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Apocrypha of Skaros 1.0e

 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat May 08, 2010 12:49 pm 
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I think the point is the Tarantula looks pretty much not marine portable now or 20 years ago (ignoring Space Crusade's grav lift versions). The Rapier and Thudd gun have tracks/wheels but the Tarantula is static defence. There's always Rhinos with trailers.


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat May 08, 2010 2:50 pm 
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Tarantulas can be dropped via Thunderhawk but that's all the movement they get.

Also if following the recent Imperial Armour 2 Update then the Damocles Rhino has the special rule the Land Raider Prometheus has in the current Epic rules and the Land Raider Prometheus has an ability which would be best represented with Ignore Cover on it's Twin Heavy Bolters if at all.

Translating the other Wh40k abilities the Damocles Rhino has into Epic it could also grant a re-positioning of an Orbital Bombardement and also grants the Teleport Beacon ability as in the current Dark Angels army list.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sun May 23, 2010 2:29 am 
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BlackLegion wrote:
Translating the other Wh40k abilities the Damocles Rhino has into Epic it could also grant a re-positioning of an Orbital Bombardement and also grants the Teleport Beacon ability as in the current Dark Angels army list.


I can't even imagine how much you'd have to recost a Rhino to give it the ability to retarget an orbital bombardment. Imagine how happy your opponent would be when 2 orbital templates that weren't going to hit anything end up covering half his army because of a Rhino.


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sun May 23, 2010 2:59 am 
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Only the first game.. the second game it will just get shot.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sun May 23, 2010 9:30 am 
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How if the Space Marines have the best chance to go first in the first round? If the Spaceship activates in the first turn (automatically due to Initiative 1+) then there is nothing the opponent can do.
True it is very powerful.

So other proposals could be:
a) the Orbital Barrage can be replositioned up to X cm.
OR
b) you can choose between two secretly written down coordinates.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sun May 23, 2010 10:03 am 
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BlackLegion wrote:
How if the Space Marines have the best chance to go first in the first round? If the Spaceship activates in the first turn (automatically due to Initiative 1+) then there is nothing the opponent can do.
True it is very powerful.

So other proposals could be:
a) the Orbital Barrage can be replositioned up to X cm.
OR
b) you can choose between two secretly written down coordinates.

Or you could just not represent it. That a rhino, without a LoS, can make tactical decisions at a higher level than a SC is non-sensical at this scale


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sun May 23, 2010 10:19 am 
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It has a big radar dish on it's top. I don't know if it is for communication purposes or if it is a sensor or both. Fact is that the Damocles Rhino is a mobile command centre with rulesinWh40k which assumes that it has at least a wide communiation range (it can call down an orbital strike,act as teleport beacon and allows re-rolls on reserve rolls).

I use mine as a Blitz objective marker.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Wed May 26, 2010 3:08 pm 
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Had a game with the list on the weekend. REALLY enjoyed the playstyle. Much much better than the standard marine list.

The list (from memory, might not be all that close.)
Terminators in LRs w libby 675
Assault w chaplain 200
Tacticals + Devs 350
Tacticals + Devs 350
Scouts 150
Scouts 150
Speeders + 1 Typhoon 225
Bikes 200
Dreadnoughts 200
TBolts 150
TBolts 150
Something else that I can't remember... or maybe I was 200 points down.

Thoughts on the list:
The point reductions make some things much more worth it. Particularly assault troops and tacticals. I feel the dreadnoughts and the tacticals/assaults/devs are at good price points, as is the demi company addition.
The 2/2 dreadnought config is necessary for balance but doesn't neuter the unit, it's a good rule.
The Terminators are terrible in this list because it doesn't consider how much you lose from terminators for losing teleport. I don't think I'd bother with that BTS formation again, it just doesn't have the shooting or the combat ability to match up with other 600ish point formations. It's hard to kill and break, but not as hard as other 600 point formations. I'd suggest around 250-300 for walking terminators and keep the land raider prices the same.
One possible abuse (that I didn't test) was the ability to make tactical squads stupidly big and hard to break. I assume this is something that's been tested and found not all that bad.

Thanks for all the effort in writing the list, it's a really enjoyable list to use.

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Mon May 31, 2010 9:37 pm 
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Here's an idea... they got lost in the warp? its what happened to my chapter on the way home from defeating orks.. though how long nobody knows...

just an idea... not sayin their like the fire hawks/Legion oTD.


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat Jun 12, 2010 3:29 am 
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I played against this list recently and have some observations:

Mole Mortars, Tarantulas, Thudd Guns & Thunderfire Cannons all really should have 'mounted'. Logging these in and out of ruins should not be as easy as troops running through these areas. Even give them walker if you have to, but mounted is a must IMO. They also would not be found in buildings which mounted would prevent.

Here are the others:
- Tarantula : I guess that is fine as it only has one target to shoot at
- Thudd Guns for +0 : Possibly a little cheap @ 150 points for a unit of 4 with Indirect fire. More playtests required no doubt
- The upgrade to a Thunderfire may be a little too cheap. For +25 points you get 15cm extra range, double the shots, a choice of more targets (AP), and the choice of Ignore Cover or Disrupt. Then again that is 250 points for a full fit-out (so you cannot really look at the 'upgrade cost'). I will have to come back on this one.
- Mole Mortar: Seems about right. As the Thudd Gun above, more playtests required

Nothing else really stood out. I like the list and hope to get more playtests with/against it. I also really have to sit down and read through the whole list properly.

It might be an idea to free up the Warhounds (rather than having to buy 2) just to keep it competative in line with the base Marine list. You do not have a sub 500 point War Engine available which I think should be available to a 'ground pounder' force such as this.

Terminators without Teleport: I see what you are going for here. I think you should still allow Teleport as an upgrade even (+50-100 points?) as the technology was around even before the heresy. The increased cost for the teleport will mean that people will take it only if they base the army around gaining that strike. Otherwise they will just be taken as you have them - so no real change to your existent list.

Hope this helps

Cheers.....

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat Jun 12, 2010 11:00 am 
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Quote:
Terminators without Teleport: I see what you are going for here. I think you should still allow Teleport as an upgrade even (+50-100 points?) as the technology was around even before the heresy. The increased cost for the teleport will mean that people will take it only if they base the army around gaining that strike. Otherwise they will just be taken as you have them - so no real change to your existent list.

I kinda like as a design decision not having any access to Teleport, to put more focus on the mechanised infantry. (From a fluff view it makes little sense, correct.) I think mechanised Terminators might be a little terrible for the cost however, so perhaps test a mechanised terminator formation of 2 land raiders plus 2 terminator stands or something.


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat Jun 12, 2010 11:11 am 
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Fortis wrote:
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I think mechanised Terminators might be a little terrible for the cost however


I have no problem seeing 4xTerminators in a basic fit-out of 2xLandraiders as a unit for 450, or even 425 points. That would be the purchase however which could perhaps look something like this:

Terminator Raider Formation : 4 Terminators and 2 Land Raiders - 450 points
Upgrades: Replace both Land Raiders with Land Raider Terminus' : +50 points

In their current format, do they ever get taken?

Just some brainstorming...

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat Jun 12, 2010 1:09 pm 
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Sorry for not getting back to this. I've been very busy with work and trying to coordinate a cross-country move (and likely will be for a hefty chunk of the foreseeable future).

I look forward to getting back here as soon as I can. :)

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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat Jun 12, 2010 1:55 pm 
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4x Terminators + 2x Land Raiders would be fine if all the terminators fit inside 2 land raiders, but it's 1 unit per land raider for terminators...

I took the 4x terminators and 4x land raider formation in my game the other week with them. They were terrible.


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 Post subject: Re: Apocrypha of Skaros 1.0
PostPosted: Sat Jun 12, 2010 2:27 pm 
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Fortis wrote:
4x Terminators + 2x Land Raiders would be fine if all the terminators fit inside 2 land raiders, but it's 1 unit per land raider for terminators...


For some reason I keep forgetting that.

4x Terminators in 4X Landraiders. Thats 625 points in this list. Hmm, It is a nice unit yet I think there are a lot of other options worth taking. This type of a formation needs a sweetner of some kind. Not sure what it will be as a formation of 8 all with RA & ATSKNF is pretty awesome as it stands.

If it was a formation that had to be taken as above, I would not be adverse to my opponent paying 575 points for it for play-test purposes. At those point costs for INF formations, you have to give some leway on pricing or it does not become viable.

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