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Demiurg Thunderfire

 Post subject: Demiurg Thunderfire
PostPosted: Sun Apr 20, 2008 8:48 am 
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For being an immobile decide, unable to shoot anything but AA, would consider it something that could keep planes away.

Now it is like 3 hydras (Flak formation in IG) - it has 15cm more range (60 vs 45) but cannot move, cannot shoot ground targets and breaks more easily. And AA power is as strong/weak. Cost is same.

For being such a dedicated formation, IMNSHO it should be able to keep bigger planes at bay almost like Pylon - or be able to do something else than shoot weakly at sky.

My suggestion: give it range of 90cm (so that it shoots first at Thunderhawk) and lance - thus its power against fighter squadrons would remain quite the same - they could still try to come and break the AA - but at least it now could prove a threat to Landas and Thundehawks. How it is should be. It would still be easy to get one or two BM to that formation via artillery, shock troops etc. so it would not become overly powerful. More like worth its support slot and cost.

(other choices: better AA value or macro-weapon, but both these make it especially better against fighters, not landing big things. Making them cost like 100 points is one choice yes, but not that good as demiurg is scarce on support slots and they really should have something against landing crafts, not just some toy guns)


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 Post subject: Demiurg Thunderfire
PostPosted: Sun Apr 20, 2008 11:48 am 
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(Hena @ Apr. 20 2008,11:42)
QUOTE
The little that I've used it, it has been only thing that I have actually shot down a Landa before it lands :).

Lucky you, but the odds are same with single hydra battery :]


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 Post subject: Demiurg Thunderfire
PostPosted: Sun Apr 20, 2008 12:55 pm 
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While I can't speak to the specifics of the unit, I know that when ePilgrim made that list he was trying to build some limitations into the list and a vulnerability to aircraft was one of them.  This is pretty common I've noticed as certain races have the same limitation (Necrons, Dark Eldar, Space Marines) while others tend to excel at air combat (Eldar, Tau).

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 Post subject: Demiurg Thunderfire
PostPosted: Fri May 30, 2008 4:55 am 
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rpr,

the Demiurg has the ability to create a "flak net" using thunderfire, iron eagle and overlords. if used wisely, your opponent pays dearly for any intrusion into you backfield. in many of the games I've played they simply shutdown any air offensive.

upgunning the thunderfire just makes them more costly to field, and allowing them direct fire, given their ROF and range, would make them costlier still.

given the number of times they have been devastaing and in turn destroyed, they are fairly priced and the rules "fit" the model.

in the end the thunderfire as positioned in the list are not a unit to be used at the sharp end, but if properly screened and deployed away from artillery  :;):  they can serve well. if you are a player that prefers a mobile game I would recommend that you not field them and take iron eagle and overlords only.

Question: in the games you have played with the thunderfire battery what was your force composition and what caused them the most distress?

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