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Cadian Shock Troops v1.1

 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:31 pm 
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Evil and Chaos wrote:
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Thoughts?

Go with one-shot, and start testing at 200pts.

After dropping its bomb, it'll still be able to strafe ground targets with 2x AP4+ attacks for the rest of the game.


Wait, what?

Every other Marauder Twin Heavy Bolter turret is AA5+. No AP. You'll also remember I abstracted out the front and rear turrets to a single all around shot.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:34 pm 
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Quote:
Wait, what?

Every other Marauder Twin Heavy Bolter turret is AA5+. No AP.

So give it AP shots. :-)

This Marauder doesn't have an upper cuploa turret heavy bolter spot, instead having them on the back and the front. Seems sensible to allow it to target the ground, really, otherwise it'll be nigh-useless for those turns where it doesn't use its bomb.

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You'll also remember I abstracted out the front and rear turrets to a single all around shot.

That can be changed.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:35 pm 
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zombocom wrote:
E&C: Ermmmm..... No, they reload back at base after every turn.

That's silly. ;D

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:36 pm 
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Evil and Chaos wrote:
zombocom wrote:
E&C: Ermmmm..... No, they reload back at base after every turn.

That's silly. ;D


Thems what it say.

The 15 minutes thing isn't that concrete.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:37 pm 
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Will it be justifiable since other tail bolter turrets don't have that ability?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:39 pm 
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Well then give it slow firing I guess, and downgrade the shot to just MW instead of TK.

It's still daft to say that you can reload/refuel in 30mins, mind you. :)

Quote:
Will it be justifiable since other tail bolter turrets don't have that ability?

If you go for slow firing it won't be nessesary.

I'd still give it to the nose gun, mind you.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:50 pm 
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Evil and Chaos wrote:
Well then give it slow firing I guess, and downgrade the shot to just MW instead of TK.

That would mean an average of .66 DC of damage on a Warlord (4 hits under the hole x 5+ to hit x 4+ armor). Less as the DC goes down or if there are operational Voids. Given that it's a combination Bunker buster/War Engine hunter, that seems poor.

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I'd still give it to the nose gun, mind you.

That makes sense, it won't break any existing conventions.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:51 pm 
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Sounds like this is in the wrong place, as the whole discussion is definitely 'Orky' -
- - - so go for bigga, betta LARGER bomms 'n gunz ;D

On the A/c reloading, I have always assumed an 'elastic' time scale for the turn (to fit in with the 'elastic' ground scale).


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:52 pm 
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I say keep it as TK one-shot; it might stop it completely making the normal bomber worthless.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 5:59 pm 
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Ginger wrote:
Sounds like this is in the wrong place, as the whole discussion is definitely 'Orky' -
- - - so go for bigga, betta LARGER bomms 'n gunz ;D

It seems to be based on the same principle as the "Grand Slam" bomb of WWII, where a Lancaster switched out its bomb load for a single block buster bomb.

Quote:
On the A/c reloading, I have always assumed an 'elastic' time scale for the turn (to fit in with the 'elastic' ground scale).

I guess I'll have to accept that... normally turn-around times for a big bomber would be hours, not minutes.



Considering its bunker busting ability, this weapon should definitely have ignores cover.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 6:02 pm 
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I can see that. It already negates the cover save as a Macro Weapon, so the only effect would be to also ignore the modifier with Ignore Cover. I don't think the price would need to go up for such a small change?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 6:08 pm 
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Spectrar Ghost wrote:
I can see that. It already negates the cover save as a Macro Weapon, so the only effect would be to also ignore the modifier with Ignore Cover. I don't think the price would need to go up for such a small change?


You'll need to go down to "only" Macro Weapon status with it, IMO.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 6:11 pm 
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It's not a small change; it's effectively +1 to hit against infantry 90% of the time.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 6:21 pm 
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Let me think on it. I don't want to make the heavy Marauder redundant, but it seems reasonable since the list has enough WE hunters in the form of Deathstrikes and Shadowswords. Getting a single Macro shot a game seems low though, in a list where there is a required Leviathan.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 9:30 pm 
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There are two possibilities for the Colossus Bomb, as I see it. Both would come in at 200 points for starters.

The first is a 15cm 3BP, TK(1), Fixed Forward, One Shot weapon.

This would be between 1.2 and 3 times as powerful, on a run for run basis, against war engines (tested Scorpion, Baneblade, and shieldless Warlord) versus the Heavy Marauder. It would be around 1.25 times as powerful against light infantry (IG) and four times as powerful against heavy infantry (Terminators) regardless of cover status.

The second would be a 15cm, 3BP, MW, IC, Slow Loading, Fixed Forward weapon.

It would be between .8 and 1.5 times as powerful against war engines as a Heavy Marauder (again on a run for run basis), 1.25 times as powerful against light infantry in the open, and 2 to 3 times as powerful against heavy infantry and infantry of both types in 4+ cover.

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