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Thunderhawk Transporters

 Post subject: Thunderhawk Transporters
PostPosted: Mon Mar 20, 2006 9:56 pm 
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Don't know if this has been discussed before...

Code Sample

Thunderhawk transporter

Type ? ?Speed ?Armour CC ?FF
Bomber ??na ? ?? ? 4+? ? 6+ ?5+

Weapon ? ? ? ? ? ? ? ? ? ? ? ? Range ? ?Firepower ? Notes
2 twinlinked heavy bolter ?15cm ? ?AP4+/AA5+ ?Left Arc
2 twinlinked heavy bolter ?15cm ? ?AP4+/AA5+ ?Right Arc

Notes
DC2 (critical=dead), planetfall, reinforced armour. transport (may transport 2 rhinos (or rhino variants) or a single landraider (or landraider variant). ?In addition it may carry up to 4 marine units or 2 terminator units.)


These stats are adapted from those posted by Ragnarok. I would suggest a points value of 150 and a squadron size of 1-2.

These would make an interesting variation on the Landing Craft (less all-your-eggs trouble), the option of landing a small formation with a single transporter.

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 Post subject: Thunderhawk Transporters
PostPosted: Mon Mar 20, 2006 10:44 pm 
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So the only thing it is good for is Assaults, Devastators and Scouts. Does it have to carry the whole formation. Or can it be divided between the 1-2 flyers per squadron?

I can see a use for inserting Assault marines with Vindicators into an assault. It may be of some use. have you playtested this yet. I might giv it a go. Is it 150 points each or for the formation.

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 Post subject: Thunderhawk Transporters
PostPosted: Tue Mar 21, 2006 8:10 pm 
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Yeah, good point - there should be a special rule stating that units amoung a transported formation may be spread across and Thunderhawk Transporter squadron. And that's 150 points each!

Nope, haven't tried it, don't even have SM. I may be using some based off these stats for my Grey Knight list, however.

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 Post subject: Thunderhawk Transporters
PostPosted: Wed Apr 05, 2006 12:17 am 
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Look interesting. So you wopuld be able to transport a Terminator Detachment with Land Raiders to give them some mobility after deploying andnot wasting space in the case of a Landing Craft.

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 Post subject: Thunderhawk Transporters
PostPosted: Wed Apr 05, 2006 6:41 pm 
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Not as such, no, unless they are mounted in Crusaders, as each transporter can only carry 1 LR.

This was exactly the problem I had with introducing T-hawk transporters into Grey Knights - you'd need 4 to transport enough LRs! (The only way that T-hawk transporters work for GKs in my opinion is to have 'super' T-hawk transporters that can carry 2 LRs each!)

So: no. But a single T-hawk transporter can carry a devastator detachment + transport, or use two as a substitute for a landing craft.

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 Post subject: Thunderhawk Transporters
PostPosted: Wed Apr 05, 2006 7:56 pm 
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Hehe... because there's a forgeworld model and it is an interesting idea.

Actually, a formation of two transporters is very similar to a Landing Craft in most respects.

The reason I got started on the transporters was for the Grey Knights - it is attractive to have an option to land armour for a proper air assault/planetfall, but the landing craft just doesn't feel right - too many eggs in one basket. Thunderhawk transporters fit well with the LR problem proviso.

For regular Space Marines, it is a variation on a theme - it allows for some differences but it isn't plugging a hole in the list.

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 Post subject: Thunderhawk Transporters
PostPosted: Wed Apr 05, 2006 8:03 pm 
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I think the Thunderhawk Transporter might be a good candidate for the BT list as the LR Crusader, with higher transport capacity, would be a better candidate than a stock LR for dropping a formation with organic transport.

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 Post subject: Thunderhawk Transporters
PostPosted: Thu Apr 06, 2006 8:32 pm 
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Ops! My bad at the LR and Terminators :( I forgot that they use up 2 spaces in transports. Shame on me :(

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 Post subject: Thunderhawk Transporters
PostPosted: Fri Apr 07, 2006 12:08 am 
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You can still do it. As stated above there are 2 transporters to a formation and that formation can carry an entire formation formation between them. SO two Terms in each and one LRC is a a can do. The other big one is now that the Assault det in Bt is back to four units you can drop Assaulties with vindicators, finnaly the combination might actually work.

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 Post subject: Thunderhawk Transporters
PostPosted: Tue Sep 26, 2006 6:55 pm 
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Thought I might bump this since Epic models are on the horizon...

So... any chance of these being incorporated in the Space Marine army with the revisions?

Also, Transporters have decoy launchers in 40K. Is it warrented to have some Epic mechanic for them? Invulnerable save, perhaps?

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 Post subject: Thunderhawk Transporters
PostPosted: Tue Sep 26, 2006 8:41 pm 
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(Lord Inquisitor @ Sep. 26 2006,18:55)
QUOTE
Thought I might bump this since Epic models are on the horizon...

So... any chance of these being incorporated in the Space Marine army with the revisions?

Also, Transporters have decoy launchers in 40K. Is it warrented to have some Epic mechanic for them? Invulnerable save, perhaps?

Lord =I=

I'd love to see them introduced.


Squadron size of 1-2 seems about right to me. (That lets you carry a Tactical formation plus an extra razorback).



No need to have rules for the decoy launchers, they're incorporated into the T-Hawk's 4+ RA save.

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 Post subject: Thunderhawk Transporters
PostPosted: Tue Sep 26, 2006 9:38 pm 
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(Lord Inquisitor @ Mar. 20 2006,20:56)
QUOTE
Don't know if this has been discussed before...

CODE

Thunderhawk transporter

Type ? ?Speed ?Armour CC ?FF
Bomber ??na ? ?? ? 4+? ? 6+ ?5+

Weapon ? ? ? ? ? ? ? ? ? ? ? ? Range ? ?Firepower ? Notes
2 twinlinked heavy bolter ?15cm ? ?AP4+/AA5+ ?Left Arc
2 twinlinked heavy bolter ?15cm ? ?AP4+/AA5+ ?Right Arc

Notes
DC2 (critical=dead), planetfall, reinforced armour. transport (may transport 2 rhinos (or rhino variants) or a single landraider (or landraider variant). ?In addition it may carry up to 4 marine units or 2 terminator units.)


These stats are adapted from those posted by Ragnarok. I would suggest a points value of 150 and a squadron size of 1-2.

These would make an interesting variation on the Landing Craft (less all-your-eggs trouble), the option of landing a small formation with a single transporter.

Lord =I=

Are these stats based on some existing 40k stats or something?  The reason I ask is that this as it stands seems rather lacking as a transport.

It's lost the battlecannon - that should be enough of a penalty for being able to carry vehicles.  Don't see why troop capacity should go too.

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 Post subject: Thunderhawk Transporters
PostPosted: Tue Sep 26, 2006 10:05 pm 
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According to Imperial Armour 3, Thunderhawk Transporters do not carry any infantry unless they're loaded inside transported Vehicles.

So uh, that'd nessesitate a change to the rules above, and possibly a points reduction too. I suggest:





Thunderhawk transporter - 100 points.

Type    Speed  Armour CC  FF
Bomber   na        4+    6+  5+

Weapon                         Range    Firepower   Notes
2 twinlinked heavy bolter  15cm    AP4+/AA5+  Left Arc
2 twinlinked heavy bolter  15cm    AP4+/AA5+  Right Arc

Notes
DC2 (critical=dead), planetfall, reinforced armour. transport (may transport 2 rhino variants or a single landraider variant, transported vehicles may contain infantry units).





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 Post subject: Thunderhawk Transporters
PostPosted: Wed Sep 27, 2006 12:12 am 
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E&C - the Transporters have decoy launchers but the regular Thunderhawks do not as far as I can remember.

Bombot - yeah, these are based off the 40K rules (not to mention the new Forgeworld model!)

E&C - Good point. However, I still think the points are about right for playtesting (much better err on the side of being too expensive ). I also would stick to the given rules about transporting troops rather than putting them in the vehicles: rather than an exception to the core rules, allowing the troops inside the aircraft for rules purposes as an abstraction makes very little difference - you can't really put more infantry than can be carried by the transport vehicle since you are carrying a whole formation (which must have enough transport vehicles to carry the formation anyway!)

The only problem (as with my GK rules) that unless you're using LR Crusaders you can't transport a Terminator formation. But I can't think of a solution.

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