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Epic: Siege v1.13

 Post subject: Epic: Siege v1.13
PostPosted: Sat May 30, 2009 1:14 am 
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Well going through the comments (and soon the list) it does seem that it has changed from the initial intent (copy the swordwind idea of sticking in an existing list, which morphed into my slightly different sieger list, to slightly different list with bits) to trying to do a more original build (incrementally). So I look forward to lookng at it when I can get the software.

Remember this started out as a way for E&C to showcase his passion for Death Korps :)

Until then how many people remember Tims L&D horde/popcorn list? I believe it was 200+ units... (and their infantry get AP6+/AT6+)




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 Post subject: Epic: Siege v1.13
PostPosted: Sat May 30, 2009 1:19 am 
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Quote: (The_Real_Chris @ 30 May 2009, 01:14 )

Until then how many people remember Tims L&D horde/popcorn list? I believe it was 200+ units... (and their infantry get AP6+/AT6+)

Must have been a massive battle! How many points was that?


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 Post subject: Epic: Siege v1.13
PostPosted: Sat May 30, 2009 1:41 am 
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3000 points
Okay I was a bit out, it was a mere 155 units. Seemed like a lot more when I was shooting at them though.
http://www.tacticalwargames.net/forums....y283568
It was his tourney force, included 750 points of aircraft.
http://www.players.tacticalwargames.net ... ...lesize=

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 Post subject: Epic: Siege v1.13
PostPosted: Mon Jun 15, 2009 4:48 pm 
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Played the Krieg list for the first time over the weekend.  Krieg v Marines.

HQ + Thud Guns
2 Death Rider Cos.
AA battery
Medusas
Silo
3 Macharius Cos, w/ VMB on command tank
Tbolts

versus

Tacs + SC + Hunter + Razorback
Tacs + 3 Razorbacks
Bikes
Bikes
Typhoons + Librarian
Whirlwinds
Thawk
Assault
Asault
Terminators + chaplain
Tbolts

(both armies were 50-75 points light on the 3000 point total)

Overview - I knew right out this would be about TSNP and DTF.  The Krieg player went too aggressive with his left flank, but a ridiculously bad set of die rolls for the Marines (2 failed activations in a row, despite the SC) meant he crushed the flank anyway during second turn.  However, at the beginning of the third turn the SMs repaid the favor on the right flank and the forward Krieg elements couldn't redeploy fast enough to counterattack, but the turn ended with goals of 1-0 (TSNP) in favor of the Krieg.  Turn 4 started with an air assault in which the marines lost horribly (resolution die was 6 to 2 before mods), allowing the Krieg elements to make a fight of it.  Luckily, the Marines had pretty much everything left of the army in position to hit vulnerable Krieg units.  4th turn ended 1-0 (TSNP) in favor of the Marines this time.

Tiebreaker points were 1363 to 1300 in favor of Krieg.


AABS:  Everything in the Krieg army felt about right to us.

The Macharius were fearsome and forced the Marines back.  However, when forced to double move, they lost a lot of firepower.  While very effective in area denial, they did relatively little damage most of the time.  When the Marines were forced to deal with them directly (like those failed activations which left the Tacs as sitting ducks) it was short and brutal.  Much like Russ, they were very durable, but once the Marines got a bite on a formation, it went down fast.  Speeders getting behind them to claim crossfire ended 2 companies in subsequent turns.  And let me tell you, it is quite satisfying to have a SM Tactical formation take down a SHT company by shooting at it.  :;):

Death Riders were good.  The Whirlwinds helped slow them down by forcing them to take cover and move cautiously a couple times.  Since the Riders were working close to the Macharius support with their slow move, using cover didn't really slow them down a lot.  They stood up decently to fire and were good but not crushing in assault.  They seemed priced appropriately.

The silo was only used to OW, waiting for the Thawk to land.  Then it missed.  However, it did have substantial value in the length of time it forced the air assault to delay.  Overall, neither of us felt we could judge.

===

BTW, are the Death Riders "1 per 1500 points" or "1 per 1500 points or fraction thereof"?  As an example, 4000 points/1500 = 2.67.  Are 2 Deathrider companies or 3 allowed?

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 Post subject: Epic: Siege v1.13
PostPosted: Mon Jun 15, 2009 5:02 pm 
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Quote: (nealhunt @ 15 Jun. 2009, 16:48 )

The Macharius were fearsome and forced the Marines back.  However, when forced to double move, they lost a lot of firepower.  While very effective in area denial, they did relatively little damage most of the time.  When the Marines were forced to deal with them directly (like those failed activations which left the Tacs as sitting ducks) it was short and brutal.  Much like Russ, they were very durable, but once the Marines got a bite on a formation, it went down fast.  Speeders getting behind them to claim crossfire ended 2 companies in subsequent turns.  And let me tell you, it is quite satisfying to have a SM Tactical formation take down a SHT company by shooting at it.  :;):

That's my experience with them; Macharius tanks look great and are certainly punchy, but ingame just like Russes they can be taken apart with a concerted attack plan.

Death Riders were good. ...  They seemed priced appropriately.

About my experience too.

The silo was only used to OW, waiting for the Thawk to land.  Then it missed.  However, it did have substantial value in the length of time it forced the air assault to delay.  Overall, neither of us felt we could judge.
This is a unit I'm keeping an eye on as it's relatively untested.

BTW, are the Death Riders "1 per 1500 points" or "1 per 1500 points or fraction thereof"?  As an example, 4000 points/1500 = 2.67.  Are 2 Deathrider companies or 3 allowed?

One per full 1500pts available to the army.

So at 2999pts you're allowed one company, and at 3000pts you're allowed two.
Should you play a game at 1499pts, you wouldn't be allowed any at all.  :)

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 Post subject: Epic: Siege v1.13
PostPosted: Mon Jun 15, 2009 7:04 pm 
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Quote: (Evil and Chaos @ 15 Jun. 2009, 17:02 )

BTW, are the Death Riders "1 per 1500 points" or "1 per 1500 points or fraction thereof"?  As an example, 4000 points/1500 = 2.67.  Are 2 Deathrider companies or 3 allowed?


One per full 1500pts available to the army.

Okay.  I'm not sure it needs to be that restrictive to prevent spamming, but I suppose better safe than sorry.

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 Post subject: Epic: Siege v1.13
PostPosted: Mon Jun 15, 2009 8:26 pm 
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I'm glad to see the army lists are still being game tested - I can't wait to see the book!!  :agree:


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 Post subject: Epic: Siege v1.13
PostPosted: Wed Jun 24, 2009 11:30 am 
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How did you make the centeurs?

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 Post subject: Epic: Siege v1.13
PostPosted: Wed Jun 24, 2009 11:42 am 
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Otter-magic :smile:


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 Post subject: Epic: Siege v1.13
PostPosted: Wed Jun 24, 2009 12:03 pm 
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Quote: (Hena @ 24 Jun. 2009, 11:43 )

I've been looking into the list and started wondering about Centaur vs Trojan. Both cost 25 points for 3 to guns. However Trojan has heavier weapon and is AV instead of LV. Should the Centaur get 5+ save due to being LV to balance it? I'm sure the cost of Grenadier upgrade could be upped is that is the problem (as they have faster Centaur).

Well they both upgrade different units so don't have to be equal - just ensure the points of them plus the formation they upgrade are worth it? There are trojans for guns and centeurs for infantry basically?

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 Post subject: Epic: Siege v1.13
PostPosted: Wed Jun 24, 2009 12:04 pm 
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Should the Centaur get 5+ save due to being LV to balance it?


It's an open topped vehicle with armour 10/10/10 in 40k, exactly the same as a Sentinel.

Its advantage over the Trojan is extreme speed.

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 Post subject: Epic: Siege v1.13
PostPosted: Wed Jun 24, 2009 12:16 pm 
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Quote: (The_Real_Chris @ 24 Jun. 2009, 12:03 )

Well they both upgrade different units so don't have to be equal - just ensure the points of them plus the formation they upgrade are worth it? There are trojans for guns and centeurs for infantry basically?

Centaurs for the smaller thud/quad-gun and the heavy mortars too.

I think 6+ is appropriate for the Centaurs (they're open topped tiny vehicles - the Otter one is rather oversized) and so long as the units they attach to are balanced and ok pointed I see no particular need for the two to have to equally worth their 25pts.


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 Post subject: Epic: Siege v1.13
PostPosted: Wed Jun 24, 2009 12:55 pm 
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the Otter one is rather oversized

I think it's 1:4 instead of 1:5, so that'd make it 20% too large.

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