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Fixing land raiders - not costing

 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 1:47 pm 
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I think that's probably the best combination of price/stat changes I've seen.

Viva La France!

*Checks NetERC changelist*



It's the same for Land Raiders there too.


Really the only thing that's needed to fully fix the Land Raider in the ERC list is to change the upgrade cost to 75pts (85pts is silly).




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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 2:01 pm 
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I don't know, I think the main difference of Land Raider Phobos (which is a really snobby way of saying 'Vanilla Land Raider') is it's awesome anti-armor capacity and that should be emphasized if you're not content with reducing point costs instead of padding out stuff like firefight values.

IMO, either lowering point cost even more or biting the bullet and changing lascannons to Twin Godhammer Lascannons AT3+ would be more appropriate.


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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 2:04 pm 
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A Firefight boost is quite useful, consider the utility of moving up to shoot (8x AT4+ & 4x AP4+), and then retaining to engage with a second formation with the Land Raiders in support...

At the original stats I wouldn't bet on equal points of Land Raiders defeating equal points of Leman Russ, but with the ERC proposal I think they'd be well matched.

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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 2:07 pm 
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I'm not saying it's not useful, it obviously is :) It is a very straightforward and logical upgrade from pure gameplay perspective.

It's just not entirely in style for Land Raiders.


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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 2:37 pm 
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Quote: (vytzka @ 10 Jun. 2009, 13:35 )

Quote: (Evil and Chaos @ 10 Jun. 2009, 15:22 )

Aye I noted that was one of the choices in my first reply.

Anyone know what the French ERC did?

Dropped price of formation to 350 and upped FF to 4+, it seems.

Shockingly, that's the exact same as we suggested to Jervis for the rules review and that NetEA put in the tourney mods...  :))

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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 3:18 pm 
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Quote: (nealhunt @ 10 Jun. 2009, 14:37 )

Quote: (vytzka @ 10 Jun. 2009, 13:35 )

Quote: (Evil and Chaos @ 10 Jun. 2009, 15:22 )

Aye I noted that was one of the choices in my first reply.

Anyone know what the French ERC did?

Dropped price of formation to 350 and upped FF to 4+, it seems.

Shockingly, that's the exact same as we suggested to Jervis for the rules review and that NetEA put in the tourney mods...  :))

And what did you cost the upgrades as per Land Raider?

FWIW, @75 points per tank, LR upgrades become very attractive and possibly OTT. If adopted, there is an implication that a similar reduction is needed to the Predator if it is to remain appropriately costed.

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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 4:47 pm 
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Quote: (Ginger @ 10 Jun. 2009, 15:18 )

And what did you cost the upgrades as per Land Raider?

FWIW, @75 points per tank, LR upgrades become very attractive and possibly OTT. If adopted, there is an implication that a similar reduction is needed to the Predator if it is to remain appropriately costed.

85 for the upgrades in the suggested army list changes.  We didn't change it in the tourney mods as they were trimmed for ease of use.

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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 5:43 pm 
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I use to play many Landraiders (FF4+, 350pts) and they work fine.

But 100pts for a LR upgrade (for Devastator, or Terminators), it's way too much (even with FF4+).

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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 10:46 pm 
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Tornados should be 'free' anyway.

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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 10:50 pm 
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Quote: (Evil and Chaos @ 11 Jun. 2009, 10:46 )

Tornados should be 'free' anyway.

Yes.

Landraiders 350 for 4, 4+FF, 85 for upgrade is good IMO.




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 Post subject: Fixing land raiders - not costing
PostPosted: Wed Jun 10, 2009 10:53 pm 
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I can live with 85pt Land Raiders as long as their FF is 4+, but I'd really rather they were 75pts.




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 Post subject: Fixing land raiders - not costing
PostPosted: Fri Jun 12, 2009 3:37 pm 
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Alright.  I'm pushing for some solid, to-be-playtested-over-a-long-period stats.

From the Black Templars thread, I agree with this quote from E&C:
The roles as I see them are:

Land Raider - Main Battle Tank, with anti-tank bias.
Land Raider Crusader - Transport tank, with Firefight bias.
Land Raider Redeemer - Anti-Personel tank, with a respectable Firefight ability too.
Land Raider Helios* - Main Battle Tank, with enhanced shooting.
Land Raider Prometheus** - Anti-Personel tank, with a Command and Control role in some manner.

*The one that can only carry a single base of infantry, has no heavy bolter, but has a Whirlwind turret on top.
**The one with four twin heavy bolters, and some C&C rules. Hena gave it a Special Rule in his Scions of Iron list to allow the Commander rule to be used with infinite range instead of 5cm.


Personally, I think most of the LR variants should cost the same if possible.

For the Redeemer, I'd go for 15cm flamers, a twin assault cannon and good FF in the 2/3-1 hit average range.  Aside from discussion on the flamer range, this seems to me to be the consensus but I've not been following the discussion in minute detail so perhaps I'm misjudging.

On the LRC, I'd go for twin assault cannon and firefight at about a 1-1 1/3 average.  This also seems to be the consensus (with the same caveat) and is in line with the EpicUK stats.

====

Hena:  You're the SM Champion.  Make a call on what you would like tested in the NetEA lists, at least for the LRC and Redeemer, and let's put this to bed for a while.




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