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The Siege of Mossino v1.04
I'd like a printed copy (Once it's finished)! 100%  100%  [ 24 ]
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The Siege of Mossino v1.04

 Post subject: The Siege of Mossino v1.04
PostPosted: Wed Aug 06, 2008 12:53 pm 
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It's that time again...

Version 1.04




Death Korps changes:

Version 1.04:

Deathstrike Silo up to 250pts
Centaurs for Grenediers up to 100pts
Grenediers up to 225pts
Gorgon critical simplified.
Stormsword main gun range upped from 30cm to 45cm.
Added VMB Macharius variant.


White Scars changes:

None


Mossinian Rebels changes:

It's based off of TRC's 'director's cut' siegemasters list, so there's a lot of changes! (Go take a peek!)

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 Post subject: The Siege of Mossino v1.04
PostPosted: Wed Aug 06, 2008 1:06 pm 
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Things under consideration for the next version:


PDF fighters/bombers for the Mossinians (Using SG models).
More artwork!
Replacing the last few GW/FW images.



EDIT:

Oh and the contents page needs fixing, as some extra pages have been added (With more to come).




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 Post subject: The Siege of Mossino v1.04
PostPosted: Wed Aug 06, 2008 4:56 pm 
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General formatting

Take the White Scars, big thick black lines, difficult font to read ish and so on.

Any chance of a cleaner look?

Also the Terminators, how about two entries, one which is with land raiders and one without? Otherwise you end up with cheap terminators for air assault purposes. Although if you are out to change points 650 for termies plus raiders is a far better amount :)

Rebels wise, use those pdf aircraft! Navy assets are a bit much :) Plus their are limitless proxies and utterly crap aircraft should have a place in Epic :)

The missile launchers aren't actually the 2nd ed models. They are very simple scratchbuilds. Just get any missile model, build a gantry (dead easy) and stick it in an emplacement. Those 2nd ed models are far too high tech and mobile! And are you sure about the name? :)

Bombards. Its the 1st ed model, there hasn't been another till 3rd ed.
The Heavy bolter goes so the FF comes down in comparison to the SG bombard and to help witht he %+ armour save increase.

Snipers. For difference I would stick with the original 1 sniper for 25 points. More variety isn't needed, and you have your fluff saying its Ogryns are remarkable. So 1 sniper for 25 and 2 ogryns for 50 differentiates and reinforces this.

Howitzers. You have costed them a bit cheap at 125 per battery. is this intentional or an error?

Stormhammer. Any reason the Heavy bolters were changed to Lascannon? They clearly aren't, hell they are a bit to small even to be Heavy bolters but I thought I would be generous.
The style of Epic has the explanation for high stats, so the Bolters small arms note should really stay. Or has it just been cut off with the notes section? For reference I wrote
Notes: Reinforced Armour, Thick Rear Armour, Walker, Damage Capacity 3. Critical Hit Effect: The Stormhammer’s considerable magazine explodes. It
is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6. The Cannons can shoot and be used to confer the Ignore Cover ability
to the unit’s firefight attacks.
Note on walker. This represents the additional tracks often fitted in the underside of the hull, taken from Chimera or Leman Russ vehicles. Left to run
freely they may be connected to the main drive shaft when operating in treacherous environments giving improved traction

Thudd guns, the stat line is deliberately slightly different to balance it more with the Rapier, but not so here?

So why are the Rough riders and Mortars removed? The mortars perform two functions that you may not have realised without playing the list. They strengthen the infantry companies but also shift some emphasis away from separate artillery formations that are the mainstay of the typical siege regiment. Though initially they started off as a Griffon replacement :) Its one of the things that make the list different and they are possibly the 2nd easiest scratchbuild in Epic (3rd if you include the empty base Tau stealths) being just 1-3 mortars to a stand and each being a round bit of plastic with two more bits as legs with a couple of loader models.

Rough riders are absolutely vital. The army is just too slow moving otherwise. They are there as a mobile unit, nothing more, nothing less. Without them you may as well make scout cars a 2+ requirement.

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 Post subject: The Siege of Mossino v1.04
PostPosted: Wed Aug 06, 2008 11:33 pm 
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Quote: (The_Real_Chris @ 06 Aug. 2008, 16:56 )

General formatting

Take the White Scars, big thick black lines, difficult font to read ish and so on.

Any chance of a cleaner look?

I'll have a badger at it.

Also the Terminators, how about two entries, one which is with land raiders and one without? Otherwise you end up with cheap terminators for air assault purposes. Although if you are out to change points 650 for termies plus raiders is a far better amount


Sounds sensible to me.

Rebels wise, use those pdf aircraft! Navy assets are a bit much :) Plus their are limitless proxies and utterly crap aircraft should have a place in Epic :)

Yeah they'll go in, I just didn't have time to add them yet.

The missile launchers aren't actually the 2nd ed models. They are very simple scratchbuilds. Just get any missile model, build a gantry (dead easy) and stick it in an emplacement. Those 2nd ed models are far too high tech and mobile! And are you sure about the name?

Oh I thought the idea behind your list was to use the older models...

...the name was simply me wondering 'Well these are less powerful than Deathstrikes... what's not as bad as beaing dead... oh, being on fire!' :D.


Bombards. Its the 1st ed model, there hasn't been another till 3rd ed.

heh, k.

Snipers. For difference I would stick with the original 1 sniper for 25 points. More variety isn't needed, and you have your fluff saying its Ogryns are remarkable. So 1 sniper for 25 and 2 ogryns for 50 differentiates and reinforces this.

Sounds fine by me.

Howitzers. You have costed them a bit cheap at 125 per battery. is this intentional or an error?

Error.

Stormhammer. Any reason the Heavy bolters were changed to Lascannon? They clearly aren't, hell they are a bit to small even to be Heavy bolters but I thought I would be generous.

I figured you'd typo'd, as they're at the top of the sponson (Where the lascannon sits these days).

Heavy Stubbers? :D

The style of Epic has the explanation for high stats, so the Bolters small arms note should really stay. Or has it just been cut off with the notes section? For reference I wrote
Notes: Reinforced Armour, Thick Rear Armour, Walker, Damage Capacity 3. Critical Hit Effect: The Stormhammer’s considerable magazine explodes. It
is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6. The Cannons can shoot and be used to confer the Ignore Cover ability
to the unit’s firefight attacks.
Note on walker. This represents the additional tracks often fitted in the underside of the hull, taken from Chimera or Leman Russ vehicles. Left to run
freely they may be connected to the main drive shaft when operating in treacherous environments giving improved traction

Doh, knew I forgot something...

Thudd guns, the stat line is deliberately slightly different to balance it more with the Rapier, but not so here?

I missed that.

So why are the Rough riders and Mortars removed? The mortars perform two functions that you may not have realised without playing the list. They strengthen the infantry companies but also shift some emphasis away from separate artillery formations that are the mainstay of the typical siege regiment. Though initially they started off as a Griffon replacement :) Its one of the things that make the list different and they are possibly the 2nd easiest scratchbuild in Epic (3rd if you include the empty base Tau stealths) being just 1-3 mortars to a stand and each being a round bit of plastic with two more bits as legs with a couple of loader models.

I missed 'em both by accident.

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 Post subject: The Siege of Mossino v1.04
PostPosted: Tue Aug 12, 2008 2:06 pm 
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Are you interested in layout and other technical/editorial issues?  Clearly, from the placeholders, you're not finished with the graphics, but there are some graphics with odd spacing and some other minor layout issues, like different font sizes.

I agree with TRC on the White Scars list.  A more muted red (like a dusty scarlet, as opposed to the fairly bright/"peachy" red it is now), maybe with off-white instead of pure white, would be a lot easier on the eyes.  it might not be purely White Scars colors, but it's in the family of WS and all their successor chapters.

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 Post subject: The Siege of Mossino v1.04
PostPosted: Tue Aug 12, 2008 5:14 pm 
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Quote: (nealhunt @ 12 Aug. 2008, 14:06 )

Are you interested in layout and other technical/editorial issues?  Clearly, from the placeholders, you're not finished with the graphics, but there are some graphics with odd spacing and some other minor layout issues, like different font sizes.

Sure.

I did have the layout fixed earlier in production, but then I changed the font to Garamond (To match GW's fonts) and most of the formatting went to pot.

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 Post subject: The Siege of Mossino v1.04
PostPosted: Wed Aug 13, 2008 1:11 am 
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Following from what Neal said why not have a white scar successor chapter?

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 Post subject: The Siege of Mossino v1.04
PostPosted: Wed Aug 13, 2008 10:37 pm 
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Quote: (The_Real_Chris @ 13 Aug. 2008, 01:11 )

Following from what Neal said why not have a white scar successor chapter?

Sounds possible to me, but OTOH White Scars haven't really been featured in anyone elses' plans, and the White Scars are the iconic 'rapid reaction' Marine force, so it makes the irony of their late arrival (And tragic attack) all the sweeter.

I don't think that 'The Sons of the Khan' would have quite the same bite.

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 Post subject: The Siege of Mossino v1.04
PostPosted: Thu Aug 14, 2008 1:11 pm 
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Hey, just a quick note on the formatting- if you want anything else done with the maps just let me know :)

Iain

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 Post subject: The Siege of Mossino v1.04
PostPosted: Thu Aug 14, 2008 8:15 pm 
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I've been thinking that it might be nice to have a version of the Mossino Map that shows not just the main area of conflict, but the entire continent (I reckon we're only seeing a small part of a bigger area right now).

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 Post subject: The Siege of Mossino v1.04
PostPosted: Thu Aug 14, 2008 9:18 pm 
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This is looking interesting:

http://www.forgeworld.co.uk/IA6/Page-98.jpg


Looks like the Hades Breaching Drill is going to be a Termite/Mole/Hellebore analogue... a tunneling vehicle for the Death Korps!

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 Post subject: The Siege of Mossino v1.04
PostPosted: Thu Aug 14, 2008 9:25 pm 
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Are you sure?  It looks very little like an actual drilling-underground drill.  What is does look like is something that could rip through a wall or fortification like a pitbull on a porkchop.  That would be thematic with the list too.  Think of all the possibilities of fighting against Siegemasters...

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 Post subject: The Siege of Mossino v1.04
PostPosted: Thu Aug 14, 2008 10:18 pm 
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I may be seeing things, but I blew up the text below the picture by 400% and the first word of the third line looks like 'underground' to me...

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 Post subject: The Siege of Mossino v1.04
PostPosted: Fri Aug 15, 2008 8:29 pm 
Quote: (Evil and Chaos @ 14 Aug. 2008, 16:18 )

I may be seeing things, but I blew up the text below the picture by 400% and the first word of the third line looks like 'underground' to me...

I think that word is "unglaublich". The entire line reads "The unglaublich rapid ability to chew through walls like a fat guy on cookies."


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 Post subject: The Siege of Mossino v1.04
PostPosted: Fri Aug 15, 2008 8:45 pm 
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_ _ ____

Yup, it says underground, although who knows if it is referring to this particular piece of equipment or just setting fluff up.

I guess somebody is going to have to foot the bill and buy the book. ???

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