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Marauder - what to test
Quick - 3BP and 250 points 50%  50%  [ 9 ]
Extensive - 2DC, 6+ save, 3BP, twin lascannon, 2x twin heavy bolters (AA only) 50%  50%  [ 9 ]
Total votes : 18

Marauder - what to test

 Post subject: Marauder - what to test
PostPosted: Sun Jul 15, 2007 5:09 pm 
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'Keeping it simple' will not increase its appeal when compared to artillery.  It still means the lose of 50% effectiveness for (if I remember correctly) 2 hits.  I would even let the BP stay 2BP if the aircraft was made a DC2 Armor 6+ aircraft.

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 Post subject: Marauder - what to test
PostPosted: Sun Jul 15, 2007 5:23 pm 
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And how about to allow 3 Marauders per squadron?

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 Post subject: Marauder - what to test
PostPosted: Sun Jul 15, 2007 11:49 pm 
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(orangesm @ Jul. 15 2007,16:09)
QUOTE
'Keeping it simple' will not increase its appeal when compared to artillery.  It still means the lose of 50% effectiveness for (if I remember correctly) 2 hits.  I would even let the BP stay 2BP if the aircraft was made a DC2 Armor 6+ aircraft.

It increases its appeal for me and other playtesters, if not yourself.  A 250 point arty battery is pretty vulnerable too.

As I said in the other thread, 2BP means you lose a hell of a lot more than 50% effectiveness when you lose 50% of the planes. Thus the 3BP.

250 points, 3BP. These proposals for turrets all over the place are just a red herring.  

3 Marauders = no cos of SG pack size and Armageddon fluff. All these things have been covered before.

By the way do people realise that the racks on the SG model are just whirlwind launchers stuck on upside down?  :D

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 Post subject: Marauder - what to test
PostPosted: Mon Jul 16, 2007 8:52 am 
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Why? Only because of WYSIWYG?
Then please make the SG Marauder an entirely new plane.

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 Post subject: Marauder - what to test
PostPosted: Mon Jul 16, 2007 9:50 am 
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Aye, call the SG model the 'Avenger Fighter-Bomber' or somesuch. :)


Note that I'm on the side of 2DC, 3BP for the 'Marauder Bomber'.

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 Post subject: Marauder - what to test
PostPosted: Mon Jul 16, 2007 2:12 pm 
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How about we test both?  See which one feels right. If we test one for a bit and then test the other or have two groups of testers (no switching) and honestly report how the aircraft plays only compared to the previous version (and not the other version)  we could determine which one feels like it is more of the medium bomber.

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 Post subject: Marauder - what to test
PostPosted: Tue Jul 17, 2007 10:40 am 
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Hi, my vote go to the extensive version.

I think the marauder will be more playable with an armor of 6+ DC2 (in relation with the W40k profile) and a 3PB for representing the real power of an heavy bomber. A marauder should be compare to a B-52 bomber IMHO.

Jay

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 Post subject: Marauder - what to test
PostPosted: Tue Aug 07, 2007 1:10 pm 
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im going for the 2DC overhaul, its working for the AMTL list so it should work here... 2DC feels right for a bomber...

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 Post subject: Marauder - what to test
PostPosted: Tue Aug 21, 2007 8:38 am 
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greetings..

I'll again throw my hand up for the revised 2DC, 6+ save, 3BP version at 300pts to 350pts


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 Post subject: Marauder - what to test
PostPosted: Wed Oct 31, 2007 11:50 am 
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I reckon that future lists can be x pattern and use the FW model, or x pattern and use the SG model(s) (there are two you know). The simple change as a 'generic' medium bomber is fine to be going on with ultimately, even if aesthetics demands other considerations!

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 Post subject: Marauder - what to test
PostPosted: Wed Oct 31, 2007 11:52 am 
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There are now three FW Marauder models***, and a Marauder Destroyer too. Not sure if you'd know that if you've been without 'net access.



***
Marauder
Marauder AWACS
Marauder carrying what is essentially a MOAB

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