I like the concept. I?d make a few alterations (there?s a surprise) to further bring out the character. Supreme commander ? drop it. Keep the ?raider version. An infantry supreme commander seems an anachronism for such a chapter! Prometheus itself ? It?s a bit overdone? How is this almost three times as good as a regular land raider in a firefight with other tanks. It?s a command tank, not an assault tank. Suggest what stats below. Devastators ? Armour is about mobility, protection and?. Firepower! Having infantry based firepower seems a bit strange. I would recommend just having Tacticals ? essentially the structure would be veteran company, scout company, then ?tactical reserve? companies. They provide vehicle crews and infantry support. Urban fighting ? you do need an infantry formation for this, I have an idea. Small (4 stands) tactical formation. Provides the core, stuff like vindicators would support them as a separate formation. Formation size. Ever wondered why tank formations are 4 strong? 3 strong ATSKNF formations are disproportionately hard to break to their effectiveness (the loss of one unit doesn?t stop them). Personally I wonder how a list made of 13 formations of armour with some terminators would handle. Formation types ? try the ?fast attack? or ?armour? approach. Air transport ? A formation can?t have aircraft as an upgrade (unless it is going to be very static after landing). Equally a formation must have the capacity to transport the intended ? suggest you make a formation of variable size. Plus if you keep special rule the transporter becomes a way to push up activations and throws up loads of rule questions. Spaceships ? With no drop pods I suggest dropping the cost. Transporter ? Change stats to 2 rhinos + variants or 1 land Raider AND 2 infantry units or 1 terminator unit (written better of course). Also it doesn?t look as sturdy as the thunderhawk ? less armour, price reduction etc, effects below. Infantry upgrades ? you can build quite large formations. ATSKNF means they can be a nightmare to deal with. I suggest a slight points increase ? but not to the infantry, make rhinos 25 points. This will also encourage the use of razorbacks which seem fitting for this list! Also as its armour why not use the hunter formation? Helios wise I think it shouldn?t be as FFy as a regular raider, its lost its Heavy bolters after all. Finally the techmarine would be a neat addition ? how about invulnerable save, multi melta, leader. No thoughts on bomber would have to gather brain.
Also how about putting scouts on bikes? No idea this late on how to do that.
All that would mean??
New units
Land Raider Prometheus Armoured Vehicle Move, 25cm Save, 4+ CC, 6+ FF, 4+ 4 x Twin Heavy Bolters, 30cm, AP4+ Notes: Reinforced Armour, Thick Rear Armour, Invulnerable Save, Supreme Commander, Transport (may carry one Terminator unit OR two of the following units: Space Marine Tactical, Devastator & Scout units).
Land Raider Helios Armoured Vehicle Move, 25cm Save, 4+ CC, 6+ FF, 5+ 2 x Twin Lascannon, 45cm, AT4+ Whirlwind, 45cm, 1BP, Indirect Fire Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one of the following units: Space Marine Tactical, Devastator & Scout units).
Thunderhawk Transporter WE Save, 5+ CC, 6+ FF, 5+ Twin Heavy Bolter, 15cm, AP4+/AA5+, Left Arc Twin Heavy Bolter, 15cm, AP4+/AA5+, Right Arc Notes: DC2 (critical=dead), Planetfall, Reinforced Armour, Transport (may carry two rhinos (any variant) OR one land raider (any variant) AND two of the following units: Space Marine Tactical, Assault, Devastator, Scout, Bike, Terminator or Dreadnought units. Terminators and Dreadnoughts take up two spaces each).
Techmarine Character Multi Melta, 15cm, MW5+ And Small arms (MW) Notes: Invulnerable save, Leader, the Multi-melta can shoot and be used to confer the macro-weapon ability to the unit?s firefight value.
Detachment Outriders - Five outrider units (may choose either Land Speeders or Bikes or a combination of the two) - Commander, Attack Bike, Typhoon, Tornado - 200 points Land Raider - Four Land Raiders - Commander, Helios, Hunter, Tacticals, Land Raiders, Prometheus - 375 points Landing Craft - 350 points Armour ? Four armour units (may choose Annihilators, Destructors, Vindicators or any combination thereof) ? Armour, Hunter, Commander, Tacticals - 275 points Support - Four Whirlwinds or Hunters or a combination of the two ? Commander - 300 points Strike Cruiser - Battle Barge - 150 points Infantry ? Four Tactical units ? Commander ? 175 points Scout - Four Scout units ? Commander, Sniper - 125 points Terminator Four Terminator units Commander, Land Raiders 350 points Bomber - ? points Transporter ? one to four transporters - 125 points each
Upgrades Armour - Add up two of the following; Annihilator, Destructor, Vindicator - 75 points each Attack Bikes - Replace any number of outrider units with 1 Attack Bike each - Free Tornado - Replace any number of outrider units with one Tornado each ? 10 points each Typhoon - Replace any number of outrider units with one Typhoon each ? 25 points each Battle Barge - Replace Strike Cruiser with Battle Barge - 100 points Commander - Add one Space Marine Commander, a Captain, Librarian, Chaplain or Techmarine - 50 points Helios - Replace up to four Land Raiders with Land Raider Helios - 50 points each Hunter - 75 points Infantry ? one to four tactical units - 50 points each Land Raiders - Add one to four Land Raiders - 75 points each 0-1 Prometheus ? upgrade one Land Raider to a Prometheus - 75 points Sniper - All Scouts gain the weapon ability sniper - 75 points
Transport All infantry must be transported in vehicles. Any infantry not transported after upgrades must buy enough Rhinos and/or Razorbacks to transport remainder ? 25 points each
_________________ 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
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