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Cadian Shock Troops v1.4

 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 6:58 pm 
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Just saying that taking the SL Stormtrooper and renaming it to Kasrkin is a boring take on them. I'd rather see a similar but unique take on a spec ops unit to distinguish them between the two lists such as swapping Scout for Infiltrator. I'm not saying anything regarding price and they may warrant adjustment.

In the fluff the Kasrkin work in a more integrated fashion with the rest of the army being part of the same direct COC unlike Storm Troopers. That and synergizing Scout with something like a StormLord is pretty hard and probably prone to abuse :)

Your idea of a specific Kasrkin Commander is good (that or just make them a CH unit). Always thought the Guard commander INF unit was kinda wonky concept.

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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 7:21 pm 
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Ahh, then I follow. Agreeing on that they should stay as they are iconic for the Cadians. Do not want them to have scout for the same reason you just said, it will just be messy...

Infiltrate... might be too good don't you think? Perhaps giving them a Kasrkin Commander will do? (EA+1 or something...)
Still, infiltrate will be very nice, hmmm :)


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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 7:30 pm 
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uvenlord wrote:
Hulksmash wrote:
Is it intentional that we cant add fire support unit or karskin to a cadian company in 2 storm lords? Seems like A commandwe unit and 11 infantry units wouldb be better for customizing formations with add-ons.


Not sure I follow you here... You can add upgrades to all core companies.
The ratio 1 commander and 12 infantry is used in the Steel legion lists also.


The question is because 2 Stormlords can hold 16 bases. With 13 bases in the main formation (the infantry company) you are unable to take a Karsikin or Support Squad upgrade and fit in the Stormlords. So I was wondering if it had be considered from that view point and intentionally left that way or if it was just a copy/paste from the Steel Legion entry.

My choice would be to either drop it to 11 infantry and 1 commander unit (or make the commander a CH) or to allow you to take up to 3 Stormlords.

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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 8:30 pm 
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12 in the formation would be ideal in my opinion

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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 8:50 pm 
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I have no idea why, would put my money on copy paste also...
I have taken the Sabres and they come in sets of 3 so no problem for me, but I would also like the units to fit in their transports. I rather leave one of my units then take 3 WE unless i play for more than 3000 points but I really see no problem with doing both.
So perhaps we should make the leaders "characters" if you know what I mean. (The unit would loose one shot but I can live with that.) And raise the limitation on the Stormlords, to me they are self limiting (?) in their cost...


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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 8:55 pm 
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I'm 100% on board with those. For fun games I'd like to have access to larger units riding in Stormlords and for smaller games I'd like to be able to put Karskin in for engagement punch or fire support squads for more ranged support. I'm definitely a fan of just making the officers a CH instead of their own stand.

Fluffwise Cadians are supposed to be more involved officers. Spending more time in the same conditions as their men so it also makes sense there too.

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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 9:13 pm 
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uvenlord wrote:
Ahh, then I follow. Agreeing on that they should stay as they are iconic for the Cadians. Do not want them to have scout for the same reason you just said, it will just be messy...

Infiltrate... might be too good don't you think? Perhaps giving them a Kasrkin Commander will do? (EA+1 or something...)
Still, infiltrate will be very nice, hmmm :)


It would be nice. OTOH we might actually start seeing Kasrkin more regularly too :)

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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Thu Oct 30, 2014 9:34 pm 
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Ok, so why don't we try the Commander with a CH EA+1 and "Commander" and the Kasrkin with Infiltrate?

(I would really like to see leader on the commander but since the "normal" IG commander lacks that it might be wrong. I can count the number of times I have used "commander" on my left foot, does anyone use this other then to assault a titan with two terminator formations? Perhaps I am missing something but the extra number and perhaps another Commissar compared to loosing an activation just seems bad most of the time. Also the within 5 cm means you expose yourself to be intermingled in return and with only 2 i SR chances are the opponent goes first...)

Looks like we only change things to the better, is that ok or do the Cadians have the powercreep syndrome?
I do not think they are to good but it is just my opinion. They lack Warhounds and Vultures and Leeman Russ companies and gets some WE instead.


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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Fri Oct 31, 2014 7:36 am 
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Why infiltrate? What is that supposed to represent? Isn't that usually reserved for faster moving troops? Wouldn't a point deceease be better?

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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Fri Oct 31, 2014 9:32 am 
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It could also represent them being well trained and able to sneak/position themselves closer to the enemy before they are spotted...


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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Fri Oct 31, 2014 10:43 am 
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Infiltrate can also represent stealth and sneakiness, like ork kommandos. If Kasrkin is special ops, it could be appropriate. I do not really see the point, though. Are they not FF-oriented and most of the time transported?

/fredmans


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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Sun Nov 02, 2014 11:30 am 
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fredmans wrote:
Infiltrate can also represent stealth and sneakiness, like ork kommandos. If Kasrkin is special ops, it could be appropriate. I do not really see the point, though. Are they not FF-oriented and most of the time transported?

/fredmans
Valid point! I'm not totally convinced ether but I can see them using it. They are bought without transport and several times when I have played them they are walking right next to the transport rather then riding in it so they avoid auto-destruction :) The 2x move is good even if they want to FF.
Not as useful as scout but another flavour...

If they would be without a skill would you lower the cost?


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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Sun Nov 09, 2014 11:01 am 
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Battlereport:

viewtopic.php?f=84&t=28486

Any movement on the AC issue Rug? Could you perhaps take over the control if you don't want me or someone else to do it, so we could implement some of the changes suggested above?


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 Post subject: Re: Cadian Shock Troops v1.4
PostPosted: Fri Nov 21, 2014 4:10 pm 
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Great news!!
Attachment:
good-news.jpg
good-news.jpg [ 39.61 KiB | Viewed 4722 times ]

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