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Rules for all the Leman Russ variants?

 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Thu Jan 26, 2017 10:39 pm 
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Ahhh I could have sworn way back it was beefier on the blast and had longer range but meh...getting old sucks occasionally :D

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 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Fri Jan 27, 2017 9:35 pm 
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lord-bruno wrote:
What does a Volkite weapon do?? I'm not into 30k... basically frying targets??

Yeah. They're Martian Death Rays from the movies - high strength, pretty long range (on the larger variants), low armor penetration, and if you take a wound you might take an extra one.


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 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Fri Jan 27, 2017 9:56 pm 
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yeah nasty buggers in HH and Epic 30k on that LR Incinerator with
TL Volkite Demi Culverin 45cm 2 x AP3+/AT5+

you can put out some hurt with that thing even if they drop the sponsons in Epic 30k for balance.

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 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Fri Jan 27, 2017 11:02 pm 
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Well, the sponsons and hull weapons are removable, so in theory I could design all sorts of weapons if needs be. But I've noticed that most Leman Russ variants that have rules don't really go that crazy with the secondary weapons, meaning they all have hull mounted lascannons and heavy bolter sponsons (exception being the Demolisher which has plasma cannon sponsons).

So I'm a bit in doubt whether to start designing tons of variant bits if nobody is going to use them.

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 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Sat Jan 28, 2017 1:07 am 
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The Executioner doesn't have sponsons in the Minervan list, possibly to keep the points down.

I'd only bother with the sponsons if they also fit on the light tank. I'd use light tanks w/ sponsons as Predators (more like the Epic 40,000 Predators than the SM or EA models).


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 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Sat Jan 28, 2017 3:07 am 
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You're thinking about it wrong mate. In EA it's not a WYSIWYG game. People use whatever cool bits they want to put on their models irrespective of their ability. It's a very abstracted game, similar to E40k was. I've got a shit ton of Chimeras with plasma cannons for instance; Doesn't muck up my gaming whatsoever. VGM Centurion should come with the optional heavy machine gun sponsons. Sell an upgrade package with microwave gun, flamethrower, and plasma shooter and call it good. Youre way over thinking it.

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 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Sat Jan 28, 2017 4:28 pm 
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After having played Epic from SM1 and played with other rules, etc. After playing with the concept every L/Russ or Predator version , etc. had different stats. We came to the realization, as much as we like all the different weapons mounted on all the different versions of the models. Based on the ever changing 40K Fluff plus by GW creating new model with new weapons you can sell more models. I get that.

For us ... It came down to the L/Russ ... you have the standard L/Russ based on whatever Epic version you are playing or use. Plus the L/Russ Vanquisher which really had a better AT long range killing capabilities. GW based a lot for their designed on WWII German [and possibly Russian] AFVs. We see the standard L/Russ is like a Panzer Mk.IVG and the Vang a Panzer V Panther, IMO ...

If you have different stats fro every version of Russ & Pred. You may be trying to put too much detail into Epic. Which is fine if that is what you want to do. I always say do what works for you .... not me.

However being long time gamers and experimenting with various rules, etc. Too much detail took too much time and effort and in the long run really didn't make the game any better, in our option.

E.g. ... We even experiments with using different Die types based on weapons and range, etc.. And the die type went up or down based on range, the target in cover, etc. ... After taking that journey ... we decide that d6 with modifiers was just as good. We didn't go too simplistic with 1 is always a Miss. And 6 is always a hit. We kept modifiers for the die rolls. So K.I.S.S in this case was too simple but we went to the next best thing. For us ...

I also like post about WWII on occasions when talking about Epic. As that is what the original GW designers were using as a starting point. IMO, and if you are a history buff ... it looks very much that way. Epic is WWII with hi-tech weapons ... and aliens ...


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 Post subject: Re: Rules for all the Leman Russ variants?
PostPosted: Sun Jan 29, 2017 6:03 pm 
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Hmm, been discussing this topic with Vanguard Miniatures as well. The Leman Russ proxies I've produced so far all come with laser cannon hull weapons and heavy machine guns for sponsons (exception being the Demolisher proxy which has plasma cannons for sponsons weapons).

With the remaining variants I might do the sponson weapons as a separate sprue and the hull weapon as a separate bit, thus allowing people to buy their tank variant and choose whatever secondary weapons they want on it. Vanguard Miniatures are currently experimenting with that for their Scorpion tanks (Predator proxies). I've posted the links to that stuff over here. :)

Thank you for all the feedback guys! :D

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