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Elysian Drop Troop Army List

 Post subject: Elysian Drop Troop Army List
PostPosted: Sat Mar 11, 2006 12:38 pm 
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You can download the latest version of the Elysian Drop Troop Army list here.

Version 2.1.2





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 Post subject: Elysian Drop Troop Army List
PostPosted: Sun Mar 12, 2006 12:46 pm 
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Ok, a general update.

The new list has been sent to CyberShadow and he is converting to a pdf and will be hosting for us. As soon as that is ready to go, I'll post the link for downloading. I think we are on track for 3/13.

As stated in another thread, I'm going to post the new list for review and discussion for a couple of days, let people catch my typos, misinformation, and whatever.

I'm sure there will be questions asking for clarification as well as "are you out of your mind" issues. We'll work through those and then I'll publish a v2.1, which would become the version to test for the next round.

So, I look forward to the next round of review kicking off very soon. Thanx for your patience.

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 Post subject: Elysian Drop Troop Army List
PostPosted: Mon Mar 13, 2006 2:28 pm 
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Ok, the latest list is up. Many, many thanx to CyberShadow for the support.

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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 2:10 am 
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OK, got to take a first glance at the list. ?Here are my initial comments:

I think Storm Trooper Company should be 0-1 (due to them being somewhat rare, even in the Elysian Army) ?Also helps get the ratio correct, should have one Storm Trooper Company per 3-4 Drop Troop Companies.

I think Support Sentinel Squadrons should also be 0-1 - again, they aren't very common in the IA3 TO&E, and we should reflect that in the list. ?You shouldn't be able to show up with 4 units of support Sentinels - as they are only 1 Support Sentinel Squadron per 5 Normal Sentinel Squadrons. ?Also there are only a total of two squadrons availalable to an entire regiment, so we should really have the limitation in our list.

Initially I thought HV's would be something like four stands and two Valks - but I guess it's cool to have them more variable - although 0-2 is not a lot, but I guess that is OK.

Why are Lightning Strike Fighters bought in groups of 4 not the standard 2?

Maruaders should always be bought in groups of two - not sure why we have seperated them out in the experimental formations section.

Thoughts on the unit details to follow.






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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 2:34 am 
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On to the details units themselves....

Elysian Drop Troop Infantry - Demo Charges are not close combat weapons - the FF value should be increased, not the CC value - IMHO.  Demo Charges are the last thing you'd want going off in hand to hand combat, just doesn't make sense to have them reflected in CC value, but FF makes more sense.  There isn't anything a drop trooper has that an IG troop doesn't to make them better in actual hand to hand fighting.

Shouldn't there be a note on most infantry units to include Teleport?  I would put in like Note: Teleport (may be used if not being transported in Valkyrie transport).

I personally don't think you need two versions of hardened vets.  I would combine them into one - giving them everything (yes that sounds like we are powering them up, but I think it simplifies it, maybe give them infiltrator, sniper and have the plasma guns but do without scout?  I'm sure we could come up with something that would work to combine them.

Do we want to keep scouts on the Stormtroopers - as they are acting more as a full company, less like a small special forces unit in of themselves?  I would think we would want to get rid of the scouts ability?

Mortars should generate 1 BP per stand, and be four stands.  They should not get indirect fire, and stay at 30 cm.  They should also be 100 points with those changes.  Just my opinion.

I am of the opinion (but on the fence) that squadrons should be bought as HB versions or MM versions - keeps the record keeping to a minimum.  Also, shouldn't they be able to Teleport as well - if not riding in a Valkyrie?

Support Sentinels should also not be 1 BP per two, but again 1 per.  The onl dilema here is that most rocket pods in the game (all others that I can think of) is a one shot weapon?  Also, why the significant increase in FF value over a normal Sentinel?  I also think they should have the indirect fire ability - to give them the range they should have.  Keep in mind, these are the Elysian versions of fire support (i.e. Basilisk, Manticore, etc).  They obviously aren't nearly as strong, even if you give them 1 BP per, and indirect fire - maybe we increase their cost though?  

Just a side not - Thunderbolts should be fixed to represent their actual stats as depicted in IA1.  

We also need to add to the list the Lascannon version of the Valkyrie, and all versions of the Vulture as included in IA3 - very important to be able to tailor your force one way or the other - and in keeping with the theme of being a specialist army, they would naturally do this to deal with whatever the mission calls for.

I'll continue reading, and probably come up with more thoughts - but nice to see a list, we're making progress.


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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 3:32 am 
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@Honda,

No particular order, just as I scrolled through the list and things came to mind.

1. Comments

?a. ?Love the professional look of the list already, definitely handy in use. More should work to frame up their lists early on in development. Definitely helps the players get a feel for things.

?b. ?Thanks for the honorable mention, not necessary, but appreciated. :)

?c. ?Love the early on witty place holders


2. Reg HQ

should be 0-1 per army presumably.


3. ?Drop Troop Company

should be '1 Elysian Commander', NOT 2 Supreme Commaders!


4. nit pick...

?a. ?"Elysian Drop Troop Companies" cell is too short, make it vertically more taller to allow the header to be formatted correctly.

?b. ?I'd make the support called contingents or something other than company. A company of sentinels would be more than 4 for example. Just bad IG grammer to call these company's. You could call them detachments, contingents or soemthing similiar.


5. Consistency Observation

a. ?Steel Legion Infantry Co = 250
? ? 13 inf stands (13 units) @ 250 = 19.23 points / unit

b. ?Steel Legion Reg HQ = 500
? ? 13 inf stands (13 units) @ 250 = 19.23 points / unit
? ? ? 7 chimeras (7 units) @ 175 = 25 points / unit
? ? ? 1 Sup Cmdr (0 units) @ 75 = 75 point SC

c. ?Drop Troop Co = 225
? ? 9 inf stands (9 units) = 25 points / unit

d. ?Elysian Reg HQ = 325
? ? 9 inf stands (9 units) @ 225 = 25 points / unit
? ? 1 Sup Cmdr (0 units) @ 100 = 100 point SC


e. ?Steel Legion IG have:
? ? CC 6+
? ? FF 5+
? ? Autocannon ?R45cm, AP5/AT6 (1 for every 2)
? ? 2 stands may ride in a chimera for 25 points

f. ?Drop Troop IG have:
? ?CC 4+
? ?FF 6+
? ?No weapon
? ?2 stands may ride in Valkyrie for 40 points


I. ?So in comparison to Steel legion IG - for losing their weapon, losing 1 FF point, and paying 5.5+ points per stand, drop troop infantry gain +2 CC and the right to ride a valkyrie that they still pay for. Is this right?

II. ?Also, why do Elysians pay 25 more points for their Supreme Commander than Steel Legion IG?



6. ?Note under DROP TROOP COMPANY UPGRADES

The note says that the Fire Support Platoon may only be taken by the Reg HQ

Can anyone take the Mortar Platoon? Isn't it just as rare as the Fire Support Platoon?


[b]7. ?Hardened Vets


There's two hardened vet data sheets - which is correct?


8. ?Demo Charges
Shouldn't Demo Charges be reflected in FF and not the CC value?

The reason is the device is thrown, not held or swung

Besides - what IG on the face of any world wants to be in base to base with the enemy!


9. ?Commissars

Where's the reference to the commissar rule?


10. ?Your missing a support sentinel
The missle sentinel that can fire indirect AT fire... see the appropriate thread.

:(


11. ?Aircraft
I'd eliminate the Cypri Mundi Thunderbolt and Maurader from this list.

This list is meant to 'highlight the forgeworld' gear. Its specifically designed to accent the craft of Forgeworld. To put the cypri mundi aircraft in as the base and put the actual forgeworld craft in as experimental is a bit out of character.

Especially since FW IA3 doesn't even recognize the Cypri Mundi aircraft as associated with the Elysians!


12. ?Experimental Hellstrikes
Underwing rockets on the thunderbolt are hellstrikes but for aircraft.

If you are going to make the experimental rockets "underwing" then remove the "one-shot".

In Epic A, all aircraft leave the table to rearm and refuel. That's part of the reason why BM are always removed when aircraft come back on the field or not.

The Vulture's hellstrikes are one shot.

Regardless - if you are not going to use the same stats, need to change the name of the Hell strike weapon on the fighters. Same weapon name but different stats is a JJ no-no!


13. ?Teleport
What happened to the Teleport Option for ... almost everything?

==========================

That's all I seen right now Honda.

Lots of 'critiques' but its all meant as feedback to help the list along.

Don't underestimate my comments - the list looks great and happy to see something we can work with!

Cheers for all the effort, I know what goes into getting these documented!

Well done thus far Sir!





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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 3:46 am 
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Quote (Cosmic Serpent @ 13 Mar. 2006 (19:34))

On to the details units themselves....

Elysian Drop Troop Infantry - Demo Charges are not close combat weapons - the FF value should be increased, not the CC value - IMHO.  Demo Charges are the last thing you'd want going off in hand to hand combat, just doesn't make sense to have them reflected in CC value, but FF makes more sense.  There isn't anything a drop trooper has that an IG troop doesn't to make them better in actual hand to hand fighting.

Amen.

Shouldn't there be a note on most infantry units to include Teleport?  I would put in like Note: Teleport (may be used if not being transported in Valkyrie transport).



I personally don't think you need two versions of hardened vets.  I would combine them into one - giving them everything (yes that sounds like we are powering them up, but I think it simplifies it, maybe give them infiltrator, sniper and have the plasma guns but do without scout?  I'm sure we could come up with something that would work to combine them.
Good suggestion, i don't know where we were going with 2 versions of the HV squads. Waiting for Honda to elaborate.

Do we want to keep scouts on the Stormtroopers - as they are acting more as a full company, less like a small special forces unit in of themselves?  I would think we would want to get rid of the scouts ability?
Isn't the president already established in the SL list?

Mortars should generate 1 BP per stand, and be four stands.  They should not get indirect fire, and stay at 30 cm.  They should also be 100 points with those changes.  Just my opinion.
Doesn't indirect have a min 30cm range? Would be kind of silly to have 30cm indirect and could only use it exactly at that range. Thus - the no indirect.

I'd say no change on them for now.

Support Sentinels should also not be 1 BP per two, but again 1 per.  The onl dilema here is that most rocket pods in the game (all others that I can think of) is a one shot weapon?
I don't think these should be 1 shot as it makes no sense. I'd rather have 1 for every 2. However, i agree - neither restriction actually makes any sense - accept that there's a precident for one shot and no 1 for 2...

 Also, why the significant increase in FF value over a normal Sentinel?
heh - Missed that.

 I also think they should have the indirect fire ability -
Not me - not this sentinel. However, the one we are missing - the rocket launcher sentinel should be AT5+ and should be indirect fire capable.

Just a side not - Thunderbolts should be fixed to represent their actual stats as depicted in IA1.  
Amen - See the experimental rules section for the attempt. I don't know why the Steel Legion cypri Mundi versions are even in this list - they should 'disappear' if we are staying true to Imperial Armor as the core design source.

We also need to add to the list the Lascannon version of the Valkyrie, and all versions of the Vulture as included in IA3 - very important to be able to tailor your force one way or the other - and in keeping with the theme of being a specialist army, they would naturally do this to deal with whatever the mission calls for.

I'm not convinced of this actually. I looked at the various versons and found that its probably just as sound to have a common vulture and valkyire that satisfies the Elysians needs. Besides, you cannot order them with seperate weapon load outs from FW. Who'd want to convert that many?

Economically, it becomes a headache too.

Sure, you could paint these blue and those red... but...

I think you'll find in most cases where the vultures and valkyries leave off the aircraft (if properly built) should pick up.

Good feedback CosmicS!

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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 5:20 am 
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Good point about indirect fire, forgot about that rule - I would just vote to leave them at 30 cm, and call it good for the mortar range. ?

Personally, my opinion on support type weapons is that they are there to add BP type support, but I do see the point because there are two versions of the support sentinel. ?Hmmm - this one causes a real problem - there are two version (rocket pods and missile launchers) - but missile launchers to me seem more like the normal sentinels in the fact they are just AT/AP weapons. ?I would like to see the support sentinels act more like WWII Nebelwerfers - rocket launchers that hang back, shoot arcing fire over the troops and add BP markers - but that whole 1 shot issue for the weapon......shrugs shoulders for now.

My main reason for the Vulture/Valkyire variant list is that we are fairly limited in options from the start (not nearly as many companies, support, or upgrades as most lists. ?So to add variety and to give some customization to the list - I think adding variants works nicely. ?Although, if we did do it - I would propose you have to buy units of one type or another. ?As far as the actual modeling of them - I can live without having to make someone actually model the mini with the actual weapons loadout.

If I did have to pick a version of each, I honestly don't know which one I would pick? ?The overall feel of the army lends me towards something with a little more AT punch - and basing this on modern air mobile units, figuring the Vultures are more less equivalent to Apaches - I'd say it makes more sense to make them tank hunters (equipped with lascannons, and missiles).






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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 1:55 pm 
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Just a note: at the top of the list it states that As a result, all Elysian units may be transported in Valkyries or may use the Teleport special ability.
.

I agree that the demo "bonus" should also be added to the firefight value.  Taking the 40K parallel, a drop in unit tosses the bomb in the shooting phase.  It has an effective launch range of 12inches (6in + deviation), which is equivalent to pistol range (not counting the ability to move 6in in the assault wave before throwing).

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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 2:23 pm 
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I will comment on the combined, uh, comments later. Just letting you know that I've read and will explain why I did what I did. Not that it will be the way things go, but I want you to understand my thinking process and then we'll go from there.

Good comments all.

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 Post subject: Elysian Drop Troop Army List
PostPosted: Tue Mar 14, 2006 4:04 pm 
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Cosmic Serpent comments:


I think Storm Trooper Company should be 0-1 (due to them being somewhat rare, even in the Elysian Army) ?Also helps get the ratio correct, should have one Storm Trooper Company per 3-4 Drop Troop Companies.

I think Support Sentinel Squadrons should also be 0-1 - again, they aren't very common in the IA3 TO&E, and we should reflect that in the list. ?You shouldn't be able to show up with 4 units of support Sentinels - as they are only 1 Support Sentinel Squadron per 5 Normal Sentinel Squadrons. ?Also there are only a total of two squadrons availalable to an entire regiment, so we should really have the limitation in our list.


One of the balancing mechanisms that is not favored is using the 0-X restriction, as it is felt that any unit should be balanced without a physical constraint. So, I have shied away from that approach. Also, the 0-X smacks of 40K.




Initially I thought HV's would be something like four stands and two Valks - but I guess it's cool to have them more variable - although 0-2 is not a lot, but I guess that is OK.


I would try them as they are. I had a lot of fun with them in the recent battle report and they perform a role, which is important, without becoming dominant.



Why are Lightning Strike Fighters bought in groups of 4 not the standard 2?


This was an attempt to do something different. The idea again, is that the list has a role for an interceptor unit (2 a/c) and then a larger unit for strike purposes, because they will be going into harms? way and will need more a/c to sustain their effectiveness throughout the game.



Maruaders should always be bought in groups of two - not sure why we have seperated them out in the experimental formations section.


These are not yer momma?s Marauders. If you look at the stats, they are much more effective than the SL Marauder. Now, there is a ?big? rule that you do not have two weapon systems with the same name, which I have broken with the Marauder and so, perhaps if we want to include it in the list vs. the SL version, then we can borrow another WW II medium bomber name and call it the Avenger.





Elysian Drop Troop Infantry - Demo Charges are not close combat weapons - the FF value should be increased, not the CC value - IMHO. ?Demo Charges are the last thing you'd want going off in hand to hand combat, just doesn't make sense to have them reflected in CC value, but FF makes more sense. ?There isn't anything a drop trooper has that an IG troop doesn't to make them better in actual hand to hand fighting.


Personally, I?m not married to where this lands up, but let me explain why I did what I did. I envisioned the demo charge as something that is the equivalent to the WW II Bangalore torpedo that engineers and sappers used. If you look at the physical representation of the DC, it is about the size of a manhole cover, however, I would doubt that one guy is going to flip this thing like a Frisbee over 50 yards. I know about the 40K mechanics, but chose to ignore them as being unrealistic an assumption. So whether you toss it like a mega hand grenade, or carry over to where the machine gun nest/tank is, you still have to get pretty close to use it.

Hence my initial choice of putting it in the CC factor. FF just indicates a greater distance to me than CC. I am open to suggestions though.




Shouldn't there be a note on most infantry units to include Teleport? ?I would put in like Note: Teleport (may be used if not being transported in Valkyrie transport).



Teleport is a special rule that applies to the entire army. If this isn?t enough, then I can add Teleport to the notes section. I was just trying to avoid having to do this.



I personally don't think you need two versions of hardened vets. ?I would combine them into one - giving them everything (yes that sounds like we are powering them up, but I think it simplifies it, maybe give them infiltrator, sniper and have the plasma guns but do without scout? ?I'm sure we could come up with something that would work to combine them.


That?s fine. I just tossed the second version out there to see if there was any desire to see it. If not, it?ll be gone when I do the update.



Do we want to keep scouts on the Stormtroopers - as they are acting more as a full company, less like a small special forces unit in of themselves? ?I would think we would want to get rid of the scouts ability?



I do not intend to modify the ST for this list. They are defined in the SL list and as such, that has precedence.




Mortars should generate 1 BP per stand, and be four stands. ?They should not get indirect fire, and stay at 30 cm. ?They should also be 100 points with those changes. ?Just my opinion.



Let?s take this discussion over to the Mortar section.





I am of the opinion (but on the fence) that squadrons should be bought as HB versions or MM versions - keeps the record keeping to a minimum. ?Also, shouldn't they be able to Teleport as well - if not riding in a Valkyrie?



I?m fine with the either/or for the weapons. Again, I?m just testing the waters on some of these features. As far as Teleport, they do get this ability and they can be transported by Valkyries.



Support Sentinels should also not be 1 BP per two, but again 1 per. ?The onl dilema here is that most rocket pods in the game (all others that I can think of) is a one shot weapon? ?Also, why the significant increase in FF value over a normal Sentinel? ?I also think they should have the indirect fire ability - to give them the range they should have. ?Keep in mind, these are the Elysian versions of fire support (i.e. Basilisk, Manticore, etc). ?They obviously aren't nearly as strong, even if you give them 1 BP per, and indirect fire - maybe we increase their cost though? ?



Although, they are the Elysians version of Manticores and Basilisks, they are by no means anywhere near as effective, hence my preference to leave them as short range, low level BP appliers. This too, should be taken over to the Mortar section.



Just a side not - Thunderbolts should be fixed to represent their actual stats as depicted in IA1. ?

We also need to add to the list the Lascannon version of the Valkyrie, and all versions of the Vulture as included in IA3 - very important to be able to tailor your force one way or the other - and in keeping with the theme of being a specialist army, they would naturally do this to deal with whatever the mission calls for



I addressed this in the air force topic. Please see reasoning there.
.
Thanx for the feedback so far.
Tactica comments:




2. Reg HQ

should be 0-1 per army presumably.


Yes, that should be explicitly defined. If I missed that, I?ll update.



3. ?Drop Troop Company

should be '1 Elysian Commander', NOT 2 Supreme Commaders!



Yes, same as above



4. nit pick...

a. ?"Elysian Drop Troop Companies" cell is too short, make it vertically more taller to allow the header to be formatted correctly.



Will fix.




b. ?I'd make the support called contingents or something other than company. A company of sentinels would be more than 4 for example. Just bad IG grammer to call these company's. You could call them detachments, contingents or soemthing similiar.



I was borrowing from the SL terminology. If this proves to be confusing, then I?ll look into changing it.




5. Consistency Observation

a. ?Steel Legion Infantry Co = 250
? ?13 inf stands (13 units) @ 250 = 19.23 points / unit

b. ?Steel Legion Reg HQ = 500
? ?13 inf stands (13 units) @ 250 = 19.23 points / unit
? ? ?7 chimeras (7 units) @ 175 = 25 points / unit
? ? ?1 Sup Cmdr (0 units) @ 75 = 75 point SC

c. ?Drop Troop Co = 225
? ?9 inf stands (9 units) = 25 points / unit

d. ?Elysian Reg HQ = 325
? ?9 inf stands (9 units) @ 225 = 25 points / unit
? ?1 Sup Cmdr (0 units) @ 100 = 100 point SC



Consistency?well, yes, that would be nice. I used the standard non-mech infantry company as my base unit, got an average cost/unit, then dropped the unit in size. That worked out to be around 180 points. When Teleport was given to the formation, then there were comments regarding upping the cost for the ability and 225 was used, rightly or wrongly. I expect some unit cost movement to occur.



e. ?Steel Legion IG have:
? ?CC 6+
? ?FF 5+
? ?Autocannon ?R45cm, AP5/AT6 (1 for every 2)
? ?2 stands may ride in a chimera for 25 points

f. ?Drop Troop IG have:
? CC 4+
? FF 6+
? No weapon
? 2 stands may ride in Valkyrie for 40 points

I. ?So in comparison to Steel legion IG - for losing their weapon, losing 1 FF point, and paying 5.5+ points per stand, drop troop infantry gain +2 CC and the right to ride a valkyrie that they still pay for. Is this right?


Um, yeah. Again, see above. Not saying this is correct, only that it was the starting point. As stated previously , after two games, the drop companies see a little high in cost. How high needs to be determined.




II. ?Also, why do Elysians pay 25 more points for their Supreme Commander than Steel Legion IG?


In the Tau discussions, +100 pts was regularly used for SC cost. I just borrowed that.



6. ?Note under DROP TROOP COMPANY UPGRADES

The note says that the Fire Support Platoon may only be taken by the Reg HQ

Can anyone take the Mortar Platoon? Isn't it just as rare as the Fire Support Platoon?



I understand where you are coming from. I made the FS Plt the equivalent to all the Special Weapons squads the Company commander can take. I didn?t think about the mortars that way, but to be consistent, they should only be taken by the RHQ to be consistent.



[b]7. ?Hardened Vets

There's two hardened vet data sheets - which is correct?



They?re both correct. I only do correct things. :P

I put two in there so that we could discuss. It was an idea I had and I was floating it by to see if there was an interest in having two different versions of HV.




8. ?Demo Charges
Shouldn't Demo Charges be reflected in FF and not the CC value?

The reason is the device is thrown, not held or swung

Besides - what IG on the face of any world wants to be in base to base with the enemy!



See response to Cosmic Serpents comments.




9. ?Commissars

Where's the reference to the commissar rule?



Just missed it.



10. ?Your missing a support sentinel
The missle sentinel that can fire indirect AT fire... see the appropriate thread.




Not missing, purposely left off. For the time being, I would like us to try to balance out three Sentinel versions, given that we have a lot of moving parts at this time. We?ll keep it on the plate, but address it later.



11. ?Aircraft
I'd eliminate the Cypri Mundi Thunderbolt and Maurader from this list.

This list is meant to 'highlight the forgeworld' gear. Its specifically designed to accent the craft of Forgeworld. To put the cypri mundi aircraft in as the base and put the actual forgeworld craft in as experimental is a bit out of character.

Especially since FW IA3 doesn't even recognize the Cypri Mundi aircraft as associated with the Elysians!



Take a deep breath and let it out slowly. J

Ok, I included the SL aircraft so that the working list would have some air assets to play with. We?re going to stage changes and I didn?t really think we?d get the aircraft in the experimental section sorted out in just a few days. If we do great, but I?m expecting that discussion to go on for a little while.

So, rather than leave all a/c off, you get what is already approved. They aren?t the final a/c versions.



12. ?Experimental Hellstrikes
Underwing rockets on the thunderbolt are hellstrikes but for aircraft.

If you are going to make the experimental rockets "underwing" then remove the "one-shot".

In Epic A, all aircraft leave the table to rearm and refuel. That's part of the reason why BM are always removed when aircraft come back on the field or not.



The Lighting/Marauder stats in the list come directly from IA3. I didn?t not change them. IA3 is the source book (good or bad), so when they say ?One shot?, I say ?One shot?. Then if you have a gripe, you can take it up with Warwick. J




13. ?Teleport
What happened to the Teleport Option for ... almost everything?



See above.

Again, thanx for taking the time to look at the list. That's how it will get better.

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 Post subject: Elysian Drop Troop Army List
PostPosted: Wed Mar 15, 2006 2:06 am 
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One other question I was thinking of - did they put the scouts ability on the Valkyries because they are transporting Storm Troopers (which have the scout ability)?  

Since our drop troop companies don't have scout - would their Valkyries have it, or not?  Maybe yes - maybe no - not sure, but just another observation....


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 Post subject: Elysian Drop Troop Army List
PostPosted: Wed Mar 15, 2006 6:49 am 
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Cosmic S,

I'd say that's a good observation.

Its definitely a point to allow the storm troopers to be distinquished a bit more (ie they get scout but others do not)

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 Post subject: Elysian Drop Troop Army List
PostPosted: Wed Mar 15, 2006 2:48 pm 
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Since our drop troop companies don't have scout - would their Valkyries have it, or not?  Maybe yes - maybe no - not sure, but just another observation....


I don't see any reason why the Valkyries can't have Scout. That way, if you wanted to keep them back away from all the guys that are going to die soon, you can.  :/

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"Remember Taros? We do"

- 23rd Elysian Drop Regiment


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 Post subject: Elysian Drop Troop Army List
PostPosted: Thu Mar 16, 2006 1:36 am 
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One other thing that I was thinking today - we have Storm Troopers as a company in of itself, not a support unit as normal.  Now that being said, we have a bunch of upgrades that you could in theory take with Storm Troopers - but don't really make sense from a fluff perspective - ie you can take HV as an upgrade to a Storm Trooper company?  Doesn't make sense - they aren't part of what a Storm Trooper company is supposed to be - but are considered the elite of the normal guard?  Maybe that  is why they initially put them in the support section, as support units can't get company upgrades?  Maybe we should consider placing them back there - after all there has been a precendence for them being there and not a company in of themselves?


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