Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 93 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next

Black Templars V3.5 proposed changes

 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 12:36 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Nov 21, 2006 6:17 pm
Posts: 726
Location: London
ok so after 6 months of testing and talking with the guys i play against all the time (including a big conversation today), input/playtesting from Hena and Nealhunt (thanks guys) i've realised the V3.4 is overpowered and minor changes arn't going solve it.

so here we go:

1) Land Raider Crusader atm it's a no brianer over the normal one, as i see it there are two choices, first up the points cost to 125 each, this is if we want to keep the pintle melta, second in order to make it interchangeable in points cost with the normal LR we lose the melta (this is the one i favor)

2) Thunderhawk Transporters in the BT list at 200 ponits are way to cheap, i'll be uping the points to 275 for two at the minimum, maybe 300 but i'd like to playtest it first.

3) Neophytes are to good for the points because not only the effect they have on the min/maxing options for Crusader formations but also the interactions with ATSKNF and larger formations, changes:

- switch the way the upgrade works, instead of 25 points per stand, add 4 stands to a Crusader formation for 150 points.

- make ATSKNF not apply to Neophytes, this does bring up lots of different problems and would need a special rule to work, but is very fluffy.

- Neophytes shouldn't be able to use drop pods, it's way to good with large formations.

4) Neophyte Bikes are too cheap, not sure that 50 points each is a good idea, but they need something.

5)Emperor's Champion go's back down to 50 points

so what do people think?

Edit: forgot EC points decrease




_________________
"Dyslexia is a Privilege, not a right"


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 1:21 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
1) Land Raider Crusader atm it's a no brianer over the normal one, as i see it there are two choices, first up the points cost to 125 each, this is if we want to keep the pintle melta, second in order to make it interchangeable in points cost with the normal LR we lose the melta (this is the one i favor)


Agreed, Land Raider Crusaders are overpowered.

I also favour dropping the Multi-Melta altogether and adopting something like the EpicUK stats (FF focused).

2) Thunderhawk Transporters in the BT list at 200 ponits are way to cheap, i'll be uping the points to 275 for two at the minimum, maybe 300 but i'd like to playtest it first.
Agreed, they're much too good at 200pts.

3) Neophytes are to good for the points because not only the effect they have on the min/maxing options for Crusader formations but also the interactions with ATSKNF and larger formations, changes:

- switch the way the upgrade works, instead of 25 points per stand, add 4 stands to a Crusader formation for 150 points.

- make ATSKNF not apply to Neophytes, this does bring up lots of different problems and would need a special rule to work, but is very fluffy.

- Neophytes shouldn't be able to use drop pods, it's way to good with large formations.

You want to apply all three changes?

- Fixing the upgrade to a set size (4) is good as it stops min/maxing.

- Having ATSKNF not work for Neophytes could work, but may bring up issues.

- Neophytes should of course be banned from using drop pods (unless they're allowed in 40k?).

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 1:40 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Nov 21, 2006 6:17 pm
Posts: 726
Location: London
Quote: (Evil and Chaos @ 11 Jun. 2009, 01:21 )

[quote]3) Neophytes are to good for the points because not only the effect they have on the min/maxing options for Crusader formations but also the interactions with ATSKNF and larger formations, changes:

- switch the way the upgrade works, instead of 25 points per stand, add 4 stands to a Crusader formation for 150 points.

- make ATSKNF not apply to Neophytes, this does bring up lots of different problems and would need a special rule to work, but is very fluffy.

- Neophytes shouldn't be able to use drop pods, it's way to good with large formations.


You want to apply all three changes?

- Fixing the upgrade to a set size (4) is good as it stops min/maxing.

- Having ATSKNF not work for Neophytes could work, but may bring up issues.

- Neophytes should of course be banned from using drop pods (unless they're allowed in 40k?).

i'm thinking if a workable special rule for Neophytes and ATSKNF happens then yes all three might work, but the rule would have to be clear and work well before i include it.
so at least two, the upgrade and the drop pod ( and i can't see anything in the 40k BT codex that says they may not use them) but i still don't like the idea, but smaller formations and neophyes not having ATSKNF may change that.

_________________
"Dyslexia is a Privilege, not a right"


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 1:46 am 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
As Neophyte are always in the same formation as Crusaders why shouldn't they use DropPods?

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 2:06 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Nov 21, 2006 6:17 pm
Posts: 726
Location: London
Quote: (BlackLegion @ 11 Jun. 2009, 01:46 )

As Neophyte are always in the same formation as Crusaders why shouldn't they use DropPods?

because in V3.4 for 500 points plus strike cruiser you could have 12 stands (6 Crusader and 6 Neophyte) including a character drop podding onto your enemys objectives,  that formation would need 24 BM's to break it, thats a hard thing for any army to do.

but if some of the changes go through it's may not be as bad and it's just an idea  :smile:




_________________
"Dyslexia is a Privilege, not a right"


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 2:19 am 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
LRC - agreed.

THT - I'd say the LRC might contribute to this.

Neophytes - Are they really as good point-for-point as normal SM Scouts (4 for 150)?  If so, can you explain the synergies that make that true?  Have they been a problem in formations of 8, i.e. 6 Crusaders/2 Neophytes for a Thawk or THT load?

What makes the Drop Pod Neophytes too good?  Most people seem to think that the tradeoff between losing Deathwind barrages and larger formations is okay.  Is the problem that you have a single, large formation so you can retain with most of the drop load before the enemy can react (unlike the more typical multi-formation drop)?

I would avoid mixing TSKNF and non-TSKNF troops unless you can think of a really elegant way to handle it.

Neophyte Bikes are definitely not worth 50.  Normal bikes are only 40 points each.  Even the White Scars bikes with Walker and better stats than Neophytes are not worth a full 50.  That said, I could see where 35 is too little, especially when you count in the advantages of TSKNF with formation size.

If you're going to set a fixed upgrade size for Neophytes, maybe a fixed upgrade size for the bikes as well?  Maybe 4 for 150 or 175.  That's around 40 points per unit.  Even granting them a premium for a formation size/TSKNF interaction, they shouldn't be much more than that.

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 2:21 am 
Purestrain
Purestrain
User avatar

Joined: Mon Jul 09, 2007 10:14 am
Posts: 3416
Location: Western Australia
1) Land Raider Crusader atm it's a no brianer over the normal one, as i see it there are two choices, first up the points cost to 125 each, this is if we want to keep the pintle melta, second in order to make it interchangeable in points cost with the normal LR we lose the melta (this is the one i favor)

I prefer a points increase. There is precious little MW in Marine lists as it is and I would like to keep the extra fire-power (and pay for it of course).

2) Thunderhawk Transporters in the BT list at 200 ponits are way to cheap, i'll be uping the points to 275 for two at the minimum, maybe 300 but i'd like to playtest it first.
Fair enough. Will this effect other armies that use the Transporters?

3) Neophytes are to good for the points because not only the effect they have on the min/maxing options for Crusader formations but also the interactions with ATSKNF and larger formations, changes:

- switch the way the upgrade works, instead of 25 points per stand, add 4 stands to a Crusader formation for 150 points.

- make ATSKNF not apply to Neophytes, this does bring up lots of different problems and would need a special rule to work, but is very fluffy.
The upgrade proposal is ok (maybe have the option of 2 for 75 or 4 for 150) but I see no point in changing ATSKNF. It is how the Marines work and coming up with another special rule will just complicate things needlessly.

4) Neophyte Bikes are too cheap, not sure that 50 points each is a good idea, but they need something.
Maybe 2 for 75 or 4 for 150?

5)Emperor's Champion go's back down to 50 points
Sounds good to me.

Thanks for all your work on this list Pulsar.

_________________
Just call me Steve.

NetEA Rules Chair
NetEA FAQ

Want to play Iron Warriors in Epic Armageddon? Click HERE
Some of my Armies.
My Hobby site.


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 2:31 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Quote: (Onyx @ 11 Jun. 2009, 02:21 )

2) Thunderhawk Transporters in the BT list at 200 ponits are way to cheap, i'll be uping the points to 275 for two at the minimum, maybe 300 but i'd like to playtest it first.

Fair enough. Will this effect other armies that use the Transporters?

The current cost comes straight from the scions list, but that is a majority ground-pounding list with transporters in support. The BT list seems majority air assault, so while they are underpriced in the context of this list, potentially they might not be in others.

Frankly though I don't see how at 200 points they can ever be balanced in any list, as 2 transporters are hugely better than a single thunderhawk in every way bar shooting, and shooting is really tertiary as a battleplan for thawks.

From my experience of being battered several times by them, the neophytes are definately worth the same cost as normal scouts despite the lost shooting/special rules, because of the way they allow a formation to be made so damn big.

Basically ATSKNF was a rule created for the small marine formations as a balancing mechanism, but when applied to much bigger formations it's a nightmare. Bigger marine formations are worth more points per base than smalller ones, despite the obvious reduction in activations. Therefore the upgrades to the formation such as neophytes neat to cost more per base than the actual bases are worth to take this synergy into account. Adding neophytes doesn't just add the ability of their base to the formation, it also makes the formation nigh-on unbreakable.




_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 2:37 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote: (Onyx @ 11 Jun. 2009, 02:21 )

2) Thunderhawk Transporters in the BT list at 200 ponits are way to cheap, i'll be uping the points to 275 for two at the minimum, maybe 300 but i'd like to playtest it first.

Fair enough. Will this effect other armies that use the Transporters?

The formation doesn't have to be the same cost in all Marine lists.

They should be priced specifically for what it does/allows for each list it's in... just like every formation.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 3:14 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Quote: (Pulsar @ 11 Jun. 2009, 00:36 )

1) Land Raider Crusader atm it's a no brianer over the normal one, as i see it there are two choices, first up the points cost to 125 each, this is if we want to keep the pintle melta, second in order to make it interchangeable in points cost with the normal LR we lose the melta (this is the one i favor)

So you are basically saying the reason a Crusader is better than a regular Land Raider is the Multi Melta Mr P?

By that logic then if we added the MM to a normal Land Raider they would be on par? :)

Ok, its not logic at all, but at the same time its perhaps a hint that the big reason is its a 4+RA transport that can carry 3 stands/2 stands instead of 2/1. So its half the cost to mechanise the terminators and 2/3's to mech say terminators. Everything else is a bonus. Ok, maybe not but thats the key thing for the crusader. The weapons fit then complements that and then you bring in the THT which is an assault transport for tanks. If you are using such a thing then there is a synergy there you don't have without. Compare say 3 THT's carrying three land raiders full of tacticals. But these Land Raiders have all the crusaders weapons fit. Compare to 2 THT's carrying crusaders stuffed full of tacticals. maybe to make it a fairer comparisn it should be two land raiders with crusader weapons carrying devs vs 2 crusaders carrying tacticals. maybe I'm rambling as I can't sleep but the question is what here is important, the weapons fit or the relative costing for transport spaces?

Further what would you rather have on the ground, a formation of 4 crusader or 4 land raiders? Then what in the air (then what in the list).
Is there actually any sense in a stand alone formation of assault tank crusaders?

But still I find it hard to believe one 15cm MW shot and making one FF5+ attack MW is worth 25 points.

2) Thunderhawk Transporters in the BT list at 200 ponits are way to cheap, i'll be uping the points to 275 for two at the minimum, maybe 300 but i'd like to playtest it first.


The THT is a fine kettle of fish. Probably easier to do in fixed size formations in lists without crusaders! It is essentially air assault with post assault mobility on the cheap. A way of inserting skirmish forces rather than half the battle company.
Currently a Landing Craft is needed to transport mechanised terminators. EpicUK sticks that as 1050 points with space for assault marines. A list with crusaders and THT's can do it for how much? Is the extra stuff worth the difference, especially at 3000 points and an aim of often around 10 formations of one type or another?
How about the classic Thawk attack, assault and dev, in they go. How should that be costed a similar amount to a formation of devs with their rhinos for movement?
And finally the classic LC and 2 tacs vs 3 THT's and 2 tacs. Is that comparable? (In the BT list 2 sword brethern have a choice of a LC at 375 points or 3 THT's for 375 as well? Is it a straight comparable swap?)
But yes, crusaders don't half alter what you need for what!
It also of course splits risk, stopping criticals ending the game (like a fully laden Landing craft crit does).
The upshot of all that is I never think you will get it spot on and should aim high rather than for the bullseye :) (promising note that)

Emperors Champ
As a guardsman I hate this cad. Death to the SC everytime or failing that the poor commissar gets it in the neck. Bloody -1 to save as well. Excellent for an air assault assasin formation but no leader or inspiring. Hard to say, just hate him.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 3:26 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Nov 21, 2006 6:17 pm
Posts: 726
Location: London
THT - I'd say the LRC might contribute to this.


I prefer a points increase. There is precious little MW in Marine lists as it is and I would like to keep the extra fire-power (and pay for it of course).

most certainly it's a perfect combo, what ever the LRC's transport, the THT make them worth the points. As Chroma and Zombocom have said in this list THT's are worth alot more than in others because of the LRC, so costing it is important if we keep the MM, I agree it's useful but it's sometimes just that little to much.

Neophytes - Are they really as good point-for-point as normal SM Scouts (4 for 150)?  If so, can you explain the synergies that make that true?  Have they been a problem in formations of 8, i.e. 6 Crusaders/2 Neophytes for a Thawk or THT load?

What makes the Drop Pod Neophytes too good?  Most people seem to think that the tradeoff between losing Deathwind barrages and larger formations is okay.  Is the problem that you have a single, large formation so you can retain with most of the drop load before the enemy can react (unlike the more typical multi-formation drop)?

Neophytes almost always die first and this has much less effect on the of the fromations ability than losing an Initate, the large formations can absorb as much damage as a normal Tacical marine formation (i.e. losing 6 stands) for 150 points and then still be an effective formation, thats tough, as Zombocom has said above, and do the large formations lose Deathwind?

Yes your right the large formation retaining or even something else doing a ground attack on anything that might have a chance of damaging the drop podded formation means the opponents army has a huge formation right in his half to worry about, which means the rest of the BT army can go about picking him apart more easily.

I think this might be one of those times were it's not the formation it's self that is overpowered it's that formation with the army supporting it that could be a problem.

And i might do the Neophyte upgrade as 2 stands for 75 and 4 for 150.

I would avoid mixing TSKNF and non-TSKNF troops unless you can think of a really elegant way to handle it.

The upgrade proposal is ok (maybe have the option of 2 for 75 or 4 for 150) but I see no point in changing ATSKNF. It is how the Marines work and coming up with another special rule will just complicate things needlessly.

I agree but it's a realy fluffy idea and we wouldn't find an elegant way of doing it unless people are thinking about it, so I put it up to see what people think.

Neophyte Bikes are definitely not worth 50.  Normal bikes are only 40 points each.  Even the White Scars bikes with Walker and better stats than Neophytes are not worth a full 50.  That said, I could see where 35 is too little, especially when you count in the advantages of TSKNF with formation size.

If you're going to set a fixed upgrade size for Neophytes, maybe a fixed upgrade size for the bikes as well?  Maybe 4 for 150 or 175.  That's around 40 points per unit.  Even granting them a premium for a formation size/TSKNF interaction, they shouldn't be much more than that.

Maybe 2 for 75 or 4 for 150?

I think these prices for the Neophyte bikes would work, playtestable.

Thanks for all your work on this list Pulsar.

Thank you, but i should also thank the guys I play BT against alot (you Know who you are) they've been very helpful over the last what 12/18 months?  :)) of me fiddling with the list.

Edit: because i can neither type nore spell and therefore make no sence.  :laugh: and it's 3.30am!!




_________________
"Dyslexia is a Privilege, not a right"


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 4:18 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Nov 21, 2006 6:17 pm
Posts: 726
Location: London
Quote: (The_Real_Chris @ 11 Jun. 2009, 03:14 )

Quote: (Pulsar @ 11 Jun. 2009, 00:36 )

1) Land Raider Crusader atm it's a no brianer over the normal one, as i see it there are two choices, first up the points cost to 125 each, this is if we want to keep the pintle melta, second in order to make it interchangeable in points cost with the normal LR we lose the melta (this is the one i favor)

So you are basically saying the reason a Crusader is better than a regular Land Raider is the Multi Melta Mr P?

By that logic then if we added the MM to a normal Land Raider they would be on par? :)

Ok, its not logic at all, but at the same time its perhaps a hint that the big reason is its a 4+RA transport that can carry 3 stands/2 stands instead of 2/1. So its half the cost to mechanise the terminators and 2/3's to mech say terminators. Everything else is a bonus. Ok, maybe not but thats the key thing for the crusader. The weapons fit then complements that and then you bring in the THT which is an assault transport for tanks. If you are using such a thing then there is a synergy there you don't have without. Compare say 3 THT's carrying three land raiders full of tacticals. But these Land Raiders have all the crusaders weapons fit. Compare to 2 THT's carrying crusaders stuffed full of tacticals. maybe to make it a fairer comparisn it should be two land raiders with crusader weapons carrying devs vs 2 crusaders carrying tacticals. maybe I'm rambling as I can't sleep but the question is what here is important, the weapons fit or the relative costing for transport spaces?

Further what would you rather have on the ground, a formation of 4 crusader or 4 land raiders? Then what in the air (then what in the list).
Is there actually any sense in a stand alone formation of assault tank crusaders?

But still I find it hard to believe one 15cm MW shot and making one FF5+ attack MW is worth 25 points.

2) Thunderhawk Transporters in the BT list at 200 ponits are way to cheap, i'll be uping the points to 275 for two at the minimum, maybe 300 but i'd like to playtest it first.


The THT is a fine kettle of fish. Probably easier to do in fixed size formations in lists without crusaders! It is essentially air assault with post assault mobility on the cheap. A way of inserting skirmish forces rather than half the battle company.
Currently a Landing Craft is needed to transport mechanised terminators. EpicUK sticks that as 1050 points with space for assault marines. A list with crusaders and THT's can do it for how much? Is the extra stuff worth the difference, especially at 3000 points and an aim of often around 10 formations of one type or another?
How about the classic Thawk attack, assault and dev, in they go. How should that be costed a similar amount to a formation of devs with their rhinos for movement?
And finally the classic LC and 2 tacs vs 3 THT's and 2 tacs. Is that comparable? (In the BT list 2 sword brethern have a choice of a LC at 375 points or 3 THT's for 375 as well? Is it a straight comparable swap?)
But yes, crusaders don't half alter what you need for what!
It also of course splits risk, stopping criticals ending the game (like a fully laden Landing craft crit does).
The upshot of all that is I never think you will get it spot on and should aim high rather than for the bullseye :) (promising note that)

Emperors Champ

As a guardsman I hate this cad. Death to the SC everytime or failing that the poor commissar gets it in the neck. Bloody -1 to save as well. Excellent for an air assault assasin formation but no leader or inspiring. Hard to say, just hate him.
As you say I think it's not just the MM on it's own and the transport capacity on it's own or the way you transport them, it's all of those think making the whole powerful.

and yes adding a MM to a normal LR giving it two FF 5+ on of which is MW would be very good. Along with it's AT, AP and the the MM it would be very good for a 100 points.

I see what your saying about making sure to compare things in the right way but I also have to take the use of them in the context of the list as a whole, and yes 4 LRC ground pounding isn't worth it, but are normal LR?

But put as you say in V3.4 two THT's transpoting LRC's with terminators + chaplan is 800 points which is way to cheap, with the proposed changes it'd be 925 if not 950.

and with critiacls on the THT's yes one with only takeout half/one third of the formation but they only have a 5+ Ra so they take alot more damage than a LC so have a lot more chance of taking a critial in the first place.

and the EC , yes put him in Sword Brethren and them in a Thunderhawk, get him into base contact with a character and then he does his job  :vD


Edit: it's now 4.20 am  ???




_________________
"Dyslexia is a Privilege, not a right"


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 7:05 am 
Hybrid
Hybrid

Joined: Wed Sep 28, 2005 8:35 am
Posts: 4311
I've extensively tested the EpicUK LRC and it is a viable option in the list without being a must-have unit. I've tried it successfully (and disastrously) with devs, termies and tacs with its FF attacks and increased transport balancing out its lack of ranged attacks

_________________
www.epic-uk.co.uk
NetEA NetERC Human Lists Chair
NetEA Chaos + Black Legion Champion


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 11:36 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Quote: (Pulsar @ 11 Jun. 2009, 04:18 )

As you say I think it's not just the MM on it's own and the transport capacity on it's own or the way you transport them, it's all of those think making the whole powerful.

and yes adding a MM to a normal LR giving it two FF 5+ on of which is MW would be very good. Along with it's AT, AP and the the MM it would be very good for a 100 points.

Remember Pulsar that a Multi Melta does not give an extra attack, it just makes the base attack FF. So a Land Raider with a Multi melta would get FF4+/FF5+ depending on whose tournament you were in.

And we are supposed to have stats that can be used in several lists. For instance an Imperial Fists siege force would use Crusaders ont he ground. Keep altering their stats because this list has a THT balls it up for them and at this rate they will end up with Spartans.

I see what your saying about making sure to compare things in the right way but I also have to take the use of them in the context of the list as a whole, and yes 4 LRC ground pounding isn't worth it, but are normal LR?


But thats a problem for the list (an air assault horde one it seems) and should be solved with its costings. The Crusader should still be a viable unit for anyone who fancies driving their troops around surrounded by heavy armour.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Black Templars V3.5 proposed changes
PostPosted: Thu Jun 11, 2009 11:44 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Apr 20, 2007 1:49 am
Posts: 5569
Remind me on the EpicUK stats?

_________________
http://www.troublemakergames.co.uk/
Epic: Hive Development Thread


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 93 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next


Who is online

Users browsing this forum: Queen of Bithynia and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net