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Chaos questions

 Post subject: Chaos questions
PostPosted: Sat May 01, 2004 3:07 pm 
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It my be your only option other than "standing" in the open ! :;):

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 Post subject: Chaos questions
PostPosted: Sat May 01, 2004 8:31 pm 
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Hi!

The cover in open ground is suppose to represent infantry laying prone, using nooks and crannies in the terrain that are not apparent on a level gaming tabletop.

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 Post subject: Chaos questions
PostPosted: Sat May 01, 2004 10:24 pm 
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Well, back to the original thought of this post, if you give an infantry unit with no ranged weapons an additional First Strike attack, combined with the 5+save if they are in the open (course, if they are under cover, they more than likely have a save anyways) may very well prove to be too powerfull a rule.  This one will have to be playtested, probably in the next Epic game we play. :D

my 2cents,

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 Post subject: Chaos questions
PostPosted: Sun May 02, 2004 2:43 am 
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Well let us know how it turns out I/drax.  But we will continue to use infantry on Fire Fire orders get cover mod, as in SM1.  For the reason Primarch and I stated earlier ...

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 Post subject: Chaos questions
PostPosted: Sun May 02, 2004 3:54 am 
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Hi!

I always that that the SM1 rules worked best in that regard. I used a modification of that for heresy as well.

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 Post subject: Chaos questions
PostPosted: Sun May 02, 2004 4:04 am 
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We did too ... as a former Grunt it made too much sense and was "realistic".

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 Post subject: Chaos questions
PostPosted: Sun May 02, 2004 2:49 pm 
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Remember, this 'house' rule would only be for infantry formations without any shooting attacks, ie, assault formations.  The situation that brought the whole discussion about was a formation of Eldar facing Tyranids who went into overwatch.  The game bogged when we didnt know what to do about that.  The Eldar, as I have said in other posts, do not seem to be a very good opponent for the nids, as the infantry formations wanted to engage (BAD BAD IDEA vs Nids!)and the armor wanted to simply pop up and shoot.  Anyhow, this house rule would give Eldar some chance at survival vs nids.  Maybe we will restrict its use to Eldar only, don't know.

my 2cents,

iblisdrax

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 Post subject: Chaos questions
PostPosted: Sun May 02, 2004 3:11 pm 
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Well bottom line, as in SM1, Infantry stands on First Fire/Overwatch should get a cover bonus ... of some sort ...

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 Post subject: Chaos questions
PostPosted: Wed Sep 08, 2004 8:31 am 
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Hi all,

I was lookin again at the E:A rules when I noticed something that is rather obvious if you pay attention: if a unit loses part of its transports, it moves way less. Yeah, I am that smart. :)

What concerned me about this is that transports are in general very vulnerable to enemy fire. Usually they are armoured vehicles (well, I think they are _always_ so) but killing one or 2 of them should be quite easy for any enemy. AT units with a long range like leman russes are quite common and they can leave your mechanized formation laying without the optimum number of transports easily.

Having said that, for a regular IG formation you pay 150 points for the transports. I have started wondering if those points wouldn't be better used somewhere, then :L Getting a fire support platoon and a hydra for the cost of a basic mechanized formation might seem like an option, don't you think?

I would like to know if the reduction of mobility because of dead transports is something that you have noticed to hamper your plan a lot or if I am dreading smoke here. Thank you very much :)

Regards,

Xavi

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 Post subject: Chaos questions
PostPosted: Wed Sep 08, 2004 2:44 pm 
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Well, unless you are playing on a mostly flat battlefield with no terrain features, you can usually mask your mech formations in that manner.  Except against artillery, and there isnt much you can do about that, except spread out. I havent had too many issues with formations slowed down critically because of transport loss.

my 2cents,

iblisdrax

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 Post subject: Chaos questions
PostPosted: Wed Sep 08, 2004 2:53 pm 
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Also you can opt to leave the transportless units behind. They will be automatically destroyed and place a blast marker on their parent formation so it is noot recomended. However there may be times when such a sacrifice is nesecary (like taking an objective in order to score vital victory points that turn)

Cheers!:)

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 Post subject: Chaos questions
PostPosted: Wed Sep 08, 2004 8:35 pm 
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Advance APCs/IFVs behind a covered and concealed position, then dismount troops.  Lay down suppressive fire with the tracks' weapons.  Advance infantry under cover ...  :;):

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 Post subject: Chaos questions
PostPosted: Thu Sep 09, 2004 12:21 am 
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That works, L4.

Of course, I just add some snipers, and add 2 Chimeras to the formation instead of 1. That way, I have some spare transport capability in case one of the lead chimeras pop.


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 Post subject: Chaos questions
PostPosted: Thu Sep 09, 2004 12:44 am 
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also, if a transport is blown up dont the infantry inside have to make a save (which guard dont have) or die - hence there would be no one left on foot to slow down the column.

....note i dont actually now how to play this game i just read the rules once or twice!!


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 Post subject: Chaos questions
PostPosted: Thu Sep 09, 2004 1:17 am 
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IBLISDRAX
Yup, cover, of course. The thing is that once you get up in the open to shot yourself at the enemy, the enemy ca decide to shot back ;) And here problems arise: it seems that if you lose transports in this process your unit is no longer mobile. It has effectively become an infantry formation. So, from my POV it would seem that it is a one-shot ability: you move 60-90 cm, position yourself and then you become an infantry formation when your transports beguin to die.

WMN
True. Nothing to add here. The problem is in case you lose more than one or 2 transports here.

L4
Great for real world tactics, but for E:A you must keep a 5 cm coherency with your transports. If you make it bigger the transports "die" and the formation gets a BM. Sad but true.

SERPS
This is stated as being illegal in the rules for army selection. At last for the IG ones: you cannot take more chimeras than what is needed to transport your formations.

KAPTAIN O
Well, the idea is to move and then dismount, not to remain inside the transport to be shot down while you are inside it! :D



In general, for what I am reading it looks like it is a one shot process: you can move up to 90, and then your movement is restricted to that of infantry. Well, it is ok, and in a lot of cases it can come handy to have this advantage over regular infantry (that moves 45 cm at most) but you cannot count on having the transport capacity after the first. Worth 150 points? For one company, likely. For all your infantry formations no way.

Xavi

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