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Pirates of the Khareshi Expanse

 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Sun Aug 22, 2010 6:53 pm 
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So I have been reading/disecting/playtesting the document. Putting up some suggestions either tonight or tomorrow (U.S. Eastern Time btw).

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Sun Aug 22, 2010 8:23 pm 
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whoa! Playtesting! :)

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Mon Aug 23, 2010 11:02 pm 
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Ok this is what I have seen so far. Hope it helps!!!

Fleet restrictions:
Tobari: One Heavy Escort for every escort
Dakeshi: ?
Raanturi: one per xx of point in fleet?
Mas'ata: None
Benthaki: None under 1000. One for a battle 1000-1500. A second for 1501-2000, etc
Vegians: Two destroyers for every light cruiser
Intilzan: None
Thrrak: None? Can't be in squadrons of course.
Scythant: Two escorts for every light cruiser

Concerns:
Tobari seem to be pretty solid :) Price could be reduced by 5 pts each but that's about it.

Dakeshi: Need to put some kind of weapon on him to encourage him to get into fight. Playing with him in the attack constitutes the Swarmship squadron hugging the edge of the table and never being threatened in the battle. Give him one WB at 45cm F arc? Good support ship when I used it this way. Up Price to 40 pts.

Raanturi cruisers are amazing! :) It's a comparable ship to almost all others in the game IMO. Points of clarification needed on whether the die of 6 going through shields, how do they interact with Eldar, Necron, Tyranid shielding/saving?

Mas'ata. Ok where do I begin? I played two games with these guys and both went.... well... First, no range limit on the laser grid means when playing the 'lone wolf' rules for small games make these broken as they hug the edge of the table and with no range the beams target anyone in the middle of the board!. Cap it say at around 90cm? Second, when using normal squadron rules, these become aweful. At best they are a second wave weapon. Too easily destroyed if they go out on their own for any reason. (Think about it, with no range to their weapons and staying within 15cm of each other, they have to physically surround a vessel making them easy targets on the way in). Plenty of ways to remedy this though (pick one!): 45cm movement, let them be at least 30 or 45cm away from each other instead of 15cm, roll 6 D6 for AAF but may use the grid, increase shield to 2, give them holofields but with only a 4+ save, etc...

Benthaki: Not sure how they should be fielded so I didn't use this one....

Vegian flak cannons. Is the D6 roll of 6 done twice? When ship is initially attacked and it has no shields AND when it moves in subsequent movement phase? I think it should because it gives this ship a bit more punch. Otherwise those Flak Cannons are really useless against ships since only one dice roll is used for moving through any number of blast markers.

Intilzan seem to be good :)

Thrrak. Notes on Missile Battery are different than weapons stats. I assumed the notes were supposed to say "...hit by a Strength D3+1 torpedo salvo..."? Also, I played them so they didn't have to reload ordnance to fire the weapon, was this correct?

Scythant bladefield. How about the Bladefield hits armor like a WB but it ignores shields of all kinds and every hit is automatically a critical? That REALLY encourages them to close to base-to-base to use it! Another idea is the Bladefield attacks D3 amount of times with above abilities!


-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Mon Aug 30, 2010 7:31 am 
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Heya,
cool!

tobari-dakeshi = ok

raanturi = lets get into it.

mas'ata = grid down seems good. good ideas.

benthaki = wella, 1 per 5000pts ;)

vegian = d6 how do you mean with 2 dice?

intizlan = ok

thrrak = iirc reload needed

scythant = cool

How would you envision a complete fleet list where all xenos are available?

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Mon Aug 30, 2010 7:41 pm 
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Raanturi- I would say that these lances on a roll of six means they have achieved as close to alignment as possible making the beam very powerfull. This would be strong enough to vaporise the Spore Cloud "shield" without a problem and is strong enough to inflict much more damage than the Necron reactive hull can repair, meaning their save roll is negated (BFI still counts though).

Thrrak- These should be dirt cheap then. Like 20 pts. They are worse than an Orc Ravager!! Either that or give them some sort of special rule that makes them worth taking at anything higher.

Benthaki- ;)

Vegian- According to the rules as written, if you put blast markers in contact with a ship whose shields are down, you roll a D6 and on a six it inflicts a hit. My questions are these: 1. Do you roll once for every blast marker used in this sense? 2. In the subsequent movement phase, does the player have to again roll a D6 roll of 6 for moving through blast markers? I would say yes to both.

Mas'ata- Well I played three games with these using them in one game each with: 45cm movement, 30cm distance away from each other, and 6D6 AAF but with grid still online. The least effective was increasing the distance of the squadron alone. Having 45cm movement or the 6D6 AAF were both equally stimulating for them. With the first I could do the 8D6 +45cm with AAF to cover a good portion of the table and in the next turn I was pretty much in the fight. With the latter, I could engage the enemy directly instead of hanging to a side behind celestial phenomenon for one extra turn.

Fleet Restrictions.

Well I was thinking the way the fleet should be constructed is you are allowed to choose 2 races in a battle up to 250 pts. For every 250 pts afterward, another race may be included in the fleet. This is on top of whatever restrictions that are on the races themselves (such as one Tobari escort for every Tobari Heavy Escort, etc). You could even make the restriction they can't fight in battles bigger than a certain amount of points since that would definately be more fluffy.

Speaking of fluff, should I PM you for discussing the fluff story to this?

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Mon Aug 30, 2010 7:54 pm 
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Hi,
good ideas.
Fleet list idea is good.

With Vegian blastmarkers : well if you put 4 in contact with a ship with 2 shields that ship must make a standard overflow test vs markers when moving away (eg 1 test needed to avoid damage like asteroid field).

Talk fluff in thread. Or pm if it suits you better (or mail me at horizon@epic40k.co.uk).

cheers

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Mon Aug 30, 2010 8:17 pm 
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Vegians- Ok. So what happens if you put 4 markers on a ship with 2 shields in the shooting phase and he fails to move any of them out of contact; how many D6 rolls of 6 are made for damage, 2 or 4?


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Sat Sep 04, 2010 12:37 am 
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I guess with Benthaki the best thing to do is "you may field one in a 1500 pt battle". Since they operate independantly you don't need any requirements other than this to field it like other races battleships.

For the Raanturi cruisers, I would say one for a 500 point battle, 2 for 1000, etc.

Dakeshi- May take one squadron of up to three vessels for a 500 point battle, 2 for 1000, etc.

-Zhukov


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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Sat Sep 04, 2010 7:39 pm 
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Sure.

If you have time you can alter the word document I attached. Upload it with the changes and lets go on.

Cool?

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 Post subject: Re: Pirates of the Khareshi Expanse
PostPosted: Mon Sep 06, 2010 4:23 pm 
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Cool. I will email you with some questions and such.

-Zhukov


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