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Cadian Shock Troops v1.1

 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 11:56 am 
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OTOH the bomb has nothing in its background to indicate the kind of shield-bypassing technology of a Warp Missile (Which, as the name implies, actually has to dip into the Warp and then back out again in order to get through the shields!).

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 12:11 pm 
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One difference between a single bomb and a bombardment of several lesser bombs would be that the explosion is much heavier in the centre than on the edges, right? Maybe have it do extra damage to one unit under the central hole, if you want it to be effective vs war engines.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 12:23 pm 
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Also if we go forward with the MW, IC version, which bothers me, but is probably the best choice based on balance and background, it's useless against WE regardless of the presence of Voids. Two thirds of a DC average against an unshielded Warlord. One third against a Baneblade. Four ninths against a scorpion. The numbers aren't impressive enough to warrent a special rule. Frankly, neither are the numbers on the TK(1) version.

In order to most faithfully represent the bomb's use against both WE and fortifications, you'd need something like 3BP, TK(d3), IC, One Shot. It'd make the cost ungodly high, and do a good job of putting the standard marauder out of the equation anyway. It would also encourage it's use as a WE hunter only, because you'd be paying something like 500pt for a single blast. There's no way to recoup that kind of investment against infantry in cover.

Ulrik - that's possible, but again I think it might end up pricing it out of the Bunker Buster usage, which seems to be the primary use. It does seem to be modeled after the Tall Boy and Grand Slam bombs of WWII, even to the shape of the bomb.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 12:31 pm 
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How about dual-firing mode - not to represent different kinds of bombs, but different kinds of effect. Like 3BP, mw, ic OR MW2+ TK(Dwhatever).


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 1:07 pm 
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Evil and Chaos wrote:
OTOH the bomb has nothing in its background to indicate the kind of shield-bypassing technology of a Warp Missile (Which, as the name implies, actually has to dip into the Warp and then back out again in order to get through the shields!).


And it's a missile with its own propulsion which would fly much faster than the bomb would dop.

And if the Colossus would indeed make the standart Marauder redundant how about replacing it with the Marauder Destroyer?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 1:12 pm 
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The intent is to make them, not necessarily equal, but not an automatic choice.

Research indicates that the Grand Slam bomb, at least, had a transonic terminal velocity.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 1:15 pm 
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BlackLegion wrote:
Evil and Chaos wrote:
OTOH the bomb has nothing in its background to indicate the kind of shield-bypassing technology of a Warp Missile (Which, as the name implies, actually has to dip into the Warp and then back out again in order to get through the shields!).


And it's a missile with its own propulsion which would fly much faster than the bomb would dop.

And if the Colossus would indeed make the standart Marauder redundant how about replacing it with the Marauder Destroyer?


There's nothing in its rules and nothing in its background or AI rules to say that this bomb can achieve what only one other weapon in the whole of Epic (The Warp Missile) can achieve (Bypass shields). Zilch. It's a non-starter idea as far as I'm concerned.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 1:19 pm 
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I'd have to agree. If we want it more effective against War Engines we should explore Titan Killer ideas, but my feeling is that making it effective against War Engines will by default price it out of use for any other purpose.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 1:57 pm 
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This is now the current list of changes for v1.2.

v1.2 Changes
Core:
None

Upgrades:
None

Support:
Added Armored Fist Platoon (this is ten IG infantry and five Chimaeras for 300pt)

Fortifications:
Wording changed to "Up to 50cm of trenches, and up to six gun emplacements."

Allies:
Marauder Colossus stats redesigned (see units) Cost changed to 200pts.

Units:
Marauder Colossus: Colossus Bomb changed to fit background. Stats changed to 15cm, 3BP, MW, IC, Fixed Forward, Slow Firing. Turrets separated into one 15cm, AP4+/AA5+ Forward Arc, and one AA5+ Rear Arc.
Elite special rule changed to flat 1+ to rally.


My notes indicate the primary concern left at this time is the Leviathan costing, though I haven't heard you weigh in on v1.1 yet, Zombo.

Remaining are whether the Scout Sentinels are required, which I haven't had the opporrtunity to determine yet, but feel they are, and the requirement of taking a Leviathan as part of the RHQ, which I feel is neccessary both for feel and because the list seems to have a high natural activation count even with a costly RHQ.

Have I missed anything?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 2:15 pm 
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You have some errors in the doc under the Leviathan and Stomlords special rule.
- War Engine is spelt wrong
- The word 'who' should be 'when'?

Nice looking list on an initial perview

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 2:18 pm 
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Random idea, perhaps the Colossus Bomb could have two simultanious effects:

- A 3BP ignores cover attack (Not macro weapon)
and also at the same time:
- A TK(d3) ignores cover attack that hits on a 2+

So the TK attack would represent the core of the bomb (The bunker-busting bit that's armed with melta charges etc) and the barrage to represent the high explosives' area effect.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 2:24 pm 
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Are the fortifications necessary? They aren't iconically Cadian so don't need to be there and IMO are problematic in the list. Other lists that have them are very limited/slow moving forward whereas this list has the stormtroopers+armored fist. So you could have a defensive base of karkin+sabres in trenches on your objectives and then throw forward your more fast+aggressive units with plenty of other TK units to deal with WEs.

Also do you need the ordinatus and the deathstrikes? One or other

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 2:33 pm 
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I don't think trenches are critical to the list and they could go.


Don't see a need to remove the Deathstrikes or Ordinatus though, as they do quite different things IMO.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 2:35 pm 
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frogbear wrote:
You have some errors in the doc under the Leviathan and Stomlords special rule.
- War Engine is spelt wrong
- The word 'who' should be 'when'?

Nice looking list on an initial perview


Cought that spelling error already, as well as the transposed i and a in "Leviathan". The "who" actually is "when", but the program that I'm using to "print" to .pdf printed them on top of one another for some reason. That's the same reason for the apparent missing space in the Elite rule. Hopefully it was a fluke.

Steve54 - The intent is that the Cadians would use Fortifications to weather the first wave, then counterattack with the Kasrkin and Support formations to push forward. On ThursdayI set up two firebases on my opponents TNH objectives. They had Infantry and Whiteshield companies, both with added Sabres, garrisoned on OW. I then garrisoned my Kasrkin inside the firebases as support, with the intent to move for my own TNH objectives after the initial assault, along with the Support choices. I can't say whether it worked, given the fact the game got cut short after T1, but I think it was representative of how the Cadians would operate.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 2:36 pm 
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I'd agree the trenches are not critical, but I think they are representative.

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