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Cadian Shock Troops v1.1

 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 4:33 pm 
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Whoops. Yes it does. Edited.

However, I've also tried to make the wording on the special rule watertight, in that it only allows the TK attack to be fired when the Barrage is. In other words, no rules lawyering to allow a barrage one turn, then the TK the next! Can anyone with a legal bent of mind find a way around the wording?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 4:39 pm 
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Spectrar Ghost wrote:
Whoops. Yes it does. Edited.

However, I've also tried to make the wording on the special rule watertight, in that it only allows the TK attack to be fired when the Barrage is. In other words, no rules lawyering to allow a barrage one turn, then the TK the next! Can anyone with a legal bent of mind find a way around the wording?

Have an explanatory note, ala how land speeders have an explanatory note as to how their MW shooting works.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 4:41 pm 
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Spectrar Ghost wrote:
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.


Like the one at the bottom there? But is that wording watertight enough?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 4:49 pm 
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Quote:
The Colossus Bomb's Macro weapon attack must target the unit under the center of the Barrage attack.

Change to "must be applied to whatever unit is closest to the centre of the of the Barrage attack".

Note that this is effectively a special rule. I just thought you wanted the note to say that the TK attack and the Barrage had to be fired at the same time.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 4:55 pm 
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Without the special rule, the Barrage and TK attack do not have to land anywhere near each other: even with a 15 cm range they can be 20cm apart. I don't see a way around the special rule that accurately represents the weapon.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 7:03 pm 
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I am not sure that you can specify a different Special effect for the MW / TK attack. That is down to the srmour of the target.

However, I agree that it needs a unit / weapon note to the effect that they must target the same formation if you want to create this effect - and preferably that the Collossus hits under the centre of the template as you have specified. Seems Ok in principle to me.

Only issue here is how to place the bomb / template:-
Against a titan, the titan governs where the template goes, while against other targets, the template is key as it must be placed to cover as many units as possible - thus the bomb might actually miss altogether.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Mon Mar 28, 2011 7:09 pm 
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Quote:
Only issue here is how to place the bomb / template:-
Against a titan, the titan governs where the template goes, while against other targets, the template is key as it must be placed to cover as many units as possible - thus the bomb might actually miss altogether.

That's why I suggested the "core" of the bomb's attack should be applied to whatever unit is the closest to the centre of the template, rather than exactly at the centre.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:17 am 
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Ginger wrote:
I am not sure that you can specify a different Special effect for the MW / TK attack. That is down to the armour of the target.

What do you mean exactly by this GInger? Both attacks are/can be used, and each has a differant profile, similar to the Eldar Titan Power Fist. The only difference is that these attacks must be colocated and used together.

E&C: Generally, though not always, a WE under the hole will add enough attacks to a barrage to make it the most hits possible. Also, 'closest' can be contentious, but 'under' is not.

I think the note/special rule is fine as is, as long as there is no getting around the requirement to shoot them on the same turn.

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:20 am 
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I still think there's nothing wrong with BP3 TK(1) slow firing.

It doesn't need a special rule.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:22 am 
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Where would you price that Zombo? 300? Higher?

Would it:

a) Be priced out of the range where the BP would be relevant?
b) Be representative of a weapon to be used against fortifications?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:26 am 
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300 or maybe a bit less; people will CAP the crap out of it.

If you wanted to represent the weapon "correctly" it would need a crap load of special rules about destroying buildings etc. Abstract that out and you have a weapon that should be good against highly armoured targets.

Note that there is nothing in its fluff that says it's a WE hunter.


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:32 am 
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zombocom wrote:
Here's the text of the colossus from Tactica (emphasis mine):


The Colossus bomb is a single huge guided bomb. Containing sophisticated guidance systems controlled from the bomber, it has an armour-penetrating tip, mass reactive fuse and a melta warhead backed up with up to 10,000kg of high explosive. The colossus is used to destroy heavily armoured targets and underground bases.

The Colossus must be dropped from altitude 5. To hit you must roll equal to or higher than the bomber's current speed, ie, at speed 3 you need a 3+ to hit.

If the target is hit do not roll for damage, instead roll 2D3, this is the amount of damage inflicted on the target. The Colossus still causes bomb creep, and any other targets within 3" are are as normal on a 2+, also taking 2D3 Damage points.


What are heavily armored targets if not War Engines?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:37 am 
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Leman russ, Land Raiders...


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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:46 am 
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You'd drop what amounts to a 10,000kg HEAT round on a Land Raider?

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 Post subject: Re: Cadian Shock Troops v1.1
PostPosted: Tue Mar 29, 2011 12:47 am 
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Nope, on a group of them.


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