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Dreadclaw questions

 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 1:07 pm 
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I was under the impression it was init 2+.

It is, IIRC, the same price and basic stats as an Imperial Navy Cruiser, but with a higher Strategy Rating, and the ability to drop Dreadclaws.

That makes the difference between 'not good' and 'really good' IMO.



I would drop all sorts of stuff with a 30cm re-aiming ability. Hell, would even consider dropping a 20 strong formation for a giggle
Ahh, a Chris Hayes Special. :))

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 1:34 pm 
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Chris Hayes Special

Sounds like a Radiohead song  :vD

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 1:42 pm 
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I'm find it hard to understand why re-positioning once an extra 15cm is being thought to be too good and by some a big improvement that would all of a sudden allow a dropped formation to become a no brainer.
Though allowing the same formation to re-position every turn,by much,much further is seen as OK.


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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 1:53 pm 
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Quote: (dptdexys @ 21 Jul. 2009, 13:42 )

I'm find it hard to understand why re-positioning once an extra 15cm is being thought to be too good and by some a big improvement that would all of a sudden allow a dropped formation to become a no brainer.

I don't think your proposal would be worth as many points as a Dreadclaw that is a real transport unit with the Jump Pack ability, but I do think it would be worth more than a standard drop pod.

Though allowing the same formation to re-position every turn,by much,much further is seen as OK.

If you charge an appropriate ammount of points, I find it hard to see how a 25/30cm speed Jump Pack transport craft with no guns would break the game's balance.

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 1:56 pm 
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Quote: (Evil and Chaos @ 21 Jul. 2009, 13:53 )

Quote: (dptdexys @ 21 Jul. 2009, 13:42 )

I'm find it hard to understand why re-positioning once an extra 15cm is being thought to be too good and by some a big improvement that would all of a sudden allow a dropped formation to become a no brainer.

I don't think your proposal would be worth as many points as a Dreadclaw that is a real transport unit with the Jump Pack ability, but I do think it would be worth more than a standard drop pod.

Then charge more for it than a standard drop pod.......simples   thhch.


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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 1:59 pm 
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simples   thhch.


Compare the Meeeerkat, dot! com!

*ahem*

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 2:00 pm 
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Quote: (Evil and Chaos @ 21 Jul. 2009, 13:53 )

Though allowing the same formation to re-position every turn,by much,much further is seen as OK.

If you charge an appropriate ammount of points, I find it hard to see how a 25/30cm speed Jump Pack transport craft with no guns would break the game's balance.

It wouldn't break the games balance but neither would a lot of suggestions if points are correct.

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 2:03 pm 
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Quote: (dptdexys @ 21 Jul. 2009, 14:00 )

Quote: (Evil and Chaos @ 21 Jul. 2009, 13:53 )

Though allowing the same formation to re-position every turn,by much,much further is seen as OK.

If you charge an appropriate ammount of points, I find it hard to see how a 25/30cm speed Jump Pack transport craft with no guns would break the game's balance.

It wouldn't break the games balance but neither would a lot of suggestions if points are correct.

I was just pointing out that neither solution is an unworkable one.

So you're left with the eternal see-saw of:

- What's most representative of the background?
versus
- What would be the easiest solution to put into the game?



And so, it's time for the army list Champion to weigh in with his opinion?

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 2:19 pm 
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Quote: (Evil and Chaos @ 21 Jul. 2009, 14:03 )

So you're left with the eternal see-saw of:

- What's most representative of the background?
versus
- What would be the easiest solution to put into the game?

For me it should be in between the 2 but nearer the second as long as it's still a reasonable abstraction of the background material.
I do not like following a system with regularly changing background and stats etc.where we will end up spending a couple of years to balance things just to find we may have to re change them when GW decides to alter things for their sales targets to be met.


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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 2:23 pm 
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I do not like following a system with regularly changing background and stats etc.


It's not regularly changing background or stats. Dreadclaws have had the ability to re-deploy troops in the game ever since they were first given rules in 2005.

It's a failing of the original list development team to look up what a Dreadclaw actually was, and always has been.

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 2:37 pm 
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Quote: (Evil and Chaos @ 21 Jul. 2009, 14:23 )

I do not like following a system with regularly changing background and stats etc.


It's not regularly changing background or stats. Dreadclaws have had the ability to re-deploy troops in the game ever since they were first given rules in 2005.

It's a failing of the original list development team to look up what a Dreadclaw actually was, and always has been.

That was meant at development in general not dreadclaws specifically.

Personally I'd prefer a dreadclaw which could re-deploy it would add mobility to formations using oblitorators which they don't get at the present.

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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 2:49 pm 
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Quote: (dptdexys @ 21 Jul. 2009, 14:37 )

That was meant at development in general not dreadclaws specifically.

I fully agree and it's why I support the NERC's army book project, as it will force Champions to fix the 'approved' lists in place for at least two years, if not more.

Personally I'd prefer a dreadclaw which could re-deploy it would add mobility to formations using oblitorators which they don't get at the present.


Obliterators cannot use Dreadclaws. Nor can Daemon Princes, Raptors, for that matter.

The full list of permitted units is ten of the following:

- Chosen Chaos Space Marines (Not represented in the Black Legion army list, but they do appear in some variant army lists)
- Chaos Terminators
- Posessed Chaos Space Marines (Not represented in any Epic list?)
- Khorne Berserkers
- Noise Marines
- Plague Marines
- Thousand Sons
- Chaos Space Marines
- Dreadnoughts
- Havocs (Due to them being a Chaos Space Marine with a different gun*)

Terminators take two slots each, and Dreadnoughts take all ten slots.


*Vaguely debatable, but I'd err on the side of a firm 'yes they are allowed'.




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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 2:59 pm 
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Quote: (Evil and Chaos @ 21 Jul. 2009, 14:49 )

Obliterators cannot use Dreadclaws. Nor can Daemon Princes, Raptors, and Havocs* for that matter.

Again I was going by the BL list were they are allowed.


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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 3:03 pm 
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Quote: (Evil and Chaos @ 21 Jul. 2009, 14:49 )

*Unless Codex Space Marines lists them as standard Chaos Space Marines with extra weapon choices available. I don't have a CSM Codex to hand to check.

The army list entry lists 'Chaos Havocs' at the beginning of the stat-line, which suggests that they are a distinct troop-type. In the bestiary section, though, Havocs are covered in the section on Chaos Space Marines, where they don't have their own stat-line listed, and where it doesn't note their unit type or special rules (as it does for Chaos Marines, Chosen and Bikers). The description for the Havocs also states that these are just specially-equipped Chaos Space Marines. Havocs don't get their own entry in the Summary sheet at the back, either. So you could probably make a case either way.




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 Post subject: Dreadclaw questions
PostPosted: Tue Jul 21, 2009 3:06 pm 
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Considering earlier versions of the Dreadclaw rules did list Havocs seperately, I'd assume that as the IA:6 version was designed to be compatible with the latest CSM Codex (which was released a few months prior to IA:6), that Havocs are indeed allowed.

I'll edit my post above.




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