[quote="Spectrar Ghost,Feb. 19 2010, 20:33 "][/quote]
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Has there been any revision not recorded in the initial post?
No, the list is current.
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Based on the list I have, which appears to be the same as the initial post, there are a few points that could use clarification/revision.
Regardless of my responses, thanks for giving it a read.
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First, Particle Shielding. Get rid of it, replace it with Void Sheilds like an STC based culture should have.
I understand that is how you feel, however without coming up with a critical analysis or several game play examples, I don't think you are giving the concept of something different from Void shields consideration. This has been played a lot and discussed a lot, and while you may not like it personally, it works on the table.
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The tunneler entry in the army list is unclear as to how many formations of tunnelers can be taken, and who can do so.
from pg 1 of this thread:
DEMIURG A.S.G. TUNNELLER RIGS
(TBM are a special Transport unit made up of a TBM and a Khthon. Termite/Mole formations can only transport a single formation. A Hellbore may carry more than a single formation, but it may not be mixed with Termites or Moles.)
TERMITE TBM & KHTHON CRADLE (0-9, enough to transport one entire formation, but no more) 10 points each
MOLE TBM & HEAVY KHTHON (replace 2 termite & khthon units for 1 mole & heavy khthon unit) free
HELLBORE TBM & KHTHON HOG (1 hellbore & khthon hog unit) 125 points
please describe in detail how this could be made plainer; I am at a loss to make it easier...you buy Termites or a Hellbore. You can exchange 2 termites for 1 Mole, you cannot mix Termites/Moles with a Hellbore...
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The Tunnelers special rule is in need of clarification: How do you deal with the transit time (ie when do you start)? What happens if you fail the Init roll? What if you do not want to tunnel (ie destroyed rigs breaking up a formation)? Why do they get CC and FF stats and how do they move after surfacing? There would be a great deal of simplification if they had no FF or CC except on the Rigs, and the transported formation was simply allowed to Engage out of them, as if teleporting.
Transit time: clock starts when they pass their activation roll (include the turn they activate on).
Failed init. roll: take a hold action like everbody else...move shoot or regroup.
FF and CC stats on the TBM: The TBD may be able make one assault after surfacing, the stats are primarily for that. Since the Cradles and the TBM form one unit while the TBM are prepping having FF and CC stats on the Cradle seemed redundant.
Moving after surfacing: As a single-use option, on the turn they surface the TBM and the transported formation may make one combined engage action. TBM have a speed of 0cm after that.
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Overlord Airship. A DC3 WE Skimmer with 2 battlecannon shots and 2 autocannon shots with AA for 200pts? And it drops bombs? With bomb bays it should count as always popped up; yes it's a game, but you wouldn't want to drop bombs from under the treetops, and couldn't get 15cm range if you did. Price @300 min. Compare to Eldar Scorpion SHGT. +20% save chance (75% vs ~55%), Fearless, Immune to Crossfire, drops a template if you do kill it.
points cost and playablility are experienced-based. this is used for close support and gets mixed in with assaults alot, they die like everything else.
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Goliath macrocannon has a range not divisable by 15cm. not a huge thing, but against convention.
ok...
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Land Trains
If land trains lose the engine, they still get 2/3 the speed? If you aren't gonna stop em dead, make it a 5cm move. Not clear how they are treated: Each car is a WE that must remain in base contact with the leading and following cars? Clarification needed.
5cm is nearly the same as immobile, so 10cm is appropriate. I thought that by stating that thy move independently, it was clear they are not required to remain connected, but they become a formation of WE.
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Why do all land train cars have 4+ FF and 4+ CC? A single autocannon on a 2DC WE does not justify 4+ FF, and 4 Sandhogs do not justify 4+ CC - they also get their attacks. Most of these cars justify 6+ FF 6+ CC, The Engineer should have 5+ FF with the Autocannon equivalent, the Dragon 4+ FF. I understand that this is the Titan Equivalent in the army, but that does not justify the FF/CC stats. It’s a tank. No feet to stomp, no arms to crush, most weapons are conveniently pointed at the car in front instead of the enemy beside you.
the stats are the same for the train and the cars. KISS. As far as the values, they seem to play well enough.
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These following suggestions are based on keeping the current CC/FF stats (see above).
Dragon Car. Let's min-max. For 650pt I get 12 demolisher shots on 11DC of 4+ RA, Thick Rear Armor, Fearless doom? Worth 150-175 a car.
Roadmaker. Full train 750points, 15 BP. Almost comparable to IG arty until you realize (again) 4+RA, TRA, Fearless, 11x 4+FF, 11x 4+CC. vs 5+ Armor, 9x 5+FF, 9x 6+CC. Its an Arty. Company that you can't roll over in Engage. Worth 150-175 a car.
Pilum. Full train 750. Leave it @ 125, though if you shoot your 15BP Macro Barrage at 300cm (or 12 BP TK(1) @ unlimited), you still have an engage monster left over.
Engineer. Probably an OK price, maybe a bit much for the firepower it adds. Call it 175-200. But really, what this train needs is more (as many as 32x more) 4+ CC attacks? Again, fix the base stats and the cost goes down and this car is a more needed option. Right now it’s really expensive gravy.
Your comments on the Dragon car and Roadmaker are valid. The stats were changed by Jaldon and I and we both agreed these were subject to change as a fuction of Min-Max playtest examples. I have not got around to addressing it, but you illustration is very useful.
thanks again for your comments!