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Epic: Siege

 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 10:24 pm 
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Quote: (Evil and Chaos @ Oct. 04 2009, 22:12 )

Ok how about this:

Light Support Battery
Four Quad Lanchers or four Heavy Mortars, and four Death Korps Infantry units : 250 points.

For those who have given up trying to download (it just ain't working for me, but you could email it?) what stats?

I assume heavy mortars 30cm, 1BP, Indirect?

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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 10:24 pm 
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Quote: (The_Real_Chris @ Oct. 04 2009, 22:22 )

Quote: (Evil and Chaos @ Oct. 04 2009, 22:07 )

Number of 5" templates fired by a Basilisk in a single 6-turn 40k game: 6
Number of 3" temlates fired be a Quad Launcher in a single 6-turn 40k game: 16

That includes skipping two turns whilst the Quad Launcher is reloaded.

So that is 2 salvos vs 4 rounds from the basilisk? (You shouldn't artificially ignore half the reload time.)

No that is four salvos for the Quad Launchers, six salvos from the Basilisks. Quad Launchers only have to reload after two turns of firing.

So in a six turn game they Fire-Fire-Reload-Fire-Fire-Reload.

Each time a Quad Launcher fires it lets off 4 3" templates, as opposed the Basilisk which lets off a single 5" template.




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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 10:25 pm 
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Quote: (The_Real_Chris @ Oct. 04 2009, 22:24 )

Quote: (Evil and Chaos @ Oct. 04 2009, 22:12 )

Ok how about this:

Light Support Battery
Four Quad Lanchers or four Heavy Mortars, and four Death Korps Infantry units : 250 points.

For those who have given up trying to download (it just ain't working for me, but you could email it?) what stats?

I assume heavy mortars 30cm, 1BP, Indirect?

Can you not download the reference sheet either?


Stats are:

Quad Launcher:
Range 45cm, 2x AP4+, Indirect Fire

Heavy Mortar:
Range 30cm, 1BP, Indirect Fire




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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 10:40 pm 
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OK I've put the file up on a reliable host, no idea if it'll stay there as I was supposed to lose access to the host a month ago. Grab it while you can. *shrug*


I do need a new hosting service for files, has anyone got any suggestions?

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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 10:42 pm 
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Ah yes got it.

So the stats are (4 + 4 Inf for 250)
Heavy Mortar 30cm, 1bp, Indirect
Quad launcher 45cm, 2xAP4+, Indirect.
Do they have a trenches and emplacement option? 5o points say for 4 emplacements and 200mm of trenches?

Compared to
3 Earthshakers with emplacements 200

(A wrong comparison is 9 thudds for 225 as they are spread out, but still its almost the same AP firepower and its concentrated).

I'd say the quad is better than the mortar. 2 tamplates at 60cm, hitting maybe 6-8 chaps on 3+, vs 8 shots at 3+ on any target (especially small elite formations) at 90cm. Downside no 5+AT shots. So against say a tactical formation thats 3AP 1 AT hit (mortars) that may not reach them in the deployment zone vs firepower that can hit a large part of the deployment zone getting 4AP hits.

Against earthshakers harder to compare, but I would go for the quads for the increased resilience.

Incidentally how about calling the fire support upgrade a Section or even better Platoon, rather than Battery, sine they are a tubed weapon?

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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 10:48 pm 
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Quote: (The_Real_Chris @ Oct. 04 2009, 22:42 )

I'd say the quad is better than the mortar.

What if the Quad Launcher was 2x AP5+?

That puts it as 5% better than the Baran Thudd Gun at AP, but entirely removes the AT 5+ attack.




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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 10:58 pm 
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It would be a harder choice. Would go down to army selection I guess in what else was there. Mortars also would be under threat from cheaper bp weapons.

But why not have one as a company upgrade and one as a battery?

Iconic (more) Quads as the separate battery with gunpits, trenches, masses of crew, donkeys etc (irregular will be getting a lot of orders :) ), 4/4 for 250. Then the 4 (preferably 3 for easier to balance reasons) mortars for an upgrade, maybe 175 points?

Incidentally are we using the otterwears (fur) for these two weapons? Spud and pestle or whatever it was. It which case 4 of each is handier!




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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 11:01 pm 
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Quote: (The_Real_Chris @ Oct. 04 2009, 22:58 )

Incidentally are we using the otterwears (fur) for these two weapons? Spud and pestle or whatever it was. It which case 4 of each is handier!

Otterman's Spudd and Pestle scratchbuild models make superb proxies, indeed they will be photographed for the army list document to replace the current pictures.

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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 11:17 pm 
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Oh also should the artillery company have an option for transports or emplacements?

Oh and has anyone tried the DK version of a broken pre publication sieger army (just infantry and AA guns)? In this I guess it would be 2 horses, 1 SC, 2 infantry, 9 AA batteries, 1 silo, 1 thunderbolts and 1 trenches with another 100 for trenches or 4 lots of emplacements, or more aggressive, scrapping the thunderbolts for 2 lots of gorgons.

So either
400 SC
300 Infantry
300 Infantry
250 Horse
250 Horse
125 AA battery, emplacements
125 AA battery, emplacements
125 AA battery, emplacements
125 AA battery, emplacements
100 AA battery
100 AA battery
100 AA battery
100 AA battery
100 AA battery
250 Silo
150 Thunderbolts
100 trenches
Or
525 SC, Gorgons
425 Infantry, Gorgons
300 Infantry
250 Horse
250 Horse
100 AA battery
100 AA battery
100 AA battery
100 AA battery
100 AA battery
100 AA battery
100 AA battery
100 AA battery
100 AA battery
250 Silo
100 trenches (or give 4 batteries emplacements or centaurs)

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 Post subject: Epic: Siege
PostPosted: Sun Oct 04, 2009 11:19 pm 
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Quote: 

should the artillery company have an option for transports or emplacements?

Totally.

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 Post subject: Epic: Siege
PostPosted: Mon Oct 05, 2009 7:59 am 
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Quote: (Evil and Chaos @ Oct. 04 2009, 21:05 )

No need to be so snippy dude, the points cost can easily go up a bit. Sheesh.

Sorry. I was merely trying to illustrate a perceived problem, not to be snide.


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 Post subject: Epic: Siege
PostPosted: Mon Oct 05, 2009 8:18 am 
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Quote: (Evil and Chaos @ Oct. 04 2009, 22:07 )

Number of 5" templates fired by a Basilisk in a single 6-turn 40k game: 6
Number of 3" temlates fired be a Quad Launcher in a single 6-turn 40k game: 16

So which gun covers more beaten zone? The answer is: Basilisk, but it's close.

6  * pi * (5/2)^2 = 37,5pi
16 * pi * (3/2)^2 = 36pi

However, the big 5" templates generally include a lot of unoccupied space, which means that the Quad Launcher would often get more targets inside its smaller beaten zone.

---

What we can learn from the 40K stats is that the beaten zones of these weapons are very close to each other in size, in the end.

---

Then, on to spitballing.

1) Have quad-launchers produce one half a BP each. A formation of four could fire for 2 BP, which is weak, but then it could be cheap, too.

2) I like the idea of including some inf units in a support formation. It'd be different from the other lists, such as Baran. Also possibly include entrenchments and so on.

3) Just use the same stats for both mortar and quad launcher. Something like 2*4+ AP, 30 cm, indirect. If you want BM, go with Earthshakers and Medusas.

4) Should we include some kind of infantry AT weapon?


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 Post subject: Epic: Siege
PostPosted: Mon Oct 05, 2009 11:25 am 
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If infantry stands in a thudd gun formation represent the crew then who's firing them when all the crew are dead?!
I would argue for merely giving the thudd guns a save and FF value to better represent the prescence of 5 crew then having those extra stands...
Lots to say on this list so will take a close look over lunch and get back to you.
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 Post subject: Epic: Siege
PostPosted: Mon Oct 05, 2009 11:55 am 
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Quote: (Man of kent @ Oct. 05 2009, 11:25 )

If infantry stands in a thudd gun formation represent the crew then who's firing them when all the crew are dead?!

That'd be the reason I didn't attach infantry in the current version. :)

But if balance requires a bigger formation, they can always be considered an attached infantry guard, rather than crew.

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 Post subject: Epic: Siege
PostPosted: Mon Oct 05, 2009 12:00 pm 
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Quote: (asaura @ Oct. 05 2009, 08:18 )

Quote: (Evil and Chaos @ Oct. 04 2009, 22:07 )

Number of 5" templates fired by a Basilisk in a single 6-turn 40k game: 6
Number of 3" temlates fired be a Quad Launcher in a single 6-turn 40k game: 16

So which gun covers more beaten zone? The answer is: Basilisk, but it's close.

6  * pi * (5/2)^2 = 37,5pi
16 * pi * (3/2)^2 = 36pi

However, the big 5" templates generally include a lot of unoccupied space, which means that the Quad Launcher would often get more targets inside its smaller beaten zone.

Close enough to be considered a BP weapon in some ways then, except that the Basilisk can easily damage tanks, whilst the Quad Launcher can only kill infantry and the occasional Sentinel if it gets lucky.

So the Quad is an AP only weapon...


Quote: 

1) Have quad-launchers produce one half a BP each. A formation of four could fire for 2 BP, which is weak, but then it could be cheap, too.

Nah, I'd prefer to find something equal in worth to the Heavy Mortar. 2x AP5+ may fit that bill.

Quote: 

2) I like the idea of including some inf units in a support formation. It'd be different from the other lists, such as Baran. Also possibly include entrenchments and so on.

Yup.

Quote: 

3) Just use the same stats for both mortar and quad launcher. Something like 2*4+ AP, 30 cm, indirect. If you want BM, go with Earthshakers and Medusas.

I know they're close, but I'd like to find a different niche for the Quad Launcher.

Quote: 

4) Should we include some kind of infantry AT weapon?

Nope, the Death Korps Infantry are notable as being short on dedicated AT weapons (just the occasional Lascannon in a fire support squad), they mostly leave AT work to the tanks.

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