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Cadian Shock Troops v1.1

 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 2:52 pm 
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Evil and Chaos wrote:
Random idea, perhaps the Colossus Bomb could have two simultanious effects:

- A 3BP ignores cover attack (Not macro weapon)
and also at the same time:
- A TK(d3) ignores cover attack that hits on a 2+

So the TK attack would represent the core of the bomb (The bunker-busting bit that's armed with melta charges etc) and the barrage to represent the high explosives' area effect.


Interesting idea. But should be carefull worded else every unit under the template get hit with 3BP AND a 2+MW TK attack :D

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 3:10 pm 
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BlackLegion wrote:
Evil and Chaos wrote:
Random idea, perhaps the Colossus Bomb could have two simultanious effects:

- A 3BP ignores cover attack (Not macro weapon)
and also at the same time:
- A TK(d3) ignores cover attack that hits on a 2+

So the TK attack would represent the core of the bomb (The bunker-busting bit that's armed with melta charges etc) and the barrage to represent the high explosives' area effect.


Interesting idea. But should be carefull worded else every unit under the template get hit with 3BP AND a 2+MW TK attack :D


More realistically, without a special rules it's perfectly fine to hit a target outside the template with the TK attack. It's still a good idea though.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 3:11 pm 
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I like that idea, E&C, but would it price the Bomber out of bunker busting?

Try this one BL:
Code:
15cm     3BP, Ignores Cover, Fixed Forward
         AND MW2+, TK(d3), Fixed Forward

Add to notes: The Colossus bomb's point attack must be directed at the center of the Barrage attack's template.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 9:14 pm 
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Nah, the thing I like about E&Cs idea is that it allows the weapon to be effective against both infantry in cover and War Engines without too much fiddling. Even with the boost on the number of attacks, you'd average 1/6 of starting DC (5+ hit, usually 4+ save against MW). Plus it is more effective against larger engines, which is counterintuitive.

The problem I'm continuing to have is if the Colossus is effective against War Engines, it'll be too expensive to be used against infantry in cover. I cannot see a way around this. If the fortification were able to be attacked directly, our problems would disappear. But the fact that you're effectively aiming at units inside an invulnerable fortification makes the abilities required, and the relative value of those abilities, difficult to balance.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 9:28 pm 
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I'm off board for a day and half...thread goes from page 6 to 12!!!

If I could take One-Shot and drown it in a river and then beat with a bat ad left in a dark alley, I would be happy. I HATE that ability like no other. Sure some things need it like Deathstikes, but for the most part if I see a unit with it I automatically don't wanna take it. I really hope we keep Slow Fire for the Colossus instead.

Maybe give it Disrupt and MW instead?

Still not sold on fighting platforms. Not sure what to say about them tho.

Also I think the Leviathan should not be combined with the Req HQ.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 9:29 pm 
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Does the bomb lose Slow Firing? Otherwise the TK part is comparable to a Shadowsword, isn't it? Which is worth 200 pts. Is 300 pts too much for it?


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 9:41 pm 
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Ulrik wrote:
Does the bomb lose Slow Firing? Otherwise the TK part is comparable to a Shadowsword, isn't it? Which is worth 200 pts. Is 300 pts too much for it?


No, I just left it out for reasons unknown. 300 is probably too much. It is, however, where I plan to start playtests if the tandem (as opposed to dual) mode weapon is the most supported. I guess my question for all is: would you use the aircraft for infantry in fortifications at 300pt? Or would it be a TK weapon with a twist?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 10:49 pm 
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The only real comparable air craft is the Ax-1-0 which get one MW3+ TKD3 which normally gets boosted to MW2+ by markerlights. They cost 375 for a pair (though this is possibly slightly overpriced). If you go with the design E&C suggested you would almost certainly end up with a specialized large war engine killer. It would have to cost upwards of 300 points using the Ax-1-0 as a comparison.

Would being under the the hole of the template give you one shot per 2 DC as per normal? So against a Warlord or Gargant it would get 4 shots a time or if slow firing 8 shots a game? That's more TK fire power than an Ax-1-0 squadron.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 11:15 pm 
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It's separate shots, so it's only the single TK attack PLUS a 3BP barrage.

I think you'd rarely get the full effect of both in one attack run, it would more likely be an extra attack or two if you go for a war engine or a TK attack vaporizing one infantry stand when attacking fortified infantry. With slow firing, the Ax'es get three times the number of TK attacks as the Colossus over a 3 turn game (one shot in turn 1 and turn 3 vs 2 shots every turn).

The exception would be something like an ork warband hugging a battlefortress.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 11:56 pm 
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I acTually quite like Rug's idea...

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sat Mar 26, 2011 11:56 pm 
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Jstr19 wrote:
Would being under the the hole of the template give you one shot per 2 DC as per normal? So against a Warlord or Gargant it would get 4 shots a time or if slow firing 8 shots a game? That's more TK fire power than an Ax-1-0 squadron.


I'm not sure exactly what you meant there so I'll put it this way: You'd get a single TK shot, plus 1/2 DC shots from the barrage. Without MW the barrage would usually add 1/12 of the WE's starting DC (1/2 DC x 5+ to hit x 4+ Reinforced Armor), so no reason to complicate things further.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Sun Mar 27, 2011 12:03 am 
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Rug wrote:
I'm liking the look of this. But just to keep throwing out alternatives:

Barrage as normal, but double the number of attacks fron normal against WE under the centre of the template, i.e. 1 per DC.

Evil and Chaos wrote:
I acTually quite like Rug's idea...


You'd do half a DC versus a Baneblade, or 1 1/3 DC versus a Warlord, twice a game. That wouldn't top my list of WE hunters. I also am bothered by the fact it would do more damage to a larger engine. I can see that with the Cobra, sort of, but not with a fairly conventional bomb like the Colossus. I'll think on it. The two roles it's assigned have been placed at opposite ends of the specrum by the Epic rules, and it's frustrating. :/

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 4:05 pm 
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I think E&Cs tandem-mode idea is the best one. It'll cost too much for most applications against most fortified infantry, but the ability to do actual damage to a WE trumps that, as it also gives it a role the Heavy Marauder simply cannot fulfill. It does require a special rule, but it seems the only other choice is to have a platform capable of either WE hunting OR fortified infantry hunting, not both.

So the rules for the Marauder Colossus are:

Code:
Marauder Colossus             AC/WE    Bomber    Sv:5+     CC:-     FF:-

Weapons:
Colossus Bomb                 15cm     BP3       Ignore Cover, Slow Firing, Fixed Forward
                              AND      MW2+      TK(d3), Slow Firing
Twin Heavy Bolter Turret      15cm     AP4+/AA5+ Forward Arc
Twin Heavy Bolter             15cm     AA5+      Rear Arc
Notes: DC2. The Colossus Bomb's Macro weapon attack must target the unit under the center of the Barrage attack. Critical Effect: Destroyed.


For comparison, here is the runner-up for the Colossus Bomb stats.
Code:
Colossus Bomb                 15cm     BP3       Macro Weapon, Ignore Cover, Slow Firing, Fixed Forward


Comments/Objections before we (finally) move on?

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Last edited by Spectrar Ghost on Mon Mar 28, 2011 4:34 pm, edited 1 time in total.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 4:23 pm 
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Spectrar Ghost wrote:
Comments/Objections before we (finally) move on?


Does the TK attack need Slow Firing too, I think the rules as written there only has the barrage portion as slow firing?


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