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Latest info from Vraks part 2. http://www.tacticalwargames.net/taccmd/viewtopic.php?f=74&t=13627 |
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Author: | Evil and Chaos [ Fri Sep 26, 2008 10:36 pm ] |
Post subject: | Latest info from Vraks part 2. |
New unit types seen in Vraks part two: - Krieg Engineer Infantry - Hades Breaching Drill KRIEG ENFINEER INFANTRY These guys have normal Imperial Guard unit stats, and have shotguns. They wear carapace armour ala Grenediers. They can carry 'gas grenades' which grant them Initiative 10 in a close combat once per game. If mapped across, then in Epic terms these grenades would grant them First Strike in close combat (Possibly slow-firing). I'd be more inclined to just give them CC4+ (Bearing in mind that normal Krieg infantry already benefit from a CC stat of 5+). They can use 'mole launchers', which are basically man-portable mole mortars (With S5 in 40k), with a short range: AP4+, 15cm, Indirect Fire, seems appropriate for these lite Mole Launchers. Either that, or a 30cm Ignore Cover attack? HADES BREACHING DRILL This is a vehicle used for cutting subterainean tunnels, and yes the book does mention Termites and Moles as being used by the Adeptus Mechanicus in the same role! So, if added to a formation of Engineers, they'd grant the teleport ability to Krieg Engineers? Thoughts on what to do with the list at this point: - Add to Support Formations: KRIEG ENGINEERS - 8 units, 200 Points. CC4+ FF5+ Armour save 5+ Weapons: Mole Launchers - AP4+, 15cm range, indirect fire. Gas Grenades & Demolitions Charges - Assault Weapons OPTIONAL UPGRADE: May add Hades Breaching Drills to the formation - 100 Points. Two ways to represent Breaching Drills: - 8x Characters with the Teleport ability. - 3x Light Vehicles with a 'note' that grants the entire formation the Teleport ability. If the Light Vehicle form were chosen then it'd have stats similar to a Centaur (Since it's based of the same chassis) ala: Type: Light Vehicle Speed: 15cm Armour : 5+ Close Combat : 5+ Firefight : none Weapons : Breaching Drill - Macro Weapon, Assault Weapon. Notes: Every unit in a formation that includes Hades Breaching Drills gains the Teleport Special Rule. Also, the book finally confirms that all four SHT variants are used by the Death Korps of Krieg. |
Author: | zombocom [ Fri Sep 26, 2008 11:27 pm ] |
Post subject: | Latest info from Vraks part 2. |
15 cm indirect fire is kinda ruined by the minimum 30cm range of indirect fire shooting... The drill could be represented as a movement 0, DC 1 war engine with transport and teleport? It'd be attached to a formation, teleport at the start of a turn and then the engineers clamber out of it (representing climbing out of the hole). Or it could work more like a droppod, which is probably the best option. |
Author: | Evil and Chaos [ Fri Sep 26, 2008 11:39 pm ] |
Post subject: | Latest info from Vraks part 2. |
Quote: (zombocom @ 26 Sep. 2008, 23:27 ) 15 cm indirect fire is kinda ruined by the minimum 30cm range of indirect fire shooting... Aye, that's true. The drill could be represented as a movement 0, DC 1 war engine with transport and teleport? It'd be attached to a formation, teleport at the start of a turn and then the engineers clamber out of it (representing climbing out of the hole). A LV sized vehicle that doesn't move but which blocks LOF? Too glitchy. Or it could work more like a droppod, which is probably the best option. Mayhaps; Reading the fluff in IA6 it really seems as if the Engineers should be arriving whilst disorganised etc (Ie: With blast markers from teleporting). |
Author: | BlackLegion [ Fri Sep 26, 2008 11:59 pm ] |
Post subject: | Latest info from Vraks part 2. |
Well if they arrive disorganised (Teleport) or not exactly on the desired coordinates (DropPods) is only a matter of taste imho. But i suggest that the Hades Breaching drill should not be represented with a unit with stats. It is only there to drill the hole and nothing else. FirstStrike for the Gas Grenades as thebase attack looks good. And i'm for 30cm Ignore Cover on the Mole Launcher. |
Author: | Evil and Chaos [ Sat Sep 27, 2008 12:11 am ] |
Post subject: | Latest info from Vraks part 2. |
Quote: (BlackLegion @ 26 Sep. 2008, 23:59 ) FirstStrike for the Gas Grenades as thebase attack looks good. Note that they only get their gas grenades once in a game of 40k ; Having first strike for an entire Epic assault seems odd. And i'm for 30cm Ignore Cover on the Mole Launcher. Aye I think it's superior. |
Author: | BlackLegion [ Sat Sep 27, 2008 12:16 am ] |
Post subject: | Latest info from Vraks part 2. |
An Extra Attack with FirstStrike and OneShot perhabs? |
Author: | Evil and Chaos [ Sat Sep 27, 2008 12:34 am ] |
Post subject: | Latest info from Vraks part 2. |
Quote: (BlackLegion @ 27 Sep. 2008, 00:16 ) An Extra Attack with FirstStrike and OneShot perhabs? On infantry units? Too fiddly. |
Author: | BlackLegion [ Sat Sep 27, 2008 12:50 am ] |
Post subject: | Latest info from Vraks part 2. |
Just add in the notes that the Extra Attack is used up in the first assault regardles if the uni tmanages to get in base contact or not. |
Author: | ragnarok [ Sat Sep 27, 2008 9:22 am ] |
Post subject: | Latest info from Vraks part 2. |
Remember that hunting lances are used up the first time they are used in 40K but are not one shot in epic. I think the easiest way to make engineers is to have them as an upgrade to a grenadier formation, by attaching a hades to it, rather than centaurs, or nothing. For the Hades I don't mind either free planetfall or it grants the formation teleport, though I would prefer rules for underground movement even if it makes it a bit more fiddly. As for the SHTs. Inmperial armour books say that all imperial regiments use all SHTs (and all normal tanks), but the lists restrict them anyway. |
Author: | The_Real_Chris [ Sat Sep 27, 2008 10:34 am ] |
Post subject: | Latest info from Vraks part 2. |
I've always imagined resupply by air, orbital drops, donkey and gretchin through the hour or so the battle rages in epic! |
Author: | redsimon [ Sat Sep 27, 2008 3:56 pm ] |
Post subject: | Latest info from Vraks part 2. |
I already made that suggestion before (for the Inferno Gun Titan weapon): If you want to give Indirect Fire to a weapon with short range, just include the following special rule in the notes: "Unit has no minimum range when using indirect fire." Or (if you don't want increased range): "Unit has no minimum or increased maximum range when using indirect fire." |
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