high to hit makes up for the typical double to get there.

Linking to the Land Raider Crusader I am surprised one 15cm MW5+ shot is that much of a big deal. It overpowers things to a perceptible degree? Thats typically 1 MW hitting on 6 (1 extra hit per game maybe?), its not like marines are known for sustaining at 15cm and I think if you find yourself needing to you probably need all the help you can get.

I intend to test the Salamander list next time I'm play testing marine variants
Good luck, be aware you can't do stuff like swap 1 rhino for 1 rhino and a razorback, that upgrades to restricted formations comes out of the allies allowance, their is no transport rule as rhinos are part of the formations and so on. The list has options but at the same time is somewhat inflexible, but if you want mechanised infantry they are survivable enough.




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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 11:36 am 
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Quote: (Hena @ 09 Jun. 2009, 11:06 )

As to why long range? Well Hellhound has similar weapon (I don't know their 40k stats nor really care that much before someone starts quoting them :;):). So I don't see that much problem there.

I disagree here; we don't need to pay the W40k stats over-much attention, but roughly representing the overall effect and function of the weapons and unit is IMO more important than you seem to give credit.

Players coming over from W40k should recognise the overall feel and function of the unit and this differs too much - though both are big flamer weapons a Redeemer's Flamestorm Cannons are nasty close range weapons that spray out of the guns, while a Hellhounds Inferno Cannon sprays a jet of flame high into the air to land a distance away. I think 15cm should be the maximum in-line with other similar weapons - i.e. heavy flamers.


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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 11:38 am 
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A Flamestorm Cannon has the same range as a Heavy Flamer, zero inches.

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 12:00 pm 
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Yep, the Flame template has to touch the firing vehicle/model.
It is different with the Hellhound. He can place the flame template anywhere withing 18".

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 2:20 pm 
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Regarding the Crusader and 15cm MM, by itself it is probably not overporwered. But, when considered as an upgrade to formations in a Landing Craft, it adds considerable punch to an already powerfull assault. The question then is whether that is OTT or not.

- - - Just askin as they say

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 2:42 pm 
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Quote: (Hena @ 09 Jun. 2009, 11:06 )

As to why long range? Well Hellhound has similar weapon (I don't know their 40k stats nor really care that much before someone starts quoting them :;):). So I don't see that much problem there. Ultimately it's about balance so that get's to decide which is better.

The hellhound weapon is identical in strength and such (so AP3+, ignores cover), but the hellhound is much, much, much longer ranged.

Regarding the crusader's multimelta - the vehicle must either have both a MW shot and MW FF or have neither of them. Having just the MW FF is not an option because that's completely inconsistent with what a multimelta does on other vehicles. Renaming it isn't enough to get away with it, sorry. Either it has a full MM (named "pintle mounted" or otherwise), or it doesn't. A halfway house is not acceptable to me.




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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 2:49 pm 
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I agree with Zombocom on the Multi-Melta.

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 Post subject: Land Raider Redeemer
PostPosted: Tue Jun 09, 2009 2:54 pm 
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Quote: (Hena @ 09 Jun. 2009, 11:06 )

Well 15cm or 30cm, which way you would want it (as one of the main users of the unit)? I do however like to see the Multi Melta dropped as it doesn't really belong to this one and also I'd like to see it's FF capability between Crusader and regular.

Well, its been used with 2 15cm guns and the MM at FF2+ and was fine. But thats in a list that pays a large premium to air move them so they are stuck on the ground for 85 points each (meaning you can't really field more than 4 at a pinch and still have a competitive army).
Its either 2 15cm shots or 1 30cm one. Both really need the MM though otherwise they are sub par, no extra transport capacity or anything else to boost it. The 30cm one is worse than the 2x15 one so couldn't be considered without the MM.

The MM seems to be, at least on the web, all over peoples Redeemers.

That between FF ability seems to indicate MW4+ or IC3+ (or maybe a straight 2+) to be between the regular 4+ and the Crusader 2x5+ 1xMW5+

I guess it could be the 30cm/MM version and maybe cost 10p points less or so than the regular land raider for sallies. In air move lists it would probably even out.
Or the 2x15cm version. Without the MM again drop the price for sallies, otherwise keep as is. Other air cav lists would have the salamander stated one at a higher cost (or probably the same if without the MM and FF3+IC or so).

If you are determined to go without the MM that means the 2x15cm version, prob with FF2+, though it still mucks up the Salamanders list somewhat as it will have to come down in cost, maybe forcing the Landing Craft up a bit more. Other lists might be alright with it, they would have to try. I would see it in an air attack as on par or better than the regular raider.

Crusader is too good at the moment. How much? I don't know. However that MW shot does mean that when in close range it is almost equal in shooting power with comparison to regular LR. On paper with math-hammer at least and I've noticed that I've kept on using that ability in games. Since I don't want to see that, dropping the ranged shot is simple solution. If it is still too good, then MW leaves completely.


Shooting - three turns of fire at 4+ or so vs one turn with MW5+ (if you haven't doubled), I don't see how its superior there
Surely the crusader is nothing to do with the MM though? It comes down to a cheap way to mechanise terminators or get three stands in a RA4+ hull carried by a thunderhawk transporter?
Mathhammer when doubling into range the Crusader is superior to a raider vs AP (5+ and MW6+ vs 5+), even probably against AT (5+ and MW6+ vs 2x5+) and better vs mixed (5+ and MW6+ vs 3x5+). But that raider will have been firing the previous turn and in an assault has aprox 40% of the FF (4+ vs 2x5+ and MW5+).
I think its the transport capacity, the savings you can make as a result and the increase in survivability that is the thing there. With its ability close up magnified by sticking it under a thawk transporter.




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