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Cadian Shock Troops v1.1

 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 1:01 pm 
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Some stats i came up with:

Banehammer
Type Speed Armour CloseCombat Firefight
War Engine 15cm 4+ 6+ 4+
Weapon Range Firepower Notes
Tremor Cannon 60cm 1BP Disrupt, Fixed Forward Arc
Twin Heavy Bolter 30cm AP4+ -
2 x Lascannon 45cm AT5+ -
2 x Twin Heavy Bolter 30cm AP4+ -

Damage Capacity 3. Critical Hit Effect: The Banhammer's magazine explodes. The Banehammer is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

Notes: Reinforced Armour. Transport (may carry two Ogryn or any five of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Fire Support, Snipers).

Stormlord
Type Speed Armour CloseCombat Firefight
War Engine 15cm 4+ 6+ 4+
Weapon Range Firepower Notes
Vulcan Mega-Bolter 45cm 4 x AP3+/AT5+ Fixed Forward Arc
Twin Heavy Bolter 30cm AP4+ -
2 x Lascannon 45cm AT5+ -
2 x Heavy Flamer 15cm AP3+ Ignore Cover

Damage Capacity 3. Critical Hit Effect: The Stormlord's magazine explodes. The Stormlord is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

Notes:
Reinforced Armour. Transport (may carry four Ogryn or any eight of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Fire Support, Snipers).

Banesword
Type Speed Armour CloseCombat Firefight
War Engine 15cm 4+ 6+ 4+
Weapon Range Firepower Notes
Banesword Quake Cannon 75cm 2BP Macro-weapon, Fixed Forward Arc
Twin Heavy Bolter 30cm AP4+ -
2 x Lascannon 45cm AT5+ -
2 x Heavy Flamer 15cm AP3+ Ignore Cover

Damage Capacity 3. Critical Hit Effect: The Banesword's magazine explodes. The Banesword is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

Notes: Reinforced Armour.

Doomhammer
Type Speed Armour CloseCombat Firefight
War Engine 15cm 4+ 6+ 4+
Weapon Range Firepower Notes
Magma Cannon 60cm MW4+ - Fixed Forward Arc
Twin Heavy Bolter 30cm AP4+ -
2 x Lascannon 45cm AT5+ -
2 x Twin Heavy Bolter 30cm AP4+ -

Damage Capacity 3. Critical Hit Effect: The Doomhammer's energy coil explodes. The Doomhammer is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

Notes: Reinforced Armour. Transport (may carry two Ogryn or any five of the following units: Imperial Guard units: Supreme Commander, Commander, Infantry, Fire Support, Snipers).

Hellhammer
Type Speed Armour CloseCombat Firefight
War Engine 15cm 4+ 6+ 4+
Weapon Range Firepower Notes

Hellhammer Cannon 30cm MW3+ Ignore Cover
Twin Heavy Bolter 30cm AP4+ -
Demolisher 30cm AP3+/AT4+ Ignore Cover
2 x Lascannon 45cm AT5+ -
2 x Twin Heavy Flamer 30cm AP3+ -

Damage Capacity 3. Critical Hit Effect: The Banhammer's magazine explodes. The Banehammer is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6.

Notes: Reinforced Armour.

Here the Wh40k stats of the mainguns of all super-heavy tank for comparison:

Vulcan Mega-bolter (Stormlord)
Range60" S6 AP1 Heavy15, PrimaryWeapon

Tremor Cannon (Banehammer)
Range60" S8 AP3 Ordnance1, 7"Blast, Earthshock, PrimaryWeapon

Plasma Blastgun (Stormblade)
(rapid)
Range72" S8 AP2 Ordnance2, 7"Blast, PrimaryWeapon
(full)
Range96" S10 AP2 Ordnance1, 10"Blast, PrimaryWeapon

Banesword Quake Cannon (Banesword)
Range24-180" S9 AP3 Ordnance1 Barrage, 10"Blast, PrimaryWeapon

Baneblade Cannon (Baneblade)
Range72" S9 AP2 Ordnance1, 10"Blast, PrimaryWeapon

Magma Cannon (Doomhammer)
Range60" S10 AP1 Ordnance1, 5"Blast, PrimaryWeapon

Hellhammer Cannon (Hellhammer)
Range36" S10 AP1 Ordnance1, 7"Blast, PrimaryWeapon, No cover saves allowed

Stormsword Cannon (Stormsword)
Range36" S10 AP1 Ordnance1, 10"Blast, PrimaryWeapon, No cover saves allowed

Volcano Cannon (Shadowsword)
Range120" SD AP2 Ordnance1, 5"Blast, Destroyer, PrimaryWeapon


Oh and also this thread: viewtopic.php?f=74&t=14566&start=60

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 1:12 pm 
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Hellhammer - Hellcannon - demolisher version of banebalde
Doomhammer - Magma Cannon - Retro fitted Banehammer - short range shadowsword
Banehammer - Tremor cannon - nastier version of the stormsword (disrupts the ground as well) - anti infantry support
Banesword - Quake cannon - Seige version of Shadowsword


EDIT Massively ninja'd, will go hide now :-X


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 6:47 pm 
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can't see the point of an awful lot of those - why would you choose any of the MW single shots over a shadowsword? Lots of redundancy there :)


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 7:28 pm 
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mattthemuppet wrote:
can't see the point of an awful lot of those - why would you choose any of the MW single shots over a shadowsword? Lots of redundancy there :)


Because the shadowsword isn't available... Many of these are field conversions and repairs as the re-enforcements haven't arrived (or wont arrive) so you must make tdo on the battlefield...


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 8:03 pm 
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sure, that may be an explanation of why they exist in the fluff, but not why you'd want to take one in your army


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 8:07 pm 
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They'd be cheaper.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 8:08 pm 
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You wouldn't want to. The only Superheavy GW introduced for Apocalypse that's worth including in Epic is the Stormlord. All others are near identical to already existing tanks, and are really only viable as permutations of the pretty awesomely modular Shadowsword kit, IMO.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 8:11 pm 
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the simple answer would be because the list doesn't allow a shadowsword ;)


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 9:38 pm 
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mattthemuppet wrote:
can't see the point of an awful lot of those - why would you choose any of the MW single shots over a shadowsword? Lots of redundancy there :)

QFT

GW is just dumb monkey that need to make the SS kit modular so they could sell more. So let's invent other crappy SHT!

Yet another reason why I play Epic...


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 9:47 pm 
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Angel_of_Caliban wrote:
So let's invent other crappy SHT!.....Yet another reason why I play Epic...[/color]


You play Epic to play the same 40K tanks at a smaller scale? Inevitably you know that they will be repeated in Epic so I think that kind of a statement is becoming quite redundant.

Let's face it, there are enough fans to support everything new and shiny GW brings out to repeat in Epic so I no longer think it is a case that Epic is this resolute and purist example of what the game 'should be'. Until there is a move to stamp down on stuff (unlikley to happen), you may as well accept that 40K creep is here to stay.

I am not giving an opinion on whether it is right or wrong, I am just stating a fact against such an expression :)

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 9:48 pm 
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I think it's mostly because they had loads of spare sprue space on the SS kit.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 9:52 pm 
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zombocom wrote:
I think it's mostly because they had loads of spare sprue space on the SS kit.

Should have put a Stormblade Plasma Gun on it then. Might have bought it.

@Froggy: Unlike 40k version Epic stats tend to be balanced and the not all units are thrown into one list. List are development to use new units or different conurbations. I don't see 10 SHT in any IG list. Nor 6 Land Raiders in a list.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 10:03 pm 
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Angel_of_Caliban wrote:
I don't see 10 SHT in any IG list. Nor 6 Land Raiders in a list.[/color]


* starts to create such a list to prove the above as incorrect* :D

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Thu Mar 24, 2011 10:11 pm 
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frogbear wrote:
Angel_of_Caliban wrote:
I don't see 10 SHT in any IG list. Nor 6 Land Raiders in a list.


*starts to create such a list to prove the above as incorrect* :D

LOL, I'm already working on a list the disprove the latter... ::)


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Fri Mar 25, 2011 3:23 am 
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Well, tonight's game only lasted a turn due to time constraints, but some good came of it. I've now been convinced that the Colossus might need a wee bit of tweaking. Maybe.

After some discussion we agreed to test it at 3BP, IC, and at least figure out what the effect would be as MW for my own satisfaction. It then proceeded to hit 10 of the 18 targets it was fired at. That would have been A Battlewagon, 4 Grots, 3 Nobs, and assorted hangers on. Like I said, some tweaking may be required. Due to an astonishing show of Armor Saves, the Orks only lost a Battlewagon and 4 Grots in the end. I don't play Space Marines, and therefore never use Spacecraft. This means I really didn't appreciate the size of the pie plate in an Epic game. I'm not going to update the version just yet, but I'd like to playtest the following from here on for the Colossus Bomb stats:

15cm 2BP Fixed forward, Ignore Cover

It may prove underpowered, but I think it is a better place to be.

The Leviathan made a good showing. It's Macro Cannon failed miserably, but it managed to be drawn (by countercharge) into an engagement made by the nearby Hellhound Platoon, resulting in a nine point loss for the 'Uge KoS they attacked. I also had the opportunity to use the fighting platform as part of this engagement, since the RHQ could not itself countercharge back. I really like the thematic effect this had, though I think it needs additional playtesting on both the Leviathan and Stormlord to ensure balance. Cost changes or reducing the number of stands that can fight off it are possible if neccessary.

Here is the list I used

Cadian RHQ with two Psykers
Kasrkin Coy.
Kasrkin Coy.
Infantry Company with Sabres
Whiteshields Company with Sabres
Manticore Battery
Manticore Battery
Stormsword
Stormsword
Griffon Platoon
Griffon Platoon
Hellhound Platoon
Hellhound Platoon
Marauder Colossus
Fortifications
Fortifications
4000 points

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