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Epic: Siege v1.16 Preview

 Post subject: Epic: Siege v1.16 Preview
PostPosted: Sat Nov 07, 2009 8:58 pm 
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I will open a poll on the sponson status of Leman Russes, but I again note that pintle gunners will definitely not be entering the tournament list.

For non-tournament games, they're of course fine and I'm sure I can include some recommended rules for them, but not for the tournament rules, which must be as accessable as possible (and that means being able to build most of your models from SG/FW components).

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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Sat Nov 07, 2009 10:14 pm 
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Haven't read the most recent Vraks book yet, but in "reality" that co-axial light weapon would most likely just be a "spotting" weapon ballistically matched to the main gun to be used for ranging and targetting, not for sweeping up nearby infantry.

To include a single AP6+ attack as "necessary" to represent Krieg tanks seems, to me, to be looking at things far too closely under the EPIC microscope.  Such a light weapon is covered by the unit's firefight value and does not need its own shooting value.  The weapon *is* there for purists, but doesn't really need to have a "shot", even if it's correctly *modelled* on the miniature.




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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Sun Nov 08, 2009 6:32 pm 
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i hope im not rehashing something that has already been discussed elswhere but didnt youre original list allow for the core inf. formation to take half its stands as heavy weapons, i.e. a dismounted tranch company with lots of heavy weapons. i would be interested in seeing this option return, perhaps with a points cost ? or even make the upgrade (may take 2 gorgons or half heavy weapons for x points) to avoid the mech infantry heavy weapons in gorgons approach ? i must admit part of the reason for this is my desire to field a krieg army without buying 10 boxes of barren siege inf. :blues:  but i also think a heavy weapon company is a must for a true trench warfare army.




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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Sun Nov 08, 2009 8:37 pm 
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There is already a Fire Support Platoon upgrade that adds 4 heavy weapons stands to a company, but that is nowhere half I admit. With that upgrade you cannot take transport for them, so you simply cannot do heavy weapons mechanised.

Perhaps the numbers you get in the heavy weapon upgrade could go up slightly or there be an option to increase it to larger numbers. Not sure what E&C intends, I've not played enough with them to have a particular opinion on this yet.


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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 1:57 am 
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Quote: (Man of kent @ Nov. 06 2009, 17:18 )

I've always ignored the sponsons issues with my tanks (the ones Glyn and I were using)...after all the FW ones DO have a pretty hefty storm bolter as a co axial weapon...
Though it's my personal (aesthetic) opinion that sponsons are a must for leman russes...it's very imperial.  The lack of sponsons has only come around recently due to 40k points pricing and peoples wish to get as many armoured vehicles with battlecannons in thier list as possible...and that's been changed again now that leman russes can fire all of thier weapons.

I'll echo Hena and others by stating that epic isn't 40k, and whilst Black Legion shouldn't take this too harshly don't we think following the naming conventions is a little OTT? It just feels a bit...well...anal! I don't mean to cause offense here but sometimes it feels we spend more time arguing and mentioning about names than talking about how the units and points work in game :oo:

+1

With the outcome of the poll being very one sided, can we move on from this subject?

I'm with Hena, Neal, Chroma etc, and I see no need for things to get so complicated. Epic is not meant to be a complicated game.

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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 11:42 am 
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My original suggestion of making sponsons optional probably was a little complicated and muddied the waters, but my preferred option of making all Death Korps tanks sponsonless in the list was just a call to represent a similar but different unit properly; Death Korps configuration Russes not having sponsons while is other IG armies do is no more complicated than drop configuration sentinels in the Elysian list being equipped and stat-ed different to rulebook sentinels, say.

The other benefit of testing sponsonless Russes in one list is that points can be finetuned and balanced and others can then borrow the sponsonless profile to use in their normal guard lists should they choose e.g. I never intend to play Black Templars but I will use the Land Raider Crusader and Thunderhawk transporter in my normal Marine list in friendly games (they are all used by all Marine chapters), being a bit cautious with it but feeling mostly comfortable since they have been tested and balanced in other lists.

Traditionalists or those not familiar with the Vraks books can dismiss going sponsonless but the Vraks books are the 'bible' for the Death Korps and should be followed to do justice to such a fantastically detailed and described army IMO. If a W40k player came to the list at the moment, inspired by the opportunity to fight some epic Vraks battles, they would generally be very happy with the list, it would just be the sponsons and the Bombard with the much reduced range (they sit even further back than the basilisks in the artillery lines and should have 120+cm indirect tange not a piddly 45cm) that would stand out as glaringly obviously wrong.

I'll use and test them without obviously, but the results of the poll have spoken and will likely be followed for the official list, so I'll stop going on about it from here on.

What shall we move the discussion onto next?... Properly done long range Bombards again as E&C was toying with going with before possibly? (they're based on a Leman Russ chassis, the chimera based Bombard of the epic rulebook can be a faux Bombard or a poorly made pattern of one) The cost would need to bumped up for them, but they should be ok. The list has lost the manticores, which are probably a more competitive option anyway (maybe I'm just a disrupt fan).


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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 11:54 am 
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The list lost Manticores due to the Vraks books, of course. :)

I'm open to hearing some suggested new stats for the bombard.

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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 12:06 pm 
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Some were suggested in the previous thread, copy and pasted below.
Quote: 

Black Legion: And the gun on the Colossus is quite lighter than the Bombards gun.

Comparison:

Colossus Siege Mortar
Range 24-240", Strength 6, Armourpiercing 3, Ordnance 1, Barrage, 5"Blast, Can't shoot direct. Ignore Cover Saves.

Bombard Heavy Siege Mortar
Range 36-240", Strength 8, Armourpiercing 3. Ordnance 1, Barrage, 7"Blast, Can't shoot direct. Rolls 2D6 for penetration against bunkers and buildings.
Also the Bombard itself is always open-topped, can only move 6" and only move or shoot and can only shoot every other turn.

If i would invent new stats for the Leman Russ chassis Bombard it could look something like this:

Bombard Heavy Siege Mortar
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 15cm 6+ 6+ 6+
Weapon Range Firepower Notes
Heavy Siege Mortar 30-120cm 2BP Ignore Cover, Indirect Fire, Slow-firing

Notes: The Bombards Heavy Siege Mortar can't fire directly. He has to fire Indirect or can't shoot at all.

Alternative would be to swap 1BP for Disrupt.

They may well need tweaking:

Armour 6+ or 5+?
Move only 15? - do we really want garrisoning over-watching Bombards? Guess the alternative would be to add a "may not garrison" into it's notes.
Is the no direct fire note a good idea? - if it failed it's action test it would presumably then have no way to fire at all?

Costing, 275-300points maybe? (250-275 if no direct fire maybe?) I've never used normal Bombards, disrupt has always seemed better to me than ignore cover, short range aside, but there must be reasons why a 45cm Bombard is costed equivalently to a 200cm range disrupting Manticore.


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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 5:20 pm 
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@Sponsonless Leman Russes:
Also all Leman Russes in the histiorical refight scenarios don't have sponsons.

@Bombard:
6+ save because it has the same armour as a Chimera AND it is Open Topped. Thats the sam as with the Griffon which has Armour 6+.

The Bombard IS slow. In Wh40k it is evenslower than generic vehicles. As for garrisoning: Why would you garrison a higly vulnerable formation which already has a long range and can fire indirect? Technically you could garrison them but it would be also a quick way to loose your Bombards.

Instead of IndirectFire the Vombard could have the following stats:
Bombard Heavy Siege Mortar (Gryphonne IV Pattern)*
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 15cm 6+ 6+ 6+
Weapon Range Firepower Notes
Heavy Siege Mortar 30-240cm 2BP Ignore Cover, Slow-firing

Notes: The Bombard doesn't need a Line of Sight to shoot his Heavy Siege Mortar.

* Note that the Rulebook Bombard is Triplex Phall pattern. Obviously a inferior design  :p




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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 5:42 pm 
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I don't suggest they'd garrison them far forward to be easily picked off, a garrison on the blitz objective behind cover would be more likely. The advantage is they could go on overwatch before the start of the game and have a chance to shoot at ground attacking landing craft, etc if they attacked the deployment zone area first turn. There again since the Krieg use artillery platforms rather than vehicles these can be garrisoned (by the cause of any formation containing speed 0 units being able to) so the Basilisk, Medusa and AA platforms already can do this already.

If we are going to go with forcing indirect fire only (due reasonably to the size and angle of the barrel) then we should accept it not being able to fire on a failed activation - seems the best option to me. It often tends to happen to other artillery units anyway as they will often be deployed out of sight of the enemy to be safe and so would not be able to fire due to not having line of sight to anything. The rule you suggest would be a very bad idea because if it's just no line of fire needed these would still be able to fire anyway. In fact they may even be able to overwatch with no line of fire and hit anywhere within 120cm after an enemy moves turn 1 without an activation needing to be rolled, which would be abusive.





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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 6:26 pm 
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The other thing I think should be done with a properly done Bombard is to add an equal number of Trojans to the formation as standard - a Bombard is a stupidly large gun on tracks and has no internal space for ammo or loaders. In W40k each Bombard comes with it's own free Trojan which carries it's ammo for it and which it loads a single shell at a time into it's gun with it's own integral crain arm - it's why it's slow firing (they've not made the ammo Trojan mandatory, I suspect just so as not to put people off paying a further £37.30 on top an already pricey £53.85 tank).

This would bump the points costs up for the formation a bit and obviously the Trojan would not have a transport vehicle role but I think it would be 'fluffy'. Maybe 300 points for a formation of 3 120cm can't fire direct Bombards and 3 Trojans?

See piccy:






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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 6:54 pm 
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Good idea. Also would give the Bombard Formation some AP firepower (the Trojans Heavy Bolter) if enemies move closer than 30cm as Bombards have no secondary weapon.

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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Mon Nov 09, 2009 7:19 pm 
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Quote: (illuvitar @ Nov. 08 2009, 17:32 )

i hope im not rehashing something that has already been discussed elswhere but didnt youre original list allow for the core inf. formation to take half its stands as heavy weapons?

Not my (the ERC) list, no.

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 Post subject: Epic: Siege v1.16 Preview
PostPosted: Wed Nov 11, 2009 8:24 pm 
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Quote: 

If i would invent new stats for the Leman Russ chassis Bombard it could look something like this:

Bombard Heavy Siege Mortar
Type Speed Armour CloseCombat Firefight
Armoured Vehicle 15cm 6+ 6+ 6+
Weapon Range Firepower Notes
Heavy Siege Mortar 30-120cm 2BP Ignore Cover, Indirect Fire, Slow-firing

Notes: The Bombards Heavy Siege Mortar can't fire directly. He has to fire Indirect or can't shoot at all.

Alternative would be to swap 1BP for Disrupt.


E&C, any thoughts on this?

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