Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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How much can be spent on titan/air "allies"?
33% of the army as normal.
Are Ordinati part of that allocation, or can they be purchased normally? Should they be 0-1 per type? 0-1 per army?
I was looking at having them 0-1 per army, and *not* part of the allies.
Why is orbital support a normal formation instead of being part of the allies contingent?
Because it's a normal formation for the IG lists, I didn't see any reason to make it more limited.
Why LV for the Praetorians? My skitarii background knowledge is poor, but the servitors in the 40K SM codex wouldn't warrant LV status. Are Praetorians a lot different?
I was going off of the rather large robot models... infantry status is fine too!
Tunnelers. *sigh* Sadly, they're just problematic...
They are, let's see if we can sort them out!
Does the "tunnel" action allow any other activity? Do the cradles have any role beyond decoration?
I was thinking that the cradles could be handled as a seperate formation, ala Deathstrikes after they have fired their missiles they would pretty much be heavy bolter-trucks (Though Mole & Hellbore trucks would be War Engines in their own right).
When do they "arrive" - beginning of the turn? On activation? Is there scatter?
Begining of the turn, with no scatter as-written (Though the free planetfall mechanic makes sense to use here).
How do the tunnelers activate when they emerge, i.e. does emerging count as movement for the purposes of being able to Sustain or OW?
It would be an equivilent kind of action to Teleporting. If the infantry onboard wish to disembark and make use of an action that allows movement when they are activated, they'll trigger OW normally.
What happens when a couple tunnelers are killed? Since they have 0cm surface move is the formation locked in place (or forced to leave units behind to move or tunnel again)?
You're spot on there.
The Tunneler vehicles themselves could perhaps gain disposable, which would allow the infantry formation to leave them behind harmlessly, but if one termite are destroyed and the formation tunnels... any infantry left on the surface will be left behind and apply BM's.
What is the justification for the "tunnel again" ability? I thought part of the purpose of the cradles was to launch them? If they can self-launch, why bother with cradles (in the game - they would have non-combat logistical use, obviously).
Imagine the tunnelers emerging like the old Termite models, only half way out of the ground... they reverse back into their tunnel a little way, then alter their course and plow onwards under the earth.
Tunneling as you wrote it is basically a march move with invulnerability during the move. It's certainly useful, but it also has a lot of downsides - the only movement is via this march, it can't fire and move at the same time, any move at all takes 2+ turns to complete. If you move less than 75cm, you'll emerge at the begining of the next turn, and be able to Engage or the like.
IE: -During Turn 1, tunneler formation 'tunnels' a distance of 60cm. -Start of Turn 2, tunneler formation emerges. - During Turn 2, tunneler formation Engages.
As written, you can't Sustain Fire after tunneling because the infantry onboard are not allowed to emerge when the tunnelers surface until they take an action that allows movement.
I think they could almost be free based on the drawbacks, but in any case they are definitely not worth 10+ points per unit.
You do lose a turn of shooting, but on the other hand, you're completely immune to enemy fire until the start of the next turn, and your opponent doesn't know where you are going to re-emerge!.
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