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Hot to drop

 Post subject: Hot to drop
PostPosted: Tue Mar 06, 2007 2:50 pm 
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So the deductive among you may have realised with all this marine stuff I may be going through my old notes. This pretty much all dates back to following the publication of epic and discussions around the core lists and possible variants. As is apparent the current list is somewhat air assault orientated. But there are a few oddities. You can build formations that are not air transportable. And I?ve never liked the relatively inflexible formations.

So the above. The changes are two fold.
First are the general proposed changes to the marine list.
The second is in formation flexibility. As a result whirlwind, predator, vindicator and hunter formations and upgrades are grouped together in various ways as support, armour and tank support. The whirlwind change may strike you as somewhat strange ? but its to address complaints about having to buy two packets. Yes you would lose 50% of your firepower but a few people it seems would do it and if so let them. Plus why is your flak hanging about at the back anyway? An additional option to consider is an upgrade taking the formation up to 6 whirlwinds and hunters ? would say 450 points for 6  whirlwinds (or 5 and a hunter) be too much? Yes I realise the core change also allows the formation to field 4 hunters, but for 300 points you will control that section of the sky, but little more.
Bikes and speeders are also mixed together. There way be a problem with this, but as yet I can?t remember it. I suspect most will field fairly vanilla formations of all one or the other still.

The battle barge change is intended for large games ? a strike cruiser lacks the capacity here. Does this mean though it should have a change in price?

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 Post subject: Hot to drop
PostPosted: Tue Mar 06, 2007 2:55 pm 
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I've only had a quick look at it, but I like the air assault rule.  It is very similar to a rule that I have for my own Chapter, heck it is identical.

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 Post subject: Hot to drop
PostPosted: Tue Mar 06, 2007 3:25 pm 
Purestrain
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I think you're going to find that the turn 2 Battle Barge might be a problem.  We played a Turn 3 drop army recently and even using Speed Freeks it took me 2 turns to get into position to counter the SMs.  The real battle is grabbing objectives all within a single turn.

Without the extra turn for the defender to prepare and without the SM being forced to get objectives immediately I think such a massive drop may be overwhleming.

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 Post subject: Hot to drop
PostPosted: Tue Mar 06, 2007 5:25 pm 
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Fairy snuff - note not everything has to be dropped - merely everything must be able to be dropped, so the second leg of the drop ships could be during the game to reinforce whats there.

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