Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 138 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next

Imperial Guard Armoured Regiment V1.3

 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Mar 08, 2007 5:29 am 
Brood Brother
Brood Brother

Joined: Wed Mar 07, 2007 5:39 am
Posts: 15
Location: campbell, ca
GW fluff also doesn't make sense sometimes.

_________________
berman mo


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Mar 08, 2007 6:31 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
I'm not a fan of the G/W fluff ... their 6mm models sold me in '90 ... I prefer the Hammer's Slammers story line ! :D  But my Av tells it all !  Plus I too am a closet historian ... so that even make G/W's machinations even more - ridiculous !  But I'm OT ... again ! :(   :)

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Mar 08, 2007 11:59 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 7:35 am
Posts: 5455
Location: Finland
Well, I do agree about scouts usually being elite. But in case of Space Marines the system actually makes _some_ sense, although it can of course be debated.

Let me explain.

1) The marines are, first and foremost, assault infantry. They make drops to hot zones all the time.
2) Even a marine scout is tougher and better trained than most "normal" elite infantry.
3) Scouts are not yet full marines and don't have the powered armour interface implants (black carapace).

3) means they are not quite ready to do the operations in 1). Yet 2) means they are more than capable of scouting and stealth missions. Even if those missions are dangerous they are still safer than drop pod assaults, so the marines are not risking the future of their chapter by getting the scouts killed before their progenoids have had chance to mature.

Of course GW has to contradict themselves, as usual, by Space Wolves and Black templars .  :glare:

_________________
I don't know and I let who care. -J.S.


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Mar 08, 2007 5:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
See the thread posted just on the SM Sct "situation" ! G/W fluff is "frakked up" ! :O

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Tue Mar 13, 2007 11:18 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
??? Not to quell a discussion, but we are WAY off topic, don't you think?

Below was one of my ideas.  Any thoughts on this from anyone?

(Moscovian @ Feb. 26 2007,08:45)
QUOTE
For the Destroyer, maybe the only solution is a special rule (a one liner on the stat box should do it). ?I personally hate to see it go that way, but oh well.

My other thought is perhaps pulling the Destroyer out of the Russ formations all together. ?Set them up as scouts so that they can garrison, make it 4 to a formation, AT2+, 75cm range, 4 to a formation, 300 points.

Thoughts?

Oh and my understanding is that ranges on aircraft weapons do not (and should not) match ground weapons due to their position on the board (no cover, etc).





_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Tue Mar 13, 2007 11:09 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
Yep, that's why the Scout thread was started ! :;):  But either way my comment on G/W fluff stands !! :D

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Mar 22, 2007 7:35 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Aarrggggg! Spent almost an hour typing a reply for a power cut to lose it just as I finished. Basically about tanks. Here is it again, but its a bit briefer, I can't face typing out all the reasoning again!

Commissars. Its a bugger to paint them on, especially random ones. Far better is to have
Your army may contain 1 commissar for every 450 points in your army (round up).
This gives 7at 3000 points, 6 at 2700 etc. A lot better, main list should have this.

Salamander command
Heavy flamer - small arms and ignore cover
FF is too high (same as russ?), especially as it has 10cm countercharge, should be FF5+

Vanquisher
Has FF5+, any reason?

Executioner (surely Ryza pattern?)
Slow fire weapons have one basic strategy. Advance/double turn 1, fire, use secondary weapons/assualt whatever turn 2, then fire again turn three. Fire on 2nd turn and often don't fire again.
Question from its stats, does slow fire apply to the small arms attack as well, I hope i don't hvae to use it.
MW makes the game less fun for armies especially marines, so i'd always be hesitant to use it.
The tank is second rate compared to a russ, poor at the above strategy as well.
Two solutions
1 - No sponsons so extra power less wieght means plus 5cm move. Helps with strategy above.
2 - No sponsons means more power for main gun, so no slow fire. Could leave it as MW4+ but something like AP3+/AT3+ (maybe even 2+) and a FF boost to 4+ would be more usful, and less bookkeeping.

Destroyer Tank Hunter
+5cm move wouldn't be amiss for a shoot and scoot vehicle.
Sniper would be a function of the tank crew/tank, leaving the gun as underwealming, regular battlecannon is better (who cares they find it hard to make them anymore?). TK(1) or increased range or something (with perhaps a higher AT value) is needed. Gun should be fixed forward?

Thunderer
+5cm move, would be a good differentiation from demolisher, also would be where the power for the other three weapons goes. Gun should be fixed forward?

Medusa
? Why is it even in list, leave it for krieg or an infantry force. Since when do tank regiments get assigned to take fortresses. Stats are also wierd. Why heavy bolter fixed forward? Also gun silly short range for a powerful attack on armour 6+. Will die if enemy has any sense. 30cm (the same as a light machine gun in the game), indirect or even 45cm would be better.

Shadowsword
Should be two twin heavy bolter, sht's don't have arcs for secondary weapons. If you are worried about increase in attack value don't, with upgraded baneblade and other sht options it will be fine.

Baneblade
See other discussion on main gun. Lose fire arcs from secondary weapons (appart from demiloisher).
Consider how proposed demolisher cannon change to small arms ignore cover would affect tank and other demolisher tanks.

Stormblade
Blastgun should be fixed forward. Lose fire arcs from secondary weapons.

Stormsword
Siege cannon should be fixed forward. Witrh 15cm range you will probably find 30cm range too short, perhaps check out chaos decimator? With change to MW BP it becomes good tank hunter (hits on a minimum of 5+ when doubling). I don't think that should be intent, perhaps instead have 45cm, 3bp, ignore cover, disrupt. Also note the decimator is a horrible broken vehicle, partly because of MW BP and otherwise because of fearless. Lose fire arcs from secondary weapons. heavy flamer get small arms, ignore cover. As short ranged tank thick rear armour makes sense.

Stormhammer
Lascannon? On a short ranged infantry support tank? Also twin demolisher should give small arms ignore cover reguardless of any other change.
The following stats have been playtested for a while.
Note I thought the guns too big for demolishers so wanted a different explanation.

Stormhammer Super Heavy Assault Tank
Numerous different Stormhammer SHT?s exist, fighting all over the galaxy. Indeed it is rare for any two to be exactly the same as the Stormhammer is a conversion to battered and destroyed Imperial SHT?s to swiftly return them to battle. Damaged guns are replaced with worn out artillery barrels - weapons whose shells have started falling short or that can no longer be counted to accurately engage distant targets. These heavy guns find new life providing infantry close support in environments such as cities that conventional armour finds costly to penetrate.
A classic example is the attack on the capitol city of Mendeleev, a world that had taken the decision to break from the Imperium in M38.173. For over two hundred years deprivations from Eldar pirates and a rash of similar independently minded systems delayed any Imperial response. When it came it was spearheaded by a Forgeworld fresh regiment of Baneblades and Shadowswords. Crushing all resistance these tanks moved to enact the pre-invasion threat of decimation if surrender was not immediate, something the ruling elite did not entertain due to purges of nearby systems following their own capitulation. Defences were concentrated in the seat of planetary power with the intent on deadlocking the invading Imperials long enough for Eldar mercenaries to arrive. Initial attacks were disastrous with a dozen SHT?s lost to carefully positioned guns and traps. Supporting infantry were overwhelmed by pre-sighted heavy weaponry. Salvaged SHT?s were repaired and fitted with captured artillery pieces and numerous close in defensive weapons. Firing at point blank the powerful shells demolished position after position.

Type: - War Engine
Save:- 4+
Move:- 15cm
CC:- 5+
FF:- 4+
Weapon:- 2x Twin Linked Cannon
Range:- 30cm
Firepower:- AT2+/AP2+
Notes:- Ignore Cover, Disrupt
AND small arms, ignore cover
Weapon:- 4x Heavy Bolters (I imagine they are twin heavy stubbers)
Range:- 30cm
Firepower:- AP5+
Weapon:- Point Defences
Small Arms, ignore cover, +2FF attacks
(Bolters, stubbers, flamers etc)
Notes: Reinforced Armour, Thick Rear Armour, Walker, Damage Capacity 3. Critical Hit Effect: The Stormhammer?s considerable magazine explodes. It is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.
note, walker is to represent the additional tracks often fitted in the underside of the hull, taken for chimera or leman russ vehicles. Left to run freely they may be connected to the main drive shaft when operating in urban environments giving improved traction (copied from a WWI idea).

Idea is to compare it to a baneblade - so the two main weapons and secondary weapons need something of a boost to compare to that tanks armament, hence the extra assault punch, 2 1/2 hits per tank compared to the baneblades 1 1/2, with the addition of thick rear armour and walker to allow it to operate that close in, or in confused urban fighting. Was originally FF3+, so a total of 3 1/3 hits but it seemed to be doing a bit to well, so got knocked down a bit.

But more fundementally I would ask why are the stormhammer and stormsword in an armoured regiment list? There are better lists for them to be in. They do not fit the ethos of an armour list in my view. Consider the historical use of siege tanks in WWII (or even proposed Leapard infantry support tanks for canada in Afghanistan).

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Mar 22, 2007 12:46 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire

(The_Real_Chris @ Mar. 22 2007,06:35)
QUOTE
Aarrggggg! Spent almost an hour typing a reply for a power cut to lose it just as I finished. Basically about tanks. Here is it again, but its a bit briefer, I can't face typing out all the reasoning again!

Commissars. Its a bugger to paint them on, especially random ones. Far better is to have
Your army may contain 1 commissar for every 450 points in your army (round up).
This gives 7at 3000 points, 6 at 2700 etc. A lot better, main list should have this.

I agree that Commissars should be at a fixed ratio versus points values... something that should happen to the normal IG list too!

Salamander command
Heavy flamer - small arms and ignore cover
FF is too high (same as russ?), especially as it has 10cm countercharge, should be FF5+


Agreed.

Vanquisher
Has FF5+, any reason?

Typo. :)

Executioner (surely Ryza pattern?)
Slow fire weapons have one basic strategy. Advance/double turn 1, fire, use secondary weapons/assualt whatever turn 2, then fire again turn three. Fire on 2nd turn and often don't fire again.
Question from its stats, does slow fire apply to the small arms attack as well, I hope i don't hvae to use it.
MW makes the game less fun for armies especially marines, so i'd always be hesitant to use it.
The tank is second rate compared to a russ, poor at the above strategy as well.
Two solutions
1 - No sponsons so extra power less wieght means plus 5cm move. Helps with strategy above.
2 - No sponsons means more power for main gun, so no slow fire. Could leave it as MW4+ but something like AP3+/AT3+ (maybe even 2+) and a FF boost to 4+ would be more usful, and less bookkeeping.

I agree it needs looking at, I'll have another puzzle at its stats.

Destroyer Tank Hunter
+5cm move wouldn't be amiss for a shoot and scoot vehicle.
Sniper would be a function of the tank crew/tank, leaving the gun as underwealming, regular battlecannon is better (who cares they find it hard to make them anymore?). TK(1) or increased range or something (with perhaps a higher AT value) is needed. Gun should be fixed forward?

I'd love to simply make this gun AT4+ TK(1), and leave the rules lawyers to argue the legalities of such a statline.

Sniper is a complete abstraction.

+5cm move could be a possibility here, representing normal operational speed rather than its top speed relative to the normal Leman Russ.

Thunderer
+5cm move, would be a good differentiation from demolisher, also would be where the power for the other three weapons goes. Gun should be fixed forward?

Again, looks like a good idea to help this underpowered vehicle.

Medusa
? Why is it even in list, leave it for krieg or an infantry force. Since when do tank regiments get assigned to take fortresses. Stats are also wierd. Why heavy bolter fixed forward? Also gun silly short range for a powerful attack on armour 6+. Will die if enemy has any sense. 30cm (the same as a light machine gun in the game), indirect or even 45cm would be better.

In the background (And 40k rules), the Medusa has a more powerful main weapon than the Manticore, it does not fire Indirect, and it is extraordinarily short ranged.

Could possibly bump its armour save to 5+.

It's only in the list because I've found references to Medusas in Armoured Regiments in one of the Imperial Armour books IIRC.

Shadowsword
Should be two twin heavy bolter, sht's don't have arcs for secondary weapons. If you are worried about increase in attack value don't, with upgraded baneblade and other sht options it will be fine.

Will check that out.

Baneblade
See other discussion on main gun. Lose fire arcs from secondary weapons (appart from demiloisher).
Consider how proposed demolisher cannon change to small arms ignore cover would affect tank and other demolisher tanks.

My concern with the up-gunning was that the tank might become overpowered when sustaining fire, thus it was given fire arcs. Maybe it shouldn't have them, and certainly it'd make the datafax easier to read.

Stormblade
Blastgun should be fixed forward. Lose fire arcs from secondary weapons.

Fair enough!

Stormsword
Siege cannon should be fixed forward. Witrh 15cm range you will probably find 30cm range too short, perhaps check out chaos decimator? With change to MW BP it becomes good tank hunter (hits on a minimum of 5+ when doubling). I don't think that should be intent, perhaps instead have 45cm, 3bp, ignore cover, disrupt. Also note the decimator is a horrible broken vehicle, partly because of MW BP and otherwise because of fearless. Lose fire arcs from secondary weapons. heavy flamer get small arms, ignore cover. As short ranged tank thick rear armour makes sense.

In the background the Stormsword is the siege tank, smashing down buildings and hosing the remains with flamers. I don't think it should have MW status, though Disrupt is an interesting consideration.

Thick Rear Armour can't be justifed in my opinion, as in 40k it has an identical armour profile to a Baneblade.


Stormhammer
Lascannon? On a short ranged infantry support tank? Also twin demolisher should give small arms ignore cover reguardless of any other change.
The following stats have been playtested for a while.
Note I thought the guns too big for demolishers so wanted a different explanation.

Stormhammer Super Heavy Assault Tank
Numerous different Stormhammer SHT?s exist, fighting all over the galaxy. Indeed it is rare for any two to be exactly the same as the Stormhammer is a conversion to battered and destroyed Imperial SHT?s to swiftly return them to battle. Damaged guns are replaced with worn out artillery barrels - weapons whose shells have started falling short or that can no longer be counted to accurately engage distant targets. These heavy guns find new life providing infantry close support in environments such as cities that conventional armour finds costly to penetrate.
A classic example is the attack on the capitol city of Mendeleev, a world that had taken the decision to break from the Imperium in M38.173. For over two hundred years deprivations from Eldar pirates and a rash of similar independently minded systems delayed any Imperial response. When it came it was spearheaded by a Forgeworld fresh regiment of Baneblades and Shadowswords. Crushing all resistance these tanks moved to enact the pre-invasion threat of decimation if surrender was not immediate, something the ruling elite did not entertain due to purges of nearby systems following their own capitulation. Defences were concentrated in the seat of planetary power with the intent on deadlocking the invading Imperials long enough for Eldar mercenaries to arrive. Initial attacks were disastrous with a dozen SHT?s lost to carefully positioned guns and traps. Supporting infantry were overwhelmed by pre-sighted heavy weaponry. Salvaged SHT?s were repaired and fitted with captured artillery pieces and numerous close in defensive weapons. Firing at point blank the powerful shells demolished position after position.

Type: - War Engine
Save:- 4+
Move:- 15cm
CC:- 5+
FF:- 4+
Weapon:- 2x Twin Linked Cannon
Range:- 30cm
Firepower:- AT2+/AP2+
Notes:- Ignore Cover, Disrupt
AND small arms, ignore cover
Weapon:- 4x Heavy Bolters (I imagine they are twin heavy stubbers)
Range:- 30cm
Firepower:- AP5+
Weapon:- Point Defences
Small Arms, ignore cover, +2FF attacks
(Bolters, stubbers, flamers etc)
Notes: Reinforced Armour, Thick Rear Armour, Walker, Damage Capacity 3. Critical Hit Effect: The Stormhammer?s considerable magazine explodes. It is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.
note, walker is to represent the additional tracks often fitted in the underside of the hull, taken for chimera or leman russ vehicles. Left to run freely they may be connected to the main drive shaft when operating in urban environments giving improved traction (copied from a WWI idea).

Idea is to compare it to a baneblade - so the two main weapons and secondary weapons need something of a boost to compare to that tanks armament, hence the extra assault punch, 2 1/2 hits per tank compared to the baneblades 1 1/2, with the addition of thick rear armour and walker to allow it to operate that close in, or in confused urban fighting. Was originally FF3+, so a total of 3 1/3 hits but it seemed to be doing a bit to well, so got knocked down a bit.

But more fundementally I would ask why are the stormhammer and stormsword in an armoured regiment list? There are better lists for them to be in. They do not fit the ethos of an armour list in my view. Consider the historical use of siege tanks in WWII (or even proposed Leapard infantry support tanks for canada in Afghanistan).

Interesting stats for the Stormhammer!

Mine were simply based on what I remembered from the SM/2-era (It used to have about 8 Heavy Bolters IIRC lol).

Justification for its presence to come later, maybe. :)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Mar 22, 2007 2:25 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London

(Evil and Chaos @ Mar. 22 2007,11:46)
QUOTE
In the background (And 40k rules), the Medusa has a more powerful main weapon than the Manticore, it does not fire Indirect, and it is extraordinarily short ranged.

Could possibly bump its armour save to 5+.

It's only in the list because I've found references to Medusas in Armoured Regiments in one of the Imperial Armour books IIRC.

Prob with that is its not the enclosed armegeddon style vehicle 9perhaps FW could make the more armoured versions? :)

The idea shouldn't be to copy FW ideas on organisation, but rather create something that gives the feel of an armoured regiment in Epic.

My concern with the up-gunning was that the tank might become overpowered when sustaining fire, thus it was given fire arcs. Maybe it shouldn't have them, and certainly it'd make the datafax easier to read.


Don't worry, its not - and if you get to sustain with the baneblade the enemy isn't playing you right!  (Or they have reached their objective!)

Thick Rear Armour can't be justifed in my opinion, as in 40k it has an identical armour profile to a Baneblade.

So? Epic doesn't copy things over like that - look at the 'Russ compared to a predator or similar. Perhaps in Epic they realised that when operating with enemies all around they needed more armour than the longer ranged baneblade? One uparmouring later by crews who want to live and ta-da its a vehicle that can operate in cities!

Remember this is the game that created most of the forgeworld iconic stuff (baneblades, russ etc), not a slavish follower!

Mine were simply based on what I remembered from the SM/2-era (It used to have about 8 Heavy Bolters IIRC lol).

I think it had 4 battlecannon then either 4 heavy bolter and 12 bolters, or just 16 bolters, can't remember offhand.

Oh and something to consider to make the artillary a bit different. Why not lose the manticores and use the forgeworld/3rd ed basilisks instead? Same as the armegeddon ones, just with a 6+ save. 225 for 3, or 575/600 for a company.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Tue May 01, 2007 3:51 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
What is the status of this list?  Is it going to be part of Epic: Raiders (a bit heavy for Raiders)?  From the sound of it, it will be in Epic: Raiders.  How much play testing has it seen?

(Do not have opponent to play test or a complete force yet - missing some of the unique units yet)

_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Tue May 01, 2007 11:27 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
We would definitely like to have the Armoured Regiment list in the suppliment...

New version coming v. soon. :)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu May 17, 2007 3:28 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9543
Location: Worcester, MA
I take it the Vanquisher is the same price as the regular Russ to fit in with the Steal Legion list?

Was Reinforced Armour purposely left off of the Executioner?

My last question, have you thought of allowing the Russes without sponsons be upgraded to allow them?  It would make for some fun modeling opportunities.

I agree with Chris' earlier point that the Inferno Cannon and Heavy Flamers should get Small Arms Ignore Cover, but that's a change I'd like to see across the board in the rules.

_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Mon May 21, 2007 11:39 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
Right now the Tallarn Armored List lacks anyway of getting the Commander ability aside from the Salamander Command Vehicle, but I definitely think that the Tank Company should have the ability.

_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Jun 14, 2007 6:55 pm 
Brood Brother
Brood Brother

Joined: Tue May 02, 2006 10:38 pm
Posts: 16
At a glance:

The executioner is missing reinforced armour. Is this deliberate?

I quite like the destroyer and don't feel that it is overpowered for the simple reason that it is hard to find a formation for it. It's range and sniper ability may be a bit wasted in a tank co and will drive the price up massivly. In a platoon I could see it working as an addition to an artillery company although this means that the artillery co will need to be placed in LOS.

From a background point of view it seems a bit weird that thunderers are not rare when they are made from damaged destroyers. Also I think they may be a little undercosted. 10 of them for 400 seems very reasonable to me especially when compared to the more expensive conquerer.

Is there any chance of a tank support platoon type formation of around five leman russ variants? I think the addition of this formation might make conquerers more attractive.

Finally demolishers might be a little undercosted. Not by much but once again the prospect of 10 of them in a formation is pretty scary.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 138 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next


Who is online

Users browsing this forum: No registered users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net