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New Founding on Cadia

 Post subject: New Founding on Cadia
PostPosted: Thu Jan 01, 2009 5:30 pm 
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Cheers, Erik. Yes, your right. NetEpic is far better than EA... ERC... whatever.  :tongue:  (Please, that was a joke. I have nothing but respect for the lads and the game.)

25 seems a bit low for some reason, cant put my finger on it though.

Well, ok I'll burst... Typically two companies worth of support places (not unusual for an army) would be 10 support slots. 10x 25 = 250 for ten indirect template attacks at 5+ each. This may be the problem you see with the price. Perhaps a limit of one per company? A price increase defeats the purpose and they are only add on support units that would be nice to include in most companies.

Thanks Malleus, we all have a hand in these projects. Keep the feedback coming. BatRep! don't you start! Not long now. Watch out on the Battle Report site in the next few days. I need more players (who live local) with more time on their hands and more dedication to playing and contributing. Ah, the lament of the gamer.

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 Post subject: New Founding on Cadia
PostPosted: Thu Jan 01, 2009 9:05 pm 
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Or perhaps even 1 per INFANTRY Company as its an infantry support squad (though that is only relevant if you want it to go into the standard IG list and not in the codex list)

(this is realy somthing Squats could use with its wooping 1 card with 175p for some reason, but thats another story =)

Oh and the Doctrinal moral boost should prolly be a better base moralvalue then standard IG, easier rule and still in the spirit of the doctrine I think


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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 02, 2009 12:27 am 
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Beastmen - GW seems to have done a redaction on Beastmen similar to the one they performed on Squats.  The old Beasties were an integral part of the Guard, as can be seen by that Mordian TOE, and by the fact they were included on the IG Sprue and their commander is wearing IG Carapace armour!  I actually rarely use Beastmen though I now have enough for 3 companies worth and have contemplated an all Beastmen army.  In any case, I can't see any reason to "update" to GWs current world view.  One of the neat things about NE is we can ignore GWs Orwellian surgery on their own written history.

Mortars - they look ok to me, but perhaps a restriction of one support card per infantry company would be fitting.

Mordians - Ok, I'll move them to another thread :)

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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 02, 2009 12:36 am 
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Quote: (Warhead @ 01 Jan. 2009, 14:43 )

Yeah, the Mordian Company has some tactical worth I wouldn't mind trying out. It makes twisted sense them having abhuman slave soldiers too I guess, after the Chaos incursion at home. I've never read the compendium (?) is there a link? Cool name "Night Rippers"

Before you go... the Mordian Assault Platoon... how many units in the Platoon. Why do IG only have five units and not at least six if ten is toooo high? Just a thought.

The Compendium is a GW publication circa 1989 full of WD articles for the original 40k.  This is the era of fluff that Space Marine was based on so it's a good resource.  "Compilation" is the same but a little younger...1991 IIRC.

According to the TOE the actual Assault Platoon has:

Command Section: Captain,Medic, Sarge, Orderly, 2 Guardsmen, Commissar
3 Assault Squads: 1 Sarge, 7 Guardsmen, 2 Plasma Gun Troopies
(all equipped with jump packs)

I assumed for Epic purposes we pool the Commissars from each platoon into 1 stand for the company.  So you have effectively 7 stands worth of troops.  For simplicity and ease of translation I made that 5 stands, but it could equally be 6.

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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 02, 2009 1:31 am 
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Ok, Mortars, one per Infantry Company sounds right. Good catch Malleus, thanks.

(this is really something Squats could use with its wooping 1 card with 175p for some reason, but thats another story =)

Well, anyone could have Mortars. It's a relatively simple weapon concept. I am not the Squat expert but I see no obvious reason why not? DRM do a very nice Squat like Mortar and crew too.

Oh and the Doctrinal moral boost should prolly be a better base moralvalue then standard IG, easier rule and still in the spirit of the doctrine I think 3+ Morale for all Cadian Infantry, is that what you mean? Or do you mean the entire army since it would all be Cadian with the exception of Allies. I agree with the 3+ Morale being simpler AND in line with doctrine AND trading off all Armoured Companies is no small thing so it sounds ok to me.

IG Assault Platoon... 5x units is weak IMHO, I have always thought so. I would prefer 6x units. Even the Eldar Guardians have 6 units per squad.

Thanks Zap on the Compendium/Compilation info. Do you have a photo so I can vainly/forlornly look out for these sometime on eBay? I love poaring over old background fluff.

I still would like some more opinions. Hopefully from some of the other NetEpic players too before I'll feel that the additions have any credability. I'd like to wait for the others to sober up or come back from celibrating. No rush, plenty of time.




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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 02, 2009 9:36 am 
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Eight hours later and still no replies for this?
What's this, is netEpic a DEAD game?  :whistle:

:vD  :vD  :vD

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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 02, 2009 11:34 am 
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Quote: (Warhead @ 02 Jan. 2009, 00:31 )

3+ Morale for all Cadian Infantry, is that what you mean? Or do you mean the entire army since it would all be Cadian with the exception of Allies. I agree with the 3+ Morale being simpler AND in line with doctrine AND trading off all Armoured Companies is no small thing so it sounds ok to me.

yupp 3+ moral for all IG in an Cadian army (except Allies, i.e. if you'd ally with tallahrn or whatever the troops under their commanddont get the moralboost)


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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 02, 2009 12:38 pm 
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Good a 3+ Morale for the entire Cadian and Cadian attached units but not allies is what I meant too.

Now, excuse me please... I wish to have a word with my inpatient friend Erik...  :rock:  Hmmm, I see a long line of maybe a hundred individual Chaos Squats and nine Robots that are still to be sent, sitting on a window sill and being flicked out the window one by one for ever "DEAD" remark you make. *PING!* Oh dear, that's one... any more comments?  :devil:

:)) :vD  :tongue:




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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 02, 2009 1:07 pm 
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Sounds like he's building a Chaos Squat NetEpic army from my list.  :vD

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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 09, 2009 10:22 am 
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We could align mortar squadron on mole mortar/Thudd Guns profiles:

Mortar Battery (Light Artillery)
Contents: 3 Mortars
Break Points: 2
Morale: 5 (adjust this value to the IG Codex Army ?)
Victory Points: 1
Cost: 100

Mortar
Move: 5 cm
Save: -
CAF: -3
Weapon: Mortar
Range: 50 cm
Attack Dice: 2 BP@
To-Hit Roll: Varies
TSM: -1 or TSM: 0 but with ignore cover special ability

So we have a simple profile, close to the existing Thudd Gun (smaller range but better TSM or interesting special ability) and it will not need to many play test.




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 Post subject: New Founding on Cadia
PostPosted: Fri Jan 09, 2009 11:26 am 
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Not bad Scream, I would normally agree with those stats due to the fact that Mortars in reality would be far stronger than the stats I have given mine but I feel the game just wont support it with the pre-existing stats for other units.

The Ignore cover idea... I personally would buy some Gorgons for that job even if they are dearer per battery and given the choice I would probably prefer to pay for Basilisks than support artillery at 100 points. To me that just makes stats/points value. The conclusion for me is that Support Weapons must be cheaper for anyone to be tempted to take them.

I was trying for a smaller support section that was cheap enough that you could throw one in with most infantry companies or as your last choice to fill the +25 point gap that is sometimes left.

I've used these for a year now and play wise the extra barrage template is no better than a few tactical stands with the exception of the extra indirect attack. But if the enemy bunches up then that's where the Mortar (In real life too, I would imagine) excels.

However, as well as the Light Mortar Section I have also been trying a heavy mortar. If the light mortar section could be equated to a WWII Platoon Support 60mm or 81mm Mortar that allows fairly decent fire and relocate options...
http://users.skynet.be/jeeper/stumpff1.jpg
...then the Heavy Mortar I'm trying out is more like the 160mm Russian Heavy Mortar that is fixed in place and can not move. It is fairly similar to your own stats Scream and may be of interest...
http://images.google.com/imgres?....rl=http
Here are my stats...

IG Heavy Mortar (75? points, BP 2, 3x units in a battery)
Immobile, - save, -3Caf, Heavy Mortar 100cm 6cm Temp, 2BP, -1TSM. (Immobile, Artillery, 6cm Temp, Tow)

Most of these were originally added to the PDF who needed as much extra firepower as they could get because of the lack of heavy ordinance IMO. I then allowed my IG to use the Light Mortar as it just made no since not to.

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 Post subject: New Founding on Cadia
PostPosted: Sat Jan 10, 2009 1:12 pm 
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I like it, but I struggle to see how the PDF lack Heavy Ordinance...Earthshakers...hello... :vD

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 Post subject: New Founding on Cadia
PostPosted: Sat Jan 10, 2009 1:50 pm 
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Hello!  :)) Yes, yes, ok. But consider the fact they have less in the way of Superheavy firepower. You can pick some support SHT's but not a company so you are always struggling to kill off any major Titan opposition. It can be done but it is harder to do. I don't disagree with this however as they are PDF after all. The Praetorian Leviathan is a life saver for the PDF too.

The Earthshakers are good and cheap and the troops can keep back just about anything for a turn or two but when that line is breached your Earthshakers are toast. I always find when choosing the PDF army it's the lack of Heavy equipment that concerns me most of all. So for me it comes down to taking as much firepower for your army as you can get in order to make those few turns before close combat count. Your only chance IMO is to break him before he reaches you.

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 Post subject: New Founding on Cadia
PostPosted: Sat Jan 10, 2009 3:44 pm 
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With mortars @75 points with 100cm range, BP2, TSM -1, you won't see thuddguns/mole mortars any more on the battlefield. The "immobile" is strange, it's immobile but can be tow. Immobile means the units is fixed in the ground and can not be moved. Give it a 10cm on charge and can not move & fire in the same turn.

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 Post subject: New Founding on Cadia
PostPosted: Sat Jan 10, 2009 4:49 pm 
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By scream | Posted on 10 Jan. 2009, 14:44
Immobile means the units is fixed in the ground and can not be moved. Give it a 10cm on charge and can not move & fire in the same turn.


Ah, right! I think I see where the trouble is...

From NetEpic v4

Special Rule: Immobile Gun Morale
If a detachment of immobile guns fails a morale check, they are routed and removed unless there are enough artillery tractors to tow the whole artillery detachment so close that they can move and hook up the guns in the next movement phase. In this case both the artillery tractor and the gun detachment are on fall back orders and must behave as described in the rules until rallied.
If a detachment of immobile guns fails a morale check while in CC (for example when charged by a creature causing fear) it is automatically destroyed.

This was dropped into obscurity for the description in the Earthshaker on NetEpic v5 probably for brevity.
"...if a detachment of Earthshakers (assume all Immobile units) is ever placed on Fall Back orders it is destroyed instead - the crews rout and leave."

I admit the v4 rule is long winded but at least gives you an option for moving (not very easily) while in play. You could go down the 10cm on Charge route but then you are circumventing the Immobile/Morale rule that make cheap Immobile units that bit less handy. Well, that's my reasoning anyway.

By scream | Posted on 10 Jan. 2009, 14:44
With mortars @75 points with 100cm range, BP2, TSM -1, you won't see thuddguns/mole mortars any more on the battlefield.

Hmmm, yes... it could be the death of the Thudd Gun but that is why (as well as the background fluff of them being a rapid fire artillery weapon) I made my Thudd Guns fire twice just like Earthshakers. Worth the point now?
Please Note: All of my BatReps on TacComm include Thudd Guns firing twice and it has made little difference to the outcome of the battles but they have still been handy enough to take every time. I'm not saying the games are balanced playtests or anything but that it has been my experience (wither you agree or not) that they work satisfactory IMO.

The Mole Mortar has it's own abilities that should see it still used. Namely the crater effect (good for creating cover for your own assault troops?) and getting through enemy shields. I think Mole Mortars could do with a-1TSM though IMO.

The Support weapon issue isn't that important to the thread I feel and I can, if you like put all these ideas down on another thread for Generic Support weapons for the IG.
However, What do you think of the Cadian list? Is there any issues there? Please if there is any other NetEpic players out there who also wish to comment please join in.




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