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The Marauder bomber

 Post subject: The Marauder bomber
PostPosted: Sun Jun 18, 2006 5:23 am 
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The bomber. Its pants.
Changes for me are one of three options.

Option one
Cost is changed to 250 points for two.

Option two
Change either the BP to 3 or give it 2DC 5+ save.

Option three
Give it BP3 and 2DC 5+ save.

Tested all options fo some time - comes down to what do you prefer?

For the SG model I reckon option 1. For FW Option 3.

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 Post subject: The Marauder bomber
PostPosted: Sun Jun 18, 2006 1:49 pm 
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How about replacing it with the Marauder Destroyer? It IS Armageddon and they ARE supposed to be the major Imperial bomber at this stage of the war after all.


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 Post subject: The Marauder bomber
PostPosted: Sun Jun 18, 2006 4:24 pm 
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1 - Too big a change to a published list
2 - Wasn't that the second war not the third they were the mainstay?

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 Post subject: The Marauder bomber
PostPosted: Sun Jun 18, 2006 5:51 pm 
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You appear to be correct. Again, showing how bad my attention to detail is  :p


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 Post subject: The Marauder bomber
PostPosted: Sun Jun 18, 2006 9:26 pm 
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since the forgeworld model is infinitely better I suggest we adopt that one as the gold standard. All SG Marauder Bombers are vain imposters, not fit for battlefields as fine as mine. :D

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 Post subject: The Marauder bomber
PostPosted: Mon Jun 19, 2006 12:56 am 
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I vote for 1.

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 Post subject: The Marauder bomber
PostPosted: Mon Jun 19, 2006 1:42 am 
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Quote (The_Real_Chris @ 17 June 2006 (21:23))
The bomber. Its pants.
Changes for me are one of three options.

Option one
Cost is changed to 250 points for two.

Option two
Change either the BP to 3 or give it 2DC 5+ save.

Option three
Give it BP3 and 2DC 5+ save.

Tested all options fo some time - comes down to what do you prefer?

For the SG model I reckon option 1. For FW Option 3.

You forgot Option Four, leave it alone.  :p

Sorry, could not resist. After all these "let's change this" threads over the last couple of weeks it just seemed funny that to not change things is never an option.  :laugh:

Back to your scheduled discussion.  :cool:

dafrca

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 Post subject: The Marauder bomber
PostPosted: Mon Jun 19, 2006 1:46 am 
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I don't actually have an opinion on its rules... I've yet to use one.

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 Post subject: The Marauder bomber
PostPosted: Mon Jun 19, 2006 9:41 am 
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Thats because leave 95% of stuff alone is a boring thread :)

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 Post subject: The Marauder bomber
PostPosted: Mon Jun 19, 2006 9:57 am 
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Probably never happen, but i'd like the rules for the SG model to actually represent the model, ie assault cannon under nose, rocket pods, hk missiles, and some other gun in dorsal turrent.

I think the FW model should be the maruder with either option 2 or 3, the SG should be something else as its not even similar.

Just my thoughts
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 Post subject: The Marauder bomber
PostPosted: Mon Jun 19, 2006 5:46 pm 
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Not to hijack TRC's effort, but the Marauder Destroyer stats are being worked out (or at least we are attempting to work them out) on the Elysian list.

TRC has been looking at the Marauder bomber for awhile and I think the two efforts should remain separate.

As far as the Marauder bomber goes, Option #1 would be the easiest to implement of the changes. The question would then be, would you take two MB's over a Warhound?

That being said, seems like Option #2 or #3 ought to be investigated unless people are happy with how it performs now.

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 Post subject: The Marauder bomber
PostPosted: Tue Jun 20, 2006 8:34 am 
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I would still take warhounds as the bomber is basically a gamble. Don't deal with flak and ground rt is a better deal, manage to and it becomes better.

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 Post subject: The Marauder bomber
PostPosted: Tue Jun 20, 2006 2:56 pm 
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There are stats for the Marauder Bomber in the AMTL list as well (fairly good stats, I think!) which fit with the model and the fluff of it being a serious bomber, meant for long-range heavy duty runs. They're fairly well balanced too, IMHO, though they ARE more expensive then standard marauders.


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 Post subject: The Marauder bomber
PostPosted: Thu Jun 22, 2006 2:14 am 
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The current Marauder Bomber rules do not reflect what the bomber should be capable of.  I would gladly pay more points to make it more effective.  I would say option 3 for 200 points per aircraft. Possibly even make the payload heavier, 4 BP each. 8 BP total which gives two templates.  Possibly also allow 2-4 Bombers as a choice, and the Thunderbolt as well, bought in elements of 2 each, but formations up to 6 Thunderbolts in a formation a flight.

I like Airpower by the way and Aerospace Operations are something I like to think about in real life.

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