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Guild Drop Pods http://www.tacticalwargames.net/taccmd/viewtopic.php?f=76&t=12226 |
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Author: | Warmaster Nice [ Fri Apr 04, 2008 1:56 pm ] |
Post subject: | Guild Drop Pods |
A bit delayed due to me being a bit hung up on various projects. Nevertheless here they are: There's 15 to a pack (Quite a heavy bag too ![]() The models displayed are with the turrets deployed but you could also chose to assemble them without he turrets, as this is usually how the pods will look when they drop through the athmosphere. |
Author: | Dwarf Supreme [ Fri Apr 04, 2008 2:24 pm ] |
Post subject: | Guild Drop Pods |
Sweet. ![]() |
Author: | Moscovian [ Fri Apr 04, 2008 2:30 pm ] |
Post subject: | Guild Drop Pods |
I would love to see some rules for the SMs using actual droop pods that could provide cover, be destroyed, etc., in conjunction with the Deathwind Pods. I was going to make a bunch of pods out of paper models but with these looking so nice I might have to make a purchase and save the time for painting. ![]() |
Author: | netepic [ Fri Apr 04, 2008 2:48 pm ] |
Post subject: | Guild Drop Pods |
Released May the 1st. Bounty Hunters are available now. |
Author: | vanvlak [ Fri Apr 04, 2008 2:54 pm ] |
Post subject: | Guild Drop Pods |
Nice - and useful too- try this: 1 - place one pod just ahead of another, just touching. 2 - connect the two together in this position - a simple way would be to drill a hole in one side of each and pin the two with a suitable rod. 3 - fill up the gap between the two. 4 - finish the sides neatly, paint, and voila - one big hovercraft ![]() |
Author: | netepic [ Fri Apr 04, 2008 3:02 pm ] |
Post subject: | Guild Drop Pods |
It is also worth playing around with the various Guild and Khazari turret combo's, you can get some interesting results... |
Author: | nealhunt [ Fri Apr 04, 2008 3:31 pm ] |
Post subject: | Guild Drop Pods |
(Moscovian @ Apr. 04 2008,14:30) QUOTE I would love to see some rules for the SMs using actual droop pods that could provide cover, be destroyed, etc., in conjunction with the Deathwind Pods. That would be pretty easy in concept. The problem is writing comprehensive rules for all the weird situations that could cause, but in a friendly game it should work fine. Make them part of the formation, but once they break coherency, they become their own formation and cannot rejoin. They cannot capture or contest objectives (or maybe they could contest but not capture). Stats would be AV with crappy firepower (Machine Spirits suck) and mandatory dismount on landing. Use the normal Planetfall instead of the drop pod placement. Maybe armor 5+, 1 Heavy Bolter per 2 units (they all have them, but at BS 2 and restricted target selection they aren't worth much), thick rear armor, and 0cm move, of course. The extra firepower, units and activation would be offset by the reduced flexibility in deployment and loss of the Deathwind (the pods would scatter instead of getting direct placement). === The minis are nice. |
Author: | Evil and Chaos [ Fri Apr 04, 2008 3:42 pm ] |
Post subject: | Guild Drop Pods |
Make them part of the formation, but once they break coherency, they become their own formation and cannot rejoin. They cannot capture or contest objectives (or maybe they could contest but not capture). What's wrong with classifying them as a different formation? Borrow the War Engine transport rules and you're done, no? Stats would be as you say. |
Author: | nealhunt [ Fri Apr 04, 2008 3:49 pm ] |
Post subject: | Guild Drop Pods |
(Evil and Chaos @ Apr. 04 2008,15:42) QUOTE What's wrong with classifying them as a different formation? Borrow the War Engine transport rules and you're done, no? Yeah, that's probably simpler. They might not even need the WE transport rules. It's a mandatory dismount on landing, which isn't part of their activation, so there's no point in the game where they apply. We should probably start a new thread if people want to pursue this discussion... |
Author: | Evil and Chaos [ Fri Apr 04, 2008 3:53 pm ] |
Post subject: | Guild Drop Pods |
They might not even need the WE transport rules. It's a mandatory dismount on landing, which isn't part of their activation, so there's no point in the game where they apply. Yup that'd work fine IMO. |
Author: | hotwire [ Sun Apr 06, 2008 2:20 pm ] |
Post subject: | Guild Drop Pods |
photoshops INCOMING! i got my job bacK! ![]() |
Author: | hotwire [ Sun Apr 06, 2008 2:45 pm ] |
Post subject: | Guild Drop Pods |
one for the hell..i find it funny ![]() serious ones to come |
Author: | Legion 4 [ Mon Apr 07, 2008 6:14 am ] |
Post subject: | Guild Drop Pods |
Great models and painting and action pic, Boyz ! I like'm ! I'll get a pack ! We used modified SM1 Drop Pods rules - and they work fine ... ![]() |
Author: | Markconz [ Mon Apr 07, 2008 6:34 am ] |
Post subject: | Guild Drop Pods |
Very nice!! |
Author: | netepic [ Tue Apr 08, 2008 7:03 pm ] |
Post subject: | Guild Drop Pods |
Nice one hotwire ![]() |
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