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Apocrypha of Skaros 1.0e

 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Tue May 04, 2010 7:57 pm 
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It is an interesting list but I have some reservations. Basically, when I look at this list and try to think up army lists I would want to play, I end up with something like I would build with a Codex list, but cheaper. They also look a bit like I would build with the Salamanders list, only with lots of light armor instead of with LR spearheads ... and still cheaper. For example, Tacs + Redeemer for 385 versus Tacs + 5 Razorbacks for 375; the Razorbacks have better assault, unit count and firepower, which should more than make up for one unit with 4+RA. Like E&C pointed out, I have a feeling this could be overpowered.


There are some internal balance issues to watch and some editorial bits.

I'm not sure about Tarantulas. For the same price I can add a Razorback with equal armor, assault and firepower. It has 30cm move and transport capacity, while a Tarantula will bog down the formation with 10cm move. 10cm makes move/shoot/support a difficult maneuver even with something like a uge mob of Big Gunz in the Ork list. This list has extra firepower options but I doubt a garrison "stand and deliver" shooting strategy is functional.

There's a similar disconnect with Mole Mortars v Whirlwinds. 4BP of Mole Mortars is 350 points (from the Heavy Support detachment) while 4BP of Whirlwinds are 300. Disrupt just doesn't make up for 30cm move and the AV status of Whirlwinds + 50 points.


I think you'll end up tweaking points so it will likely change, but editorially, I'm not sure why you would have the split between Tarantulas and Fire Support. The "upgrading and upgrade" seems a bit fiddly and there's only one formation that doesn't have both options. Is it worth it to do all that just to stop one formation from taking Thudd Guns when you could just make it one clean upgrade?


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 2:31 am 
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General Notes:

Everyone seems very concerned about Razorback spam: I must ask - is this not the fault of the Razorback, rather than the formations to which it is attached?

What would people think of 75 points per Razorback pair? It seems competitive with Predators and Vindicators, reasonably balanced, and would help limit possible spamming. And I'd still take them at that price.

Four replies below. And pictures of my Terminus!

E&C:
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Why no single Warhounds?


The list is intended to try and steer people away from the Titans+Thunderhawks=Profit school of list design (as I suspect you remember). Eliminating lone Warhounds encourages that. It also feels a little more appropriate - there's either some serious Titan support or not much. A single Warhound just seems weird.

It also seemed like a good idea at the time.

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Why is a Tarantula an infanty unit with a movement speed, when in 40k it's an immobile light vehicle with the same armour class as a Sentinel?


Partly for consistency with various other artillery, partly because that's the stats on the Epic 40,000 version (and I didn't read the background closely when looking at them, so I missed the bit about anti-grav), and partly because immobility seems a good way to make sure no one takes them ever.

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I assume because you're writing a list that reflects what a Tarantula was 20 years ago?


Say rather that it reflects what the Tarantula has been more often than not (and theoretically can be under the current background - it does mention the possibility that they can be crewed, and can presumably be manipulated by them).

And I'm perfectly fine with modern presentations. Just not if I like the old ones better. :P

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If so, I recommend you rename your unit to "Tracked Tarantula" or similar to make the anachronism clear.


Actually, I'd say the obvious course of action is to just say that they're crewed and that the Marines can carry them.

The old Tarantula apparently used anti-grav.

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The Land Raider Terminus looks underpriced to my eyeball.


You figure? 125 felt sufficiently expensive that people wouldn't take it.

If you'd take it at 125, I suspect I could be persuaded to readjust the price.

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Tempest Launcher should be listed as an "AND", not an "OR".


Fixed.

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Thunderhawk CAS stats, the Turbolaser has been given the to-hit stats of a Battlecannon.


It has? Damn. I'll fix that, too.

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I would recommend against dropping the points cost of Terminator formations by 25pts.


Keep in mind that air assaulting with them now costs a net 50 points more.

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All the scouts getting "Sniper" for only 50pts is likely too cheap.


I took the pricing from, IIRC, the Raven Guard list (though I think another list has the same option at the same price. Can't remember which one).

It should be Sniper on their Heavy Bolters, actually. Should fix that.

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Overall, the list seems okay, albeit not greatly focused (It seems a "generalist" style list representing a (mostly) Codex Chapter fighting a ground war, with a blending of units both modern (LS Storm) and old (Thudds, Mole Mortars, old style Tarantulas)).


I could probably focus it in a little more by eliminating the Thunderhawk gunship and leaving the two non-standard variants. Leaves the list with no Air Assault whatsoever, though. Which might curtail its audience. It would be interesting, mind...:P

Good summation, BTW.

I'd say that the main list represents Air-Assaulting marines, the Scions of Iron represent a Marine armored company, and this represents a Marine mechanized company.

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I suspect that you'll find that in practice the ability to add a variety of 10cm move infantry artillery/fire support units to mainline formations will be a drawback, slowing down formations like Tacticals or Assaults that should be wanting to reach Engagements, not stand back and shoot.


I didn't figure it'd be that popular - more that some people might want to do it. I'm always bothered by upgrades that only involve one or two units. I'll likely eliminate it from Tacticals, and might from others. Devs and Dreads might have more use for it.

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Ultimately I think the approach is interesting, but (by eye) likely overpowered in the hands of an experienced player.


Particular areas which seem so and/or recommendations for addressing this?

I suspect you're right, honestly. Elaboration would be helpful.

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The inclusion of several units that haven't been available to Marines / part of the background in 15-20 years doesn't fill me with enthusiasm; Who are the "Apocrypha of Skaros" Chapter that they have such units available to them?


Like Chroma said - oldest known copy of the Codex. If such units and methods are anywhere, they would be there. It seemed a good name for a list which partly alludes to how Epic/Marines used to be (both in the style and in some of the choices).

In the eventual fluff text, there will be much muttering about how Marines on the ground turn to older methods of warfare more reminiscent of the fighting in the Heresy, hauling out older weapons and dragging up old tactics.

* * *
Hena:

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1. I can't start to like the Terminus. It still feels like "5 year old meets Land Raider" (eg. lascannons are cool and Land Raider is cool so lets put LR full of lascannons).


But...but I made one...:(

How about if I pout and bat my eyelashes?

And most 40K vehicles feel like that to an extent. Certainly most of the variants do. I mean, look at the Annihilator...

(My Terminus. For those who are interested.)

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2. Terminators are prevented from Teleporting is odd one. Why is that? I'd probably keep them as normal.


Well, Teleporting is usually done from dedicated teleport facilities - and in most cases one would assume that to be a starship. Other than in Dawn of War, I can't recall any allusion to Terminators being able to teleport without the proper infrastructure. Considering the list rather eschews most orbital support, eliminating Teleport felt natural.

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3. Tactical and Devastator detachments are too cheap. I maintain that full razorback army using these would be nasty. Support with Thunderhawk attack ships and/or Warhounds. Devastators and Tacticals are being fielded on ground with regular list as well.


Devastators...I'll probably give you. The more I look at them, the more I suspect that (sadly) they may be too cheap.

A lot of people bring up Razorbacks and how dangerous an army full of them would be. The problem would seem to lie more with Razorbacks being too easy to spam than with the cost of the units themselves...

I'm tempted to try 75 per pair of Razorbacks. Something tells me people would still take them.

Seriously. The fact that the choice is almost always "more Razorbacks" suggests something of an imbalance...

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4. I'd probably leave Mole Mortar out actually on a second thought. There is long range firepower already there that it feels a bit extra.


I know what you mean. I'll likely just switch the Thudd Gun and Mole Mortar into a generic "Space Marine Artillery".

Quote:
5. Thunderfire should be Disrupt. I know what the 40k rules say, but this isn't that detailed a game so those sillyness of use this or that ability should be forgotten. Closest equivalent that comes to mind is Basilisk and that is much more sensible as it creates two completely different fire modes.


Unless the masses cry out in large numbers for both, you'll likely get your wish.

* * *

Rug:

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The LS Storms don't need "Scout" to garrison and are very abusable when they have it (they also don't behave like transports should). This came up in the BA development and "scout" was dropped from the notes.


Will do.

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The Damocles Rhino. Marine Leaders remove two BMs right? If I can use the Rhino ability on a formation which already has a leader I can totally remove upto 8BMs from a formation... that's quite powerful!


8? 4, I can see, but 8?

Though even four would be pretty powerful. Though I think also a good representation of Space Marine capabilities.

Quote:
Can I use the Damocles Rhino rule to provide a Space Marine leader to my Titans?


Not after I fix the rule to read "friendly Space Marine formation" instead of "formation", you can't. ;)

* * *

nealhunt:

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It is an interesting list but I have some reservations. Basically, when I look at this list and try to think up army lists I would want to play, I end up with something like I would build with a Codex list, but cheaper. They also look a bit like I would build with the Salamanders list, only with lots of light armor instead of with LR spearheads ... and still cheaper. For example, Tacs + Redeemer for 385 versus Tacs + 5 Razorbacks for 375; the Razorbacks have better assault, unit count and firepower, which should more than make up for one unit with 4+RA. Like E&C pointed out, I have a feeling this could be overpowered.


That honestly seems to be more a problem with Razorbacks than with the Tactical prices. The ubiquity and awesomeness of Razorbacks is quite pronounced. I must ask - is this possibly because Razorbacks are too cheap?

Also, you can't buy 5 Razorbacks in this list. They're only available in pairs (to discourage the ablative ones).

Quote:
I'm not sure about Tarantulas. For the same price I can add a Razorback with equal armor, assault and firepower. It has 30cm move and transport capacity, while a Tarantula will bog down the formation with 10cm move. 10cm makes move/shoot/support a difficult maneuver even with something like a uge mob of Big Gunz in the Ork list. This list has extra firepower options but I doubt a garrison "stand and deliver" shooting strategy is functional.


Again, this feels more like "the Razorback's too cheap" than like "the Tarantula's too expensive" (though I suspect the truth is somewhere in between).

Quote:
There's a similar disconnect with Mole Mortars v Whirlwinds. 4BP of Mole Mortars is 350 points (from the Heavy Support detachment) while 4BP of Whirlwinds are 300. Disrupt just doesn't make up for 30cm move and the AV status of Whirlwinds + 50 points.


I'll likely just subsume them into "Space Marine artillery". Easier than trying to deal with a non-25 cost. And I don't like them enough to try and defend a list of 10-costs.

Quote:
I think you'll end up tweaking points so it will likely change, but editorially, I'm not sure why you would have the split between Tarantulas and Fire Support. The "upgrading and upgrade" seems a bit fiddly and there's only one formation that doesn't have both options. Is it worth it to do all that just to stop one formation from taking Thudd Guns when you could just make it one clean upgrade?


Because Hena suggested it since the original version was very cluttered. :lol: He had a distinct point. If I merge the two types of artillery, I'd likely recombine the options.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 9:01 am 
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Simulated Knave wrote:
Quote:
Why is a Tarantula an infanty unit with a movement speed, when in 40k it's an immobile light vehicle with the same armour class as a Sentinel?


Partly for consistency with various other artillery, partly because that's the stats on the Epic 40,000 version (and I didn't read the background closely when looking at them, so I missed the bit about anti-grav), and partly because immobility seems a good way to make sure no one takes them ever.

Quote:
I assume because you're writing a list that reflects what a Tarantula was 20 years ago?


Say rather that it reflects what the Tarantula has been more often than not (and theoretically can be under the current background - it does mention the possibility that they can be crewed, and can presumably be manipulated by them).

What background mentions that?

For the last ten years, a Tarantula has looked like this: http://www.forgeworld.co.uk/Warhammer-4 ... NNONS.html


Quote:
Quote:
If so, I recommend you rename your unit to "Tracked Tarantula" or similar to make the anachronism clear.


Actually, I'd say the obvious course of action is to just say that they're crewed and that the Marines can carry them.

They're big enough that it'd need ~4 Marines to carry one.

Quote:
I could probably focus it in a little more by eliminating the Thunderhawk gunship and leaving the two non-standard variants. Leaves the list with no Air Assault whatsoever, though. Which might curtail its audience. It would be interesting, mind...:P

I would recommend doing so.

Quote:
Quote:
I suspect that you'll find that in practice the ability to add a variety of 10cm move infantry artillery/fire support units to mainline formations will be a drawback, slowing down formations like Tacticals or Assaults that should be wanting to reach Engagements, not stand back and shoot.


I didn't figure it'd be that popular - more that some people might want to do it. I'm always bothered by upgrades that only involve one or two units. I'll likely eliminate it from Tacticals, and might from others. Devs and Dreads might have more use for it.

I figure nobody who wants to win will use them, even on a 15cm move formation like Dreadnoughts, they're just too slow for a Marine army.

Quote:
Quote:
Ultimately I think the approach is interesting, but (by eye) likely overpowered in the hands of an experienced player.


Particular areas which seem so and/or recommendations for addressing this?

I would start with putting Tacticals up to 275pts, and Devastators back to 250pts.


Quote:
Quote:
The inclusion of several units that haven't been available to Marines / part of the background in 15-20 years doesn't fill me with enthusiasm; Who are the "Apocrypha of Skaros" Chapter that they have such units available to them?


Like Chroma said - oldest known copy of the Codex. If such units and methods are anywhere, they would be there. It seemed a good name for a list which partly alludes to how Epic/Marines used to be (both in the style and in some of the choices).

In the eventual fluff text, there will be much muttering about how Marines on the ground turn to older methods of warfare more reminiscent of the fighting in the Heresy, hauling out older weapons and dragging up old tactics.

Which makes a passable reason. I'd still rather see you rename your Tarantula to "Skimmer Tarantula" or similar to justify how it has a movement stat.
Quote:
Quote:
4. I'd probably leave Mole Mortar out actually on a second thought. There is long range firepower already there that it feels a bit extra.


I know what you mean. I'll likely just switch the Thudd Gun and Mole Mortar into a generic "Space Marine Artillery".

I like that very little at all.

Quote:
5. Thunderfire should be Disrupt. I know what the 40k rules say, but this isn't that detailed a game so those sillyness of use this or that ability should be forgotten. Closest equivalent that comes to mind is Basilisk and that is much more sensible as it creates two completely different fire modes.

It's interesting to note that the Basilisk does not have two fire modes in 40k, that this is something extra that was added to Epic.

I think a choice of firing mode is appropriate to the unit, and makes it interesting whilst sticking within the standard rule system.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 9:12 am 
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You could go from 9 to 0, in fact, due to rounding.

Personally I'm still not convinced of a need for two unique special rules for these two command tanks.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 9:46 am 
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If we're talking about this list becoming more clearly an "Early Imperium" list, then it could stand to have a Stormbird too.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 10:44 am 
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Evil and Chaos wrote:
If we're talking about this list becoming more clearly an "Early Imperium" list, then it could stand to have a Stormbird too.


Hey! Now that is a good idea.


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 11:10 am 
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I have some observations yet they have not been fully thought through. So I am posting these with some hesitation.

- Tacticals should go up by 25 points (also see idea for devastators to apply here as well)
- Devastators - undecided as yet (I am actually thinking a cheaper character - 25 points - would offset their rise in cost by 25 points - you pay the 250 to start so it is not as bad as 225 + 50 for the character.
- Stormbird idea by E&C: This has my 'tick of approval' I also like Rug's suggestion
- 10cm units: not needed I think. If something is not going to be used, cut it out. You want everything to be a hard decision for the player in leaving it out of the list rather than an automatic decision.

Overall getting away from an air assault force means faster movement on the ground - tanks (hence not relying on the support weapons so much).

Just decide what you want the Marines to do. They should have a focus -:
1. Pure Assault - probably not
2. Air Assault - I take it this is what you are trying to get away from
3. Tactical Engagements - This would be my recomendation
4. Support - A Marine force that sits back and shoots is kind of a waste seeing all the enhancements that they have and go through.
5. Guile and Stealth - Not for this force
6. Armoured Support - Kind of falls in with the Scions of Iron

Now the issue is making it different from a standard marine list.

- Taking out the 'air' costs is a good thing
- Terminators running across open ground - I personally have no problem with 325 points. Hell, I have no problem with these guys being 300 points!
- Thought of the old Marine Speeder bikes at all?
- Larger formations? (Example: imagine 5-6 Assault unit stands).
- Initially Tarantulas etc. seem a neat idea. They need to be able to move 15cm (carries by a stand of 5 marines?) and maybe even be portable (2 transport slots?).

It would really help me and maybe others if you could give a 'spiel' on your vision for these marines, how you see them fight, for what purpose (are they specialists?), and where are they from. I do things via story so I really need that to comment with any great assistance.

I have no current view on the extra stuff (Thunderhawks, Terminus etc.) as I need more time to really sit down and take the list in. After a 10 hour day, it is just not sinking in.

Come back to us with a requested spiel so I can visualise what you are going for. At present it appears to be a little bit of everything minus a spacecraft.

Cheers dude.


Last edited by frogbear on Wed May 05, 2010 11:15 am, edited 1 time in total.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 11:14 am 
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We know some things about the Stormbird. This is from Lexicanum and tallies with what I remember from reading the books:

Quote:
Their wings can be folded or collapsed in some manner.

They described as bulkier than the Thunderhawk and less-agile. However, the Stormbird can carry up to the equivalent of a modern space marine company, between 60 and 100 marines. It is also described as having missiles slung under both wings and a cannon mounted on the nose. Stormbirds are piloted by two marines sitting back to back along with two hard wired servitors.


So, about DC5, in order to give it a transport capacity of 20, with "missiles" (AT, presumably) and a single cannon (Presumably somewhat superior to an Assault Cannon).

So something along the lines of:


STORMBIRD ASSAULT SHIP
Type : War Engine
Speed : Bomber
Armour : 4+
Close Combat : 6+
Firefight : 4+

WEAPONS
Underwing Missiles : 2x AT5+, 30cm, Fixed Forwards Arc
Cyclic Cannon : 2x AP4+ / AT4+ / AA4+, Forwards Arc
Twin Heavy Bolter : AP4+ / AA5+, Left Arc
Twin Heavy Bolter : AP4+ / AA5+, Right Arc

NOTES
Damage Capacity 5. Critical Hit Effect : The Stormbird is struck in a critical location and explodes, killing all aboard.

Reinforced Armour, Fearless, Planetfall, Trasport (May carry twenty of the following units : Space Marine Tactical, Assault, Devastator, Scout, Bike, Attack Bike, Thudd Gun, Crewed Tarantula, Mole Mortar, Terminator or Dreadnought units. Terminators and Dreadnoughts take up two spaces each)


========================

Quote:
2. Air Assault - I take it this is what you are trying to get away from


Currently the list is trying to do two things at once:
A - Provide a ground-pounding Marine list.
B - Provide an "Early Imperium" style list.

I think one style should be picked and then concentrated on.
Mixing the two is creating an awkward fit.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 05, 2010 12:00 pm 
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You could always drop that Fearless for starters... certainly it's in the 450pt range anyway though.

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