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Baneblade
The stats below (with whatever concensus) 62%  62%  [ 18 ]
Other stats (suggest below) 38%  38%  [ 11 ]
Total votes : 29

Baneblade

 Post subject: Baneblade
PostPosted: Wed Aug 08, 2007 11:25 am 
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Surely they shouldn't be the same but they should have the same effect in comparison to the other weapons in epic.
Ultimately ALL weapons in Epic are based on weapons from WH40k.

I still wonder if the wepons stats in the Apocalypse rumours are only for apocalypse games, or if there are dowgraded versions (= the forgeworld stats) for regular WH40k games?
That strength 7+ weapons ignore armour saves seems to be an optional rule if the rumours are true. Else the Ap 3 on the Baneblade Battlecannon wouldn't make sense.

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 Post subject: Baneblade
PostPosted: Wed Aug 08, 2007 11:55 am 
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I don't think that Ap3 weapons are artificially high. All weapons which has such a high Ap deserve it. They are usually high energy weapons or have a very forceful blast.
My only complain would be, that every ImperialGuard sqaud can have Plasmaguns while they are supposed to be very rare in the ImperialGuard. But thats it.

And i wouldn't strictly go with the fluff either. According to fluff a Tau Railgun blasts man sized holes in LandRaiders....on both sides with ease.

I prefer a mix of the 2nd Edition/Necromunda weapons rules, the 4th Edition rules and fluff. A bit rule-of-cool can be healthy too :D
But fluff comes on number one if it comes to which weapon is available in which number for whom. Then i look at playability.

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 Post subject: Baneblade
PostPosted: Wed Aug 15, 2007 8:31 pm 
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I have made some suggestions previously about what the Mega Battle Cannon should be on the Baneblade.  Those suggestions were wrong and I would like to make a revised suggestion about the Baneblade that should put it equal to the Shadowsword.

Baneblade (Proposed)
Type: WE
Speed: 15cm
Armor: 4+
CC: 6+
FF: 4+
Mega Battle canon: 75cm - MW4+
Co-axial autocanon: 45cm - AP5+/AT6+
Hull Heavy bolter: 30cm - AP5+
Demolisher canon: 30cm - AP3+/AT4+, ignore cover, fixed forward arc
2x Twin-linked Heavy Bolters: 30cm - AP4+
2x Lascannons: 45cm - AT5+

Notes: Reinforced Armor, Damage Capacity (3). Critical = magazine explosion, destroyed, units within 5cm hit on 6+


My apologies for any problems my earlier suggestions may have caused.

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 Post subject: Baneblade
PostPosted: Wed Aug 15, 2007 8:36 pm 
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Going with WYSIWYG, the hull heavy bolter is twin-linked.

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 Post subject: Baneblade
PostPosted: Wed Aug 15, 2007 8:56 pm 
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But the Guard has no ranged MW attack. At least until the Demolisher changes.

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 Post subject: Baneblade
PostPosted: Wed Aug 15, 2007 9:08 pm 
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Hey Blarg, how many points should a MW'd-up Demolisher be?

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 Post subject: Baneblade
PostPosted: Wed Aug 15, 2007 9:17 pm 
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Going with WYSIWYG, the hull heavy bolter is twin-linked.


I've seen it both ways.  Upping it to twin linked will increase its firepower but not enough to be a big deal.  All things considered I'm indifferent.

I still think that the AP3+/AT3+ is better choice than MW on the main cannon. MW seems to be getting too prevalent.

I figured it with AP3+/AT3+ and I would have to extend the range out to 105cm to make it balance.  (Nobody like a 105cm range weapon for any reason, it seems.)  I could add the ability that the Mega Battle Cannon could fire all around, which works nice, but I would also have to do that for the co-axial autocannon and that makes the Baneblade overpowered compared to the Shadowsword.  (Boy, I never thought I would ever type that...)

If you were to make the Mega Battle Cannon an AP2+/AT2+ and extend the range to 90cm then you could get a comparable weapon without the MW ability.

But the Guard has no ranged MW attack. At least until the Demolisher changes.

The more I go through and refigure stuff I am more and more inclined to argue against changing the Demolisher Cannon.  If you up the speed of the Vindicator to 30cm then it balances out rather nicely compared to the Predators.  Increasing the firepower of the Demolisher Cannon on the Baneblade is not going to help too much, any improvements are going to be muted by the Fixed Forward Arc of the Demolisher Cannon on the Baneblade.  That, and I think the Baneblade can be balanced rather nicely by simply tweaking the Mega Battle Cannon.  Yes, the LRuss Demolisher might be a problem, but I'm not in a hurry to change it right now.

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 Post subject: Baneblade
PostPosted: Wed Aug 15, 2007 9:48 pm 
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Uhm..the Banblades turret weapons allready have an 360? firing arc?

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 Post subject: Baneblade
PostPosted: Wed Aug 15, 2007 11:33 pm 
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As other people have pointed out before - there's not good justification for making the turret gun MW unless demolishers are. Demolishers are a more powerful gun than the BB BC. You may not think a demolisher MW on the Baneblade helps much but I'd disagree. Combined with the 3+ BC and 2 more HB's I think it is quite enough to playtest for now.

However, MW4+ is better than the 3BP MW main gun Blarg - good move on that front at least :)  I also agree that the lack of any ranged MW on the Guard tanks is just weird frankly. They can make a TK and AT but no mid-range guns? Nah...

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 Post subject: Baneblade
PostPosted: Thu Aug 16, 2007 8:41 am 
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You missed the sponson lascannons.

The stats should look so:

Type/ Speed/ Save/ CC/ FF
War Engine/ 15cm/ 4+/ 6+/ 4+
Weapon/ Range/ Firepower/ Notes
Baneblades Battlecannon/ 75cm/ AP3+ AT3+
Co-axial Autocannon/ 45cm/ AP5+ AT6+
2 x Twin Heavy Bolter/  30cm/ AP4+/ Left/Right Arc
2 x Lascannon/ 45cm/ AT5+/ Left/Right Arc
Twin Heavy Bolter/ 30cm/ AP4+/ Fixed Forwards
Demolisher/ 30cm/ AP3+ AT4+/ Fixed Forwards, Ignore Cover

Notes: Damage Capacity (3). Reinforced Armour. Critical = magazine explosion, destroyed, units within 5cm hit on 6+

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 Post subject: Baneblade
PostPosted: Thu Aug 16, 2007 11:14 am 
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Weapon arcs on the Lascannons & Heavy Bolters is contraversial, I think, though personally I support them.

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