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Cadian Shock Troops v1.1

 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 9:39 pm 
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This would be between 1.2 and 3 times as powerful

Quote:
It would be between .8 and 1.5 times as powerful

Are these based on guesses? Rolling some dice?

I'm sure Zombocom can do the maths for you.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 9:40 pm 
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No based on the math. I can do the math no problem, I just try not to rely solely on it. The psychological aspects are very important as well.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 9:53 pm 
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No based on the math. I can do the math no problem, I just try not to rely solely on it. The psychological aspects are very important as well.

Math trumps rolling a few dice, if you're trying to figure out simple statistics (Which you are).

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 9:55 pm 
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I'm sorry, I missed a comma there that made it look like I'd misspelled not.

These are based on the math. I can give the exact numbers if you like.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 9:58 pm 
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Please do.

Also, please pick the MW one. :)

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 10:05 pm 
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C1 is the TK variant
C2 is the MW, IC variant
HM is the Heavy Marauder control.

All are average kills. The Warlord is assumed to have no remaining voids for simplicity. All cover is 4+. All Infantry are assumed to hit 4 stands.

Code:
Versus            C1       C2       HM
Terminators:      2.125    1.25     .5
Term in cover:    1.4025   2.0825  .33
IG Inf:           2.5      2.5      2.0
IG in cover:      1.65     2.333    1.25
Scorpion:        .666     .444     .5104
Baneblade:       .666     .333     .2916
Warlord:         1.333    .666     .455


I was leaning toward the MW myself.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 10:44 pm 
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IC does feel right for a "bunker buster". The numbers against the Warlord is pretty underwhelming though. .666 vs .455 for the control that shoots twice as often?

Maybe copy the Cobra and give it an extra special ability vs war engines.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 11:47 pm 
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I think you guys should take a look at my work in the chaos section. this Cadia list is turning out a lot like my own work
my Bloody Hand list has the following units with some work done on them:

A Leviathan (although a variant based on it being retasked by chaos)
A Super-Heavy Bomber
and A Blast TK weapon (albiet on a slower ground vehicle)
Sabre Platforms

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 11:51 pm 
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Keep it a clean fight Ben!

You should have seen the first draft of that post. ;D

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 12:04 am 
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Short of giving the bomb Macro and Lance...

I think MW is a better fit. Lance is usually reserved for weapons that are powerful and precise enough to circumvent armor above a certain value in some way. This thing has a ten tonne warhead. I don't see any precision in that kind of payload. I'd also be uneasy adding a special rule after we just lost the last one. In addition, I thought Void Shields, at least, worked on the principle of displacing the energy or projectile into Warp space?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 1:05 am 
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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


And this is only one reason why i really dislike the current aircraft rules :D

@Void Shields: They don't protect versus CC-attacks so something which is slow enough can get through it without problems. If the bomb falls slow enough it will pass throug Void Shields and will explode inside.

Also givingit MW AND Lance will change nothing as MW is an improved Lance.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 1:56 am 
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Uh, that was a joke. MW ignores the first (non-reinforced) save. Lance ignores the second (reinforced) save. Thus with both its a TK.

Void Shields don't protect against CC because they are assumed to come from inside the Void Shield, not because of the velocity of the attacks.

Note to self: Smilies.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 8:25 am 
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@Void Shields: Thats the point. In order to get in CC-range to the Titan you have to enter the Void Shields. It's a bubble around the Titan not a field which matches the outer surface of the Titan exactly (because then the shields would work against CC-attacks too).

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