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The HQ-Rule due to Techmarine

 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 12:57 pm 
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(zap123 @ May 02 2007,23:09)
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(darkangel @ May 02 2007,05:53)
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(primarch @ May 01 2007,21:28)
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Hi!

Agreed.

Primarch

hi i have another qeastion:

do the damage table for super heavies also apply to knights? and what about creating a damage table for knights like titans or preatorians have? and by the way can a techmarine repair knights?

Knights aren't Superheavies. ?They are in the same pinning class, but dont 'count as'.

Knights don't need a template. ?They are not much bigger than vehicles and only have 1 crewman.

Mechanic affects "Vehicle, Superheavy and Walker class" (core rules), so no, a Techmarine cannot repair Knights.

ok, but the knights are so expensive like super heavies, 3 in a company, same strong weapons and therfore i think they should have the super heavies table too.

other question.
i haveread that floaters and flies can only be shoot from infantrie and aa on first fire..is that right?

if it is so, it would mean, that i could have 5 titans fithing against 3 overloards and the titan could not destroy them...do you think this makes sense?


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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 1:15 pm 
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(zap123 @ May 02 2007,23:09)
QUOTE

(darkangel @ May 02 2007,05:53)
QUOTE

(primarch @ May 01 2007,21:28)
QUOTE
Hi!

Agreed.

Primarch

hi i have another qeastion:

do the damage table for super heavies also apply to knights? and what about creating a damage table for knights like titans or preatorians have? and by the way can a techmarine repair knights?

Knights aren't Superheavies. ?They are in the same pinning class, but dont 'count as'.

Knights don't need a template. ?They are not much bigger than vehicles and only have 1 crewman.

Mechanic affects "Vehicle, Superheavy and Walker class" (core rules), so no, a Techmarine cannot repair Knights.

another question:

can the missles of the deathstrike tactical missle launcher change their direction turn by turn? and can you tell me a weapon which could shoot at a missle which a god chance? because -2 to hit and only aa is very rar!


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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 2:14 pm 
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(darkangel @ May 03 2007,12:57)
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ok, but the knights are so expensive like super heavies, 3 in a company, same strong weapons and therfore i think they should have the super heavies table too.

other question.
i haveread that floaters and flies can only be shoot from infantrie and aa on first fire..is that right?

if it is so, it would mean, that i could have 5 titans fithing against 3 overloards and the titan could not destroy them...do you think this makes sense?

Knights have shields already....they dont need the Superheavy table as well...that would be busted.

Yup, Floaters can only be targetted by Infantry and AA.  I will admit that I'm not sure why Floaters get this protection.  However, that's why all the Titan/Gargants have AA weapon options these days.

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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 3:51 pm 
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(zap123 @ May 03 2007,14:14)
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(darkangel @ May 03 2007,12:57)
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ok, but the knights are so expensive like super heavies, 3 in a company, same strong weapons and therfore i think they should have the super heavies table too.

other question.
i haveread that floaters and flies can only be shoot from infantrie and aa on first fire..is that right?

if it is so, it would mean, that i could have 5 titans fithing against 3 overloards and the titan could not destroy them...do you think this makes sense?

Knights have shields already....they dont need the Superheavy table as well...that would be busted.

Yup, Floaters can only be targetted by Infantry and AA. ?I will admit that I'm not sure why Floaters get this protection. ?However, that's why all the Titan/Gargants have AA weapon options these days.

wait a minute..the imperial titans have only one AA wapon and this is the cerberus AA gun with to hit with 5+ two attack dice and tsm -1...not a great deal when firing at a overloard...so i think this rule is much to heavy!

suggestion:
i would say that it is enough that you must put +25 cm to your shoot when firing at a floater and you must have first fire too...i would say that a AA gun only ignore that +25 cm rule so that is the advantage of an AA gun. everyone can fire at a floater with firt fire and add +25 cm of the distance.

hey and by the way i have 12 thunderhawks...i think my friends would be very helpless fighting against me and although it would be a great advantage of my i think this floater rule is unfair at all!


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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 4:18 pm 
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(darkangel @ May 03 2007,13:15)
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another question:

can the missles of the deathstrike tactical missle launcher change their direction turn by turn? and can you tell me a weapon which could shoot at a missle which a god chance? because -2 to hit and only aa is very rar!

Yeah, these got a whole lot better in NetEpic compared to their SM2 equivalent.  Non-random movement, don't have to move full distance, no chance of blowing up, only targetted by AA....points same.

Downsides, they miss out on the possibility of moving 60cms a turn, can now be targetted (by AA) from more than 25cm, limited to one Warp Missile per battery, and it will take a missile a guaranteed 3 turns to get to your deployment zone.

Pack lots of AA if you're playing against Imp Guard I guess.

Actually, being pedantic, the new rules dont explicitly state that the missiles can change direction.  An ommission I'm sure, but if you wanted to be a rules lawyer......

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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 4:34 pm 
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(darkangel @ May 03 2007,15:51)
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wait a minute..the imperial titans have only one AA wapon and this is the cerberus AA gun with to hit with 5+ two attack dice and tsm -1...not a great deal when firing at a overloard...so i think this rule is much to heavy!

suggestion:
i would say that it is enough that you must put +25 cm to your shoot when firing at a floater and you must have first fire too...i would say that a AA gun only ignore that +25 cm rule so that is the advantage of an AA gun. everyone can fire at a floater with firt fire and add +25 cm of the distance.

hey and by the way i have 12 thunderhawks...i think my friends would be very helpless fighting against me and although it would be a great advantage of my i think this floater rule is unfair at all!

Well, it is a combined arms game.  If you take an army of 5 titans you get what you deserve :).  The Cerberus doesn't suck for only 40 points, and you can always take Hydras....3 of them are going to make a mess of an Overlord if it strolls into range.

My preference would also be that anything should be able to target a Floater (with the 25cm range penalty if it is at high altitude).  I dont see any reason why AA should ignore the 25cms penalty though.

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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 4:50 pm 
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(zap123 @ May 03 2007,11:34)
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My preference would also be that anything should be able to target a Floater (with the 25cm range penalty if it is at high altitude). ?I dont see any reason why AA should ignore the 25cms penalty though.

I agree that more things should be able to target floaters, but I'm not sure everything should be able to. I really can't see a Land Raider, for example, being able to elevate its lascannons sufficiently to be able to fire at something overhead.

I do agree that the 25cm penalty should apply to everyone. Afterall, [Scottish accent] you can't change the laws of physics.[/Socttish accent]  :D





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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 8:40 pm 
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(Dwarf Supreme @ May 03 2007,16:50)
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(zap123 @ May 03 2007,11:34)
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My preference would also be that anything should be able to target a Floater (with the 25cm range penalty if it is at high altitude). ?I dont see any reason why AA should ignore the 25cms penalty though.

I agree that more things should be able to target floaters, but I'm not sure everything should be able to. I really can't see a Land Raider, for example, being able to elevate its lascannons sufficiently to be able to fire at something overhead.

I do agree that the 25cm penalty should apply to everyone. Afterall, [Scottish accent] you can't change the laws of physics.[/Socttish accent] ?:D

yes both of you were right. the logical sense is missing when a land raider could fire overhead...my solution was not the best but we are all in common that there have to be some changes for floaters and fliers, right? fact is that only AA and first fire is to hard!

i have just bought some hunters to have some AA (hydras are not marine vehicles - we play epic without allies, so i can not take them) and to attack overloards. but hey you need lots of hunters! and if i take some then they would be the first aim of the squad payer and afterall my AAs are destroyed i have nothing to force the overlords...and hey, infantrie can fire but how??? the overlord has a 1+ save and you have to be very hopefully to roll a 6 on the table...our squad player has 6 overlords 6x6 shots with tsm -1 and -1 due to shots from the side bonus, makes -2 tsm and that 36 times and you can not fire back. we should discuss the floater/flier rule and find something between it!


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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 8:44 pm 
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That's when Devastators come in handy.  :;):

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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Thu May 03, 2007 8:54 pm 
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(zap123 @ May 03 2007,16:34)
QUOTE

(darkangel @ May 03 2007,15:51)
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wait a minute..the imperial titans have only one AA wapon and this is the cerberus AA gun with to hit with 5+ two attack dice and tsm -1...not a great deal when firing at a overloard...so i think this rule is much to heavy!

suggestion:
i would say that it is enough that you must put +25 cm to your shoot when firing at a floater and you must have first fire too...i would say that a AA gun only ignore that +25 cm rule so that is the advantage of an AA gun. everyone can fire at a floater with firt fire and add +25 cm of the distance.

hey and by the way i have 12 thunderhawks...i think my friends would be very helpless fighting against me and although it would be a great advantage of my i think this floater rule is unfair at all!

Well, it is a combined arms game. ?If you take an army of 5 titans you get what you deserve :). ?The Cerberus doesn't suck for only 40 points, and you can always take Hydras....3 of them are going to make a mess of an Overlord if it strolls into range.

My preference would also be that anything should be able to target a Floater (with the 25cm range penalty if it is at high altitude). ?I dont see any reason why AA should ignore the 25cms penalty though.

and another thing i can not understand...i am standing on the battlefielf face to face with my enemy...and then suddenly there are some drop pods fallen from the sky...and i do not suffer the -1 for snap fire????? but i do when a flier comes the direct way to me? whre is the logical sense? at least the normal -1 to hit for snap fire should apply for shooting drop pods...there are enough reasons for this.


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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Fri May 04, 2007 7:19 am 
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(darkangel @ May 03 2007,20:40)
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yes both of you were right. the logical sense is missing when a land raider could fire overhead...my solution was not the best but we are all in common that there have to be some changes for floaters and fliers, right? fact is that only AA and first fire is to hard!

Yes, some MINOR change to FLOATERS may be warranted.  We were not discussing Flyers and I don't think there should be any change to them.  I think DS also makes a good point, so maybe it should only be Infantry and AA that can target them after all....maybe we can add Walkers to the list too.

As DS notes, that's why Devestators/Heavies/Shokk Attacks are cool.  Floaters can also be attacked by Flyers too don't forget, so pack your Thunderbolts.

No change to Floaters  :;):

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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Fri May 04, 2007 7:25 am 
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(darkangel @ May 03 2007,20:54)
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and another thing i can not understand...i am standing on the battlefielf face to face with my enemy...and then suddenly there are some drop pods fallen from the sky...and i do not suffer the -1 for snap fire????? but i do when a flier comes the direct way to me? whre is the logical sense? at least the normal -1 to hit for snap fire should apply for shooting drop pods...there are enough reasons for this.

Drop Pods are a descending target, not a crossing one.  For much of their trajectory it would be similar to firing at a stationery target, so they are easier to hit (well, for direct fire weapons anyway).  

More importantly, it also makes them more balanced in game play.  It would be a bad, bad, bad idea to change them (unless you are a 'Nid player...then it would be REAL good).

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 Post subject: The HQ-Rule due to Techmarine
PostPosted: Fri May 04, 2007 9:38 am 
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(zap123 @ May 04 2007,07:25)
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(darkangel @ May 03 2007,20:54)
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and another thing i can not understand...i am standing on the battlefielf face to face with my enemy...and then suddenly there are some drop pods fallen from the sky...and i do not suffer the -1 for snap fire????? but i do when a flier comes the direct way to me? whre is the logical sense? at least the normal -1 to hit for snap fire should apply for shooting drop pods...there are enough reasons for this.

Drop Pods are a descending target, not a crossing one. ?For much of their trajectory it would be similar to firing at a stationery target, so they are easier to hit (well, for direct fire weapons anyway). ?

More importantly, it also makes them more balanced in game play. ?It would be a bad, bad, bad idea to change them (unless you are a 'Nid player...then it would be REAL good).

i do not think so. imagine that i take a tactical company + pods then i have to pay 1050 points...and it is very possible that not one single pod will reach the ground healthy. because my opponent must only have first fire, no line of sight and weapon range to the landing point...i would say that after this my opponent will ask me to do it again the next game, because it was very funny...i think a -1 tsm to hit the pods is the minority to give them...hey, i will see you walking around and then an asteroid is comming down...and you take your gun shoot at it like you would shoot at something near by...i would say that it is very difficult to hit something comming fast down...and the most important aspect, it comes absolutly unexpected...


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