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Keep or remove the Chimera's variable turret
1. I have played with/against the Minervans and the Chimera variable turret should definitely stay. 17%  17%  [ 5 ]
2. I have played with/against the Minervans and the Chimera variable turret doesn't bug me one way or the other. 17%  17%  [ 5 ]
3. I have played with/against the Minervans and the Chimera variable turret should be removed. 10%  10%  [ 3 ]
4. I have NOT played with/against the Minervans but think the Chimera variable turret should definitely stay. 17%  17%  [ 5 ]
5. I have NOT played with/against the Minervans but the Chimera variable turret doesn't bug me one way or the other. 38%  38%  [ 11 ]
6. I have NOT played with/against the Minervans but the Chimera variable turret should be removed. 0%  0%  [ 0 ]
Total votes : 29

Minervans - the final stretch

 Post subject: Minervans - the final stretch
PostPosted: Wed May 26, 2010 6:59 pm 
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It was suggested to me by the NetERC that the variable turrets on the Chimeras should be removed in favor or a more simplistic single turret just like the Steel Legion list.

My feeling is one of "If it ain't broke, don't fix it." I've played games with them & against them, and haven't had an issue. But in all honesty those games have been few and far between. My feeling is that there are probably people out there (tread heads!) who really like the Chimera options. And if you think about it, this isn't much different from keeping track of the types of Leman Russes on the list. Lastly, I am a bit lazy and changing this will mean changing the layout on Raiders 2.0.

After discussing it with Evil & Chaos (who created the list) he was opposed to getting rid of the variable turrets because it provides a list where these models (regardless of whether or not they are OOP) can be fielded.

However I am not closed minded on the subject. If somebody can make a logical argument for removing them OR the poll shows an overwhelming number of players against it, I suppose I can axe the Chimera turrets.

Please vote in the appropriate category. Note that 1-3 are for Minervan players and opponents, and 4-6 are for the rest of you. Feel free to post any additional thoughts or questions in this thread.


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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 7:03 pm 
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The main objection I've heard to the variant turrets in the list is "AV's shouldn't have variant turrets in Epic"... after hearing which I look at the Razorback. :)

I voted to keep them, as I don't see any other list ever using them, and being OOP doesn't matter as half the list is OOP anyway.

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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 7:10 pm 
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FYI
CHIMERA (MARS PATTERN)
Type Speed Armour Close Combat Firefight
Armored Vehicle 30cm 5+ 6+ 5+

Weapons Range Firepower Notes
Hull-Mounted Heavy Bolter 30cm AP5+ -
Twin Heavy Bolter Turret 30cm AP4+ -
or
Multilaser Turret 30cm AP5+/AT6+ -
or
Heavy Flamer 15cm AP4+ Ignore Cover
and (15cm) (Small Arms) Ignore Cover

Notes: Transport (May carry two Infantry units). Chimeras must choose ONE turret from the list above.


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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 7:38 pm 
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I'd lose the small arms ignore cover on the heavy flamer; as far as I know that's not standard for the weapon and IC FF is generally not used due to allocation issues.


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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 7:47 pm 
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zombocom wrote:
I'd lose the small arms ignore cover on the heavy flamer; as far as I know that's not standard for the weapon and IC FF is generally not used due to allocation issues.

IIRC adding ignores cover to the FF attack of that turret was a last-minute change by TRC, and it has resulted in the Heavy Flamer turret being better than the other turrets, instead of equally balanced with them.

I would therefore recommend removing ignores cover from the FF attack of the Heavy Flamer turret.

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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 7:48 pm 
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Keep the IC, all that's needed is a FAQ stating that IC hits should be allocated to things in cover, if possible.

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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 8:02 pm 
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Dave wrote:
Keep the IC.

It unbalances the unit, making it more powerful than the other two turret types.

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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 8:47 pm 
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Chimera are for infantry formations which already have decent or good AP fire and FF. No one I've played against has taken anything but the multilaser. More AP isn't needed. IC isn't needed just based on sheer volume. AT wins the day, even though it's paltry.

I don't have an outright objection to the variants. They just seem unnecessary.

For some reason my vote didn't pop up, but I'd put it at somewhere between options 2 and 3.

Evil and Chaos wrote:
The main objection I've heard to the variant turrets in the list is "AV's shouldn't have variant turrets in Epic"... after hearing which I look at the Razorback.

Also unnecessary. I can't recall the last time I took a bolterback and I don't recall seeing many in tourney lists or batreps.


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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 8:53 pm 
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Quote:
Also unnecessary. I can't recall the last time I took a bolterback and I don't recall seeing many in tourney lists or batreps.

They only really fit with Scouts (And only midly so then), really in order to fix the unit they should be FF4+, but this is the wrong subforum for that discussion (And it has an ice cube's chance in hell of changing anyway).

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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 9:28 pm 
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Quote:
For some reason my vote didn't pop up, but I'd put it at somewhere between options 2 and 3.


I set that up purposefully because I hate you. ;D


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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 9:43 pm 
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Mosc. truly is a gentleman gamer...

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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 9:45 pm 
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Actually, I figured out why your vote didn't count. You tried picking "somewhere between options 2 and 3". Next time try a natural number instead of 2 1/2. 8)


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 Post subject: Re: Minervans - the final stretch
PostPosted: Wed May 26, 2010 11:27 pm 
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Actually in the Salamanders armylist only units with TWO Heavy Flamers get Ignore Cover on the basic FF attack.

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 Post subject: Re: Minervans - the final stretch
PostPosted: Thu May 27, 2010 2:05 pm 
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Moscovian wrote:
Quote:
For some reason my vote didn't pop up...

I set that up purposefully because I hate you. ;D

I'm telling your mom.


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