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Landing Craft transport

 Post subject: Re: Landing Craft transport
PostPosted: Wed Dec 08, 2010 7:10 pm 
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1 - Fine.
2 - No opinion.
3 - Rather than getting into wacky ratios, I'd probably say something like:

Each side of the Landing Craft can carry up to 3 Rhino hulls or up to 2 Land Raider hulls.

You could therefore max out at: 3/3, 3/2, or 2/2, which is plenty of combinations, is logical, and matches the size of the model properly.

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Last edited by Evil and Chaos on Wed Dec 08, 2010 7:17 pm, edited 2 times in total.

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 Post subject: Re: Landing Craft transport
PostPosted: Wed Dec 08, 2010 7:12 pm 
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1. Fine.
2. Fine
3. I find the mixing of chassis a bit odd but E&Cs explanation has some merit.

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 Post subject: Re: Landing Craft transport
PostPosted: Wed Dec 08, 2010 7:27 pm 
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1. Fine
2. Possibly OK, but it opens up a tortuous exception list (may transport twelve infantry except x, y, z)
3. I would prefer mixed hulls, and suggest the wording be "four Rhino or Land Raider variants (six Rhino variants if no Land Raiders are taken)"


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 Post subject: Re: Landing Craft transport
PostPosted: Wed Dec 08, 2010 8:46 pm 
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1 and 2 seem fine.

I think E&C's suggestion of each side being able to carry 3 Rhinos OR 2 Land Raiders is best.


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 Post subject: Re: Landing Craft transport
PostPosted: Wed Dec 08, 2010 8:47 pm 
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Quote:
2. Possibly OK, but it opens up a tortuous exception list (may transport twelve infantry except x, y, z)

That's kinda my thought. It might be better done with new units "counting as xx for transport purposes", as we did with the Death Company in the Blood Angels list rather than modify the Thunderhawk and Landing Craft's datafax, for example.

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 Post subject: Re: Landing Craft transport
PostPosted: Wed Dec 08, 2010 9:10 pm 
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Are you OK with Support weapons being transported?

I guess there is no reason why not, but just making sure they are part of your design view as well.

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