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Up teched siege list

 Post subject: Up teched siege list
PostPosted: Wed May 10, 2006 8:51 pm 
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I'm slowly figuring out DTp enough to try and make my own 'siege' codex. Featuring the revised baran list, the 'lower' tech one and hopefully a higher tech one.

This would be regular guardsmen, emplaced basilisks, manticores, cut down 6 strong tank company etc. Things like bunkers and sappers would be out (no sappers so no nice bunkers).

But what else? If you had to fight a siege with a regular guard what would you do? I'm thinking add minefields for a start.

List should be achieveable with non oop models preferable (but I'm not obsessive about that).

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 Post subject: Up teched siege list
PostPosted: Wed May 10, 2006 9:12 pm 
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This is just spinning ideas but if I had  free reign to deisgn siege formations then I would have SHT as formation upgrades.  Nothing makes the troops happier than a semlessly undestroyable mobile bunket

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 Post subject: Up teched siege list
PostPosted: Wed May 10, 2006 9:23 pm 
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Ah, I should state it isn't a siege breaker army (though that would also be a neat addition :) ) but rather in the same 'attrition' style as the others.

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 Post subject: Up teched siege list
PostPosted: Wed May 10, 2006 11:22 pm 
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I'm sure this one's gonna sound kinda weird... But what about a remote mine-layer? Akin to the Castellan missiles for the Whirlwind in basic 40K? Place down the blast-markers but instead of targeting a unit you select free space. May not actually hit any bases. The space it covers becomes Dangerous Terrain for all unit-types (even War Engines have to watch out for mines). But once any formation moves over it, even if they fail to actually trigger the mines, it automatically gets cleared? I don't know if this would be balanced or not, but it'd be neat IMHO. You'd probably want fairly small units of these things. Like 3-man units of some kind.


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 Post subject: Up teched siege list
PostPosted: Thu May 11, 2006 7:23 am 
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But why not just dig the minefields/lay them using men? The need for instant minefields is less of a static siege need and more of a mobile force need.

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 Post subject: Up teched siege list
PostPosted: Thu May 11, 2006 7:32 am 
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I suppose so. I've never been one for real practicality in war efforts I guess.  :;):  I do like the idea of mine-fields on them though... This would be a force to accept a siege I'm guessing? WHo are supposed to defend X territory from the enemy? I think it might be neat to see something like the Tarantula or gun-emplacements. Can't move, has fairly short range, starts the game on Overwatch and may only take Overwatch or Sustained Fire actions. Counts as a Light Vehicle (Or maybe Armored Vehicle). Usually armed with fairly short-range weaponry, Heavy Bolters or Heavy Flamers come to mind. Not much use when it comes to forcing the enemy out of your territory, but highly useful for making any actual gains very painful. There's a scenario on the SG website involving fighting an emplaced enemy. Some of the suggestions in it would be very neat.

On mine-fields: How would you have them work? Just positionable Dangerous Terrain? Something worse then this? I'm not sure about Life in the 41st Millinium, but there are few places more dangerous in our world then a Mine Field. It might need some special rules to make it as dangerous as it should be. Like on a 5 or 6 roll a save. Kills from it DO inflict blast markers (Watching your buddies put their foot down and get blown in half is not pleasant!)


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 Post subject: Up teched siege list
PostPosted: Thu May 11, 2006 11:54 am 
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I was thinking of remote turret formations as well.  formation of 6 should do it.  AV 4+ armour
choose one of the following
twin linked heavy bolter
las cannon


Other idea include
replacing the grunts auto cannons with heavy flamers (AP4+ ignore cover range 15cm) and/or melta guns (AT5+ MW range 15cm).

Bombard companies  :D

Giffion companies

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 Post subject: Up teched siege list
PostPosted: Thu May 11, 2006 12:10 pm 
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One possibility is giving their Griffons a 'Siege Shells' upgrade. If you take it then they roll on the AP collumn against immobile vehicles. Hard to get a direct hit on a moving vehicle, but much more likely to punch through stationary vehicle-armor then a normal shell is. This one may be more useful when it comes to staging a siege (breaking down walls and suchlike), but it feels like something a regiment designed to play the 'give and take' siege-game would do. One thing which might be kinda odd is something similar to the Cyclops in 40K. I'm not sure HOW I'd implement this. Maybe a one-shot weapon or something with very short range? They're essentially remote-controlled bombs which can be driven into their targets and detonated. More accurate then barrage weapons, but about as destructive.


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 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 7:40 am 
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i had a idea about how to make the list

A PDF list(that is planetary defence force not acrobat file)

the role of the PDF is to defend the planet it resides on so would have little in the way or tanks chimera etc plus the troops wouldnt be as experienced because they just sit on the planet as a garrison force

however they would be just as well equiped as the normal IG with autocannons and all.

im rolling around other ideas to ill post them in a little bit

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 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 9:10 am 
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k heres one idea a curtian wall basicly same rules a trench only allows the defender to force the oppoent to us FF unless they have jump packs

it was a idea that i of couse just had to run off and build to show you what i mean. mabye some rules about must be so close to an objective and mabye also have sally ports like eldar wraith gates replacing (ie a reserve force that is an an underground bunker but can emmerge from several interlinked sally ports)

these of course would assume that the IG were defending a walled city or such






sorry for the bad pics





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 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 10:42 am 
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The idea of a PDF list is rather neat... I could potentially see allowing them to buy things like super-heavy bunkers. Possibly some kind of sub-terrainian tunnel/transport for certain formations as an upgrade (Gives them Teleport). The idea being that they're ALWAYS fighting defensively, so they have the advantage of knowing the terrain and plenty of time to set up to recieve an attack... Mine fields would be cool too. Dunno how I'd do mine-fields though... Making them Dangerous Terrain might work, but that doesn't feel quite right, it's a 1/6 chance of having a chance to kill a squad which seems a little light for something designed to make an area extremely lethal. Maybe make it on a 1 or 2 they get hit. Being able to purchase say 0-2 Defense Laser Emplacements would be neat. Immobile, useless in CC and FF, but mount huge volcano-cannon style defense lasers (like the one on the Emperor) designed to defend the planet from starships and titans. Dunno how much they'd have to cost, but maybe something like DC 3 and 2 Void Shields (Powered by under-ground reactors). Have the 'May Not Garrison' rule, as they'd be purely defensive weapons. Maybe some of the Leman Russ variants that FW has made? I could easily see a PDF with Leman Russ Conquerors for laying down mass-flak to cover their infantry. Or the Thunderer Siege Tank which is essentially a very heavily armored cannon on treads. Demolisher cannon, armor like a Russ, nothing else. No access to super-heavy tanks as those usually get assigned to IG armies, not to PDFs. Earthshaker and Manticore emplacements would be neat. Unmoveable, LV status, 6+ armor save. Only real defense they have is that they can be placed way back along the field.


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 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 1:23 pm 
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WE can't garrisson anyway.

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 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 1:51 pm 
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Immobile WE can. Remember the dividers are OR statements. So you can do it if at least half of them are Scouts OR if no more then one is over 15cm and no WEs OR if any of them have a move of 0. Hence the requirement that the defense lasers have 'No Garrison'. The two Synapse Nodes in the Tyranid list are the same way. The Greater Synapse Node is also a WE and can garrison since it's Move 0.


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 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 1:59 pm 
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im thinking more like keeps for objectives or gates in the curtain walls upgradable with weapons.

teleport seems a bit much but rather just come out of objective like a wraithgate...its just that there coming from hunderds of feet underground rather than from the craftworld potentially lightyears away

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 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 10:26 pm 
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That might fit as well. I could potentially also see the ability to buy bunkers which you can 'abandon'. Doing so allowing you to pull back to your Blitz as the crew escapes through the tunnel system. But abandoning the bunker also destroys it (They detonate a self-destruct device to prevent the enemy from using it or some such) Maybe even inflict damage on nearby enemies like a BP weapon or something. Might make Bunkers too good, but it'd be neat!


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