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Chaos Squats Army List

 Post subject: Re: Chaos Squats Army List
PostPosted: Fri Aug 27, 2010 1:26 pm 
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Well I can easily make them 15cm. No issue there really.

My initial thought was that the height of the Zeppelin would give it a greater range of effect. Also 30cm is not really that great when talking weapons.

I still need to do the comparisons to other WEs so I will see what I come up with.

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 Post subject: Re: Chaos Squats Army List
PostPosted: Fri Aug 27, 2010 5:15 pm 
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AA battle cannons sound rather cumbersome, although i can see that it simplifies the stats somewhat.

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 Post subject: Re: Chaos Squats Army List
PostPosted: Fri Aug 27, 2010 10:09 pm 
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I could just rename the weapons :)

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 Post subject: Re: Chaos Squats Army List
PostPosted: Fri Aug 27, 2010 11:42 pm 
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Onyx wrote:
Apocolocyntosis wrote:
Critical could be the hole thing exploding, or what about serious damage to the 'balloon' forcing it to drop altitude? removing pop-up attacks and allowing CC assaults vs it once critical'd.

Always popped up+transport seems like an awkward combo, i would see the ziggas (whether you envisage them as choppers or Zeppelins) would do the troop ferrying as they would be smaller, more agile and less of an asset to risk for dropping troops into direct combat. While the bigger Zeppelin could carry a lot of troops, im not sure i see it being of much use within the scope of EA (too slow to land/take-off, and you'd need a lot of ladders otherwise and i don't see the CS having grav chutes). The hellbore already provides a means of mass transport for the list.

I like the idea of having it as fire-power dedicated, some AA, some guns and a limited ammo barrage sounds good.

I agree with most of this.

Critical could be the same as the Reaver/Warlord system. Could go along the lines of keeping any fires away from inflamable areas.

Always popped up/transport doesn't really work (I've had a bit of practice with this using Tau Mantas). I'd also much rather a mid sized Zepplin War Engine was a gun ship.

I've had a bit more of a play with my Zepplins.
I really liked PompeyPierre's idea so I cut the engines in half and moved them underneath.
This had the happy side effect of making more space for guns... always a good thing ;D !
Image
Image
Image

I think I'll still put a few more details (spikes or something similar) on these things... we'll see.

Cheers.


Is that a blood letter head? If so I found I could get a small tube through the mouth as a big cannon (on my banelord which is a WIP). More guns ftw!!! Chaos RARGHHR!!


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 Post subject: Re: Chaos Squats Army List
PostPosted: Sat Aug 28, 2010 12:02 am 
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PompeyPierre wrote:
Is that a blood letter head? If so I found I could get a small tube through the mouth as a big cannon (on my banelord which is a WIP). More guns ftw!!! Chaos RARGHHR!!


Hey that is an interesting point.

Also, I just had a thought myself. Onyx, what would the head look like if you placed it further down the prow of the Zig?

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 Post subject: Re: Chaos Squats Army List
PostPosted: Sat Aug 28, 2010 12:22 am 
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Did some research on the akkadian language (ancient Mesopothamia).
Well...it doesn't sound as spectacular as som e mightimagine :)
Examples.
King = sharrum
Slave = warad
Thief = sharaq
Citizen = awilum
to kill = i-ddak
Son = mar
Hand = qat
Gold = hurashum
Silver = kaspum

http://en.wikipedia.org/wiki/Akkadian_language

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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 7:52 am 
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I have just updated the first post with version 1.4 of this list. I have also included it in this post as well.

Quick summary of changes:
V1.4
- Increased Annihalator's FF to 3+
- Added Entourage upgrade
- Removed Vedaj from Transport upgrade
- Gave Chaos Squat Detachment optional Vedaj transports as standard
- Removed Transport upgrade from Malorcs and replaced with Trucks
- Modified Zharr upgrade to include Kollossus
- Added Zeppelin to War Engines section
- Added Always Popped Up (AUP) rule
- Increased Engine of Hashvaht(T1) Cannon range to 60cm
- Added colour coding for potential reviews for next version

1. I have added in the Zeppelin and made it a 650 point war engine. It is quite formidable and I feel is balanced against a Reaver in respect of it's absence of void shields, and weaker critical effect. Happy for any feedback on this one.

2. The inclusion of the Vedaj as standard to the Core formation assists with the pricing of the Annihalators and also brings the formation up to the standard of a comparable Marine or Chaos Marine formation.

3. The Entourage, T1 Engines, Trucks and Zharr additions/changes were more fan driven than anything so more than happy to have them in. I think they add a lot of flavour to the list.

4. I have not changed the Slaves formation at this time as I would really like to see them in a few more games.

So that's it for now. Let me know your thoughts when you have time.

Out of all the lists, this is definitely the most enjoyable purely due to the fan imput and support.

Cheers....


Attachments:
File comment: Chaos Squats V1.4 - Updated 29/08/2010
xCS14pd.pdf [188.41 KiB]
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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 9:13 am 
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So, just finished undercoating my Rezahks, what is the possible role change which the blue text heralds? :D

Fun looking critical on the zeppelin.

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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 10:35 am 
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Apocolocyntosis wrote:
So, just finished undercoating my Rezahks, what is the possible role change which the blue text heralds? :D


I am always worried about something like this. It is highlighted for a future discussion to see what people would like in the list if the LoB was removed and whether people would like the Rezahk to fill that role (in a way) or whether the list should do without a CC WE and keep the Rezahk "as is".

Rather than just make the authoritative decision at this point, I thought it a non-issue (development wise) to open it up to a general discussion at a later time.

If there was a change, I would ask whether the examples on the front of the V1.4 (the pic) was more representative of what people would like to see as a WE for the Chaos Squats (it suits a LoB look).

Nothing concrete at this time. A discussion is needed however.

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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 2:13 pm 
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frogbear wrote:
PompeyPierre wrote:
Is that a blood letter head? If so I found I could get a small tube through the mouth as a big cannon (on my banelord which is a WIP). More guns ftw!!! Chaos RARGHHR!!


Hey that is an interesting point.

Also, I just had a thought myself. Onyx, what would the head look like if you placed it further down the prow of the Zig?


oh yeah on the prow with a canon through the mouth!!

CHAOS SQUATS RARRRR!!!


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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 2:52 pm 
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Quote:
I am always worried about something like this.
NP, i knew it was a risk when i started :D

The thing that would currently stop me from taking a LOB is their extosionate ebay value which prices them out of my collection :D If you cut the LOB and move the rezahk into its role, i sort of feel you might as well have kept the LOB. If you want a LOB role unit, then people can choose to use a regular LOB mini (CS as forge of khorne) or create their own CS style proxy minis to share the same stats.

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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 3:12 pm 
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Just to clarify the Support Craft rule (Always Popped Up) in the Tau list, it's as follows:
Quote:
Support Craft: Some large war engines of the Tau operate above the battlefield, below the airspace used by aircraft, but
higher than standard skimmer levels/terrain features. The vehicles which loom over the fight in this way have this stated in
their individual notes. They operate exactly as skimmers which are ‘popped up’ at all times.


This is quite different to the APU for the Chaos Squats. Under the Tau definition, an APU unit can still benefit from cover as per the skimmer rules.

The APU definition presently selected for the Chaos Squats is how the Support Craft rule used to be worded in older Tau lists.

I don't really have a preference either way but it would seem to be good to keep them the same.

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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 9:31 pm 
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Hi Onyx

I posted in the Tau list before seeing this response :)

I will attempt to gain parity with other lists where possible. The rule is fine for now till the 'Tau community' can make up their mind :D

I do have a vision for the Zeppelin so I do not want it becoming something it is not. I worry that Tau players will find a common ground with each other rather than do what is best for rulesset - thereby allowing the rule to be used in other lists without a slight name change to be different.

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 Post subject: Re: Chaos Squats Army List
PostPosted: Sun Aug 29, 2010 9:54 pm 
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Apocolocyntosis wrote:
The thing that would currently stop me from taking a LOB is their extosionate ebay value which prices them out of my collection :D If you cut the LOB and move the rezahk into its role, i sort of feel you might as well have kept the LOB. If you want a LOB role unit, then people can choose to use a regular LOB mini (CS as forge of khorne) or create their own CS style proxy minis to share the same stats.


I think with the latest revision, the list is now past the point of what people want. That was the V1.4 - fan input to make the list what it is now.

I now see it at a stage where we have to review what is in the list. If the LoB has a role, then so be it. Same for the Rezahk. If however something does not fit, then it should be removed. Upon reviewing the list, the Rezahk may be fine how it is and a CC WE (LoB) and CC transports (death dealers) may be found to be out of character for the list. This is where I think I would like to direct conversations for the next version. It will help to 'tighten' the list. :)

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 Post subject: Re: Chaos Squats Army List
PostPosted: Mon Aug 30, 2010 3:09 am 
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In keeping in line with the Tau discussions regarding APU, I will adopt what they have so far being:

Support Craft

Some large war engines operate above the battlefield, below the airspace used by aircraft, but higher than standard skimmer levels and terrain features.

War Engines which loom over the fight in this way have Support Craft stated in their individual notes. Support craft count as skimmers that for all line of sight and terrain purposes count as ‘popped up’ at all times. If the Support Craft has a Transport option, any transported troops are able to embark and disembark units, with any units transported being allowed a save as normal if the Support Craft is destroyed.

Because they are so high above the battlefield a Support Craft must always use their Skimmer ability to force a firefight in engagements.

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