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Minervan 1.5 -> 1.6

 Post subject: Minervan 1.5 -> 1.6
PostPosted: Thu Sep 20, 2007 10:10 am 
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Just a litte Thread to summarize the changings from Minervan 1.5 to 1.6 and their proposed level of correctness.

Including stats for Comissar (vehicle and infantry version) approved

Updating all Demolisher cannons to actual rule stats approved

Changing the cost for SHT Company from 450 to 500 approved

Kick the Tank Platoon, remove rare entry or reduce to 5 tanks questionable

Kick the Scout Platoon questionable

Stormhammer stats change with the new demolisher stats  questionable

two hydras per company questionable

Correct the point value of several tanks (proposal epilgrim  Discussion questionable

anything missed?





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 Post subject: Minervan 1.5 -> 1.6
PostPosted: Thu Sep 20, 2007 10:50 am 
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- get the army list champion to write some background.

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 Post subject: Minervan 1.5 -> 1.6
PostPosted: Thu Sep 20, 2007 11:41 am 
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(Evil and Chaos @ Sep. 20 2007,05:50)
QUOTE
- get the army list champion to write some background.

Now that you brought it up... :glare:  Where is it?!

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 Post subject: Minervan 1.5 -> 1.6
PostPosted: Thu Sep 20, 2007 12:02 pm 
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Free plot hook:
Tank Manifactorum on industrial world Minerva
Threatened by Orks/Nids/Chaos (well, anything but Chaos, for a change); make them bad guys, though, for a stronger plot i.e. not Eldar.
Imperium decides they cannot defend it (as in Execution Hour) and start an evac.
The Ad Mech ship intended to transport allmachinery to safety gets stuck in warp and is delayed.
The attackers arrive, Imperial forces are still on the planet as they are still waiting for the Mechs.
The pdf get butchered, the IG decimated, the civilian population centimated (er, well, whatever).
The surviving factory workers in the tank factory area see the remaining IG falling back to the factories themselves, and they decide to use the weapons at hand, although they are not authorised - the tank forces of the IG on the planet suddenly multiply!
Sheer determination and the arrival of (insert SM chapter here) with Ad Mech Ordinatii sent to protect Ad Mech interests (their ship is still missing) force the issue.
The threat removed, the factories are retained; the impromptu tank regiments are organized and retained, having proven their worth; the Ad Mech repopulates the planet with workers from hive worlds, and as production picks up again, the Minervan tank regiments increase their strength.
They know their tanks to a fault, and are good at keeping them running. They have little interst in foot troops, and are poor footsoldiers.
Their foot troops are survivors of an experienced regiment of IG which was decimated (yep, them too) in the siege; the orphaned company were enlisted in the Minervan regiment out of gratitude for their sacrifice, and fulfil an important role.
The Ad Mech, inspired by the devotion of the ex-factory workers to their machinery and their factories, afford them the use of a higher proportion of recovery vehicles and Tech priests....

And I will stop there, as I am now entering army list territory.

What I'd like to see: yep, recovery vehicles with tech priests.
What I will add to my own personal formations - bridging tanks. Come on, people, these HAVE to appear in epic some day :) But I don't seriously expect to see them in the list, although it would be nice.
There - plot hook delivered.  :p

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 Post subject: Minervan 1.5 -> 1.6
PostPosted: Thu Sep 20, 2007 12:05 pm 
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Bridging tanks would be nice for a collector's section, Leman Russ recovery tanks with Melta turrets too.

Stats please. :D





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 Post subject: Minervan 1.5 -> 1.6
PostPosted: Thu Sep 20, 2007 12:13 pm 
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I'm no good at this, but for an LR bridge tank , same stats as LR Demolisher, speed reduced to 15cm, weapons changed to two heavy bolters (sponsons) only.
Each bridge tank gives - er - 5cm of bridge? - so two bridge tanks would permit two crossings of a 5cm wide river or 1 crossing of a 10cm wide river. Maximum vehicle size - same as bridging tank chassis!

Otherwise - a more flexible rule which has any hull type which can be used, at a cost of 5cm movement, and all weapons changed to a maximum of 2 heavy bolters. The bridge would bear the weight of the same vehicle class. Bridge size:
Tank - 5cm bridge
Superheavy or knight (not Lancer) - 10cm bridge
Titan (Reaver or Warlord) - 15cm bridge (note - a titan would get 2 carapace weapon mounts instead of 2 HBs).

Again, just a hook

:;):

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