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IG SHT Regt

 Post subject: IG SHT Regt
PostPosted: Mon Mar 08, 2004 8:59 pm 
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Quote (iblisdrax @ 08 2004 Mar.,14:12)
Keep em separate. ?There is a whole mess of posts on the SG Epic forum on this topic, and the conclusion is that the Disrupt ability of the Manitcores would be lost if the entire unit was to fire together. As in :

http://forums.specialist-games.com/epic40k....ID=1446

OT, if anyone has a problem with me linking to the SG forums please tell me now, and I won't do it again.
???

my 2cents,

iblisdrax

Then I will go with 9 Manticores- I prefer the model and if I am buying FW then I have the flexibility that you don't have with the current GW SG Artillery Company box set.

Just wanted to check that no one thought going for 9 Manticores was stupid idea.

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 Post subject: IG SHT Regt
PostPosted: Mon Mar 08, 2004 11:56 pm 
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Not at all.  What a lot of people do is to fire 4 one turn, then 5 another.  It's up to you, it's a strength vs. volume thing.


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 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 1:39 am 
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Also, as L4 and others have said many many times, you can change the rules as you see fit.  If you want to allow Manitcores and Basilisks in the same formation to be able to fire without losing the Manticore's Disrupt ability, then make it a house rule.  Problem solved! :D

my 2cents,

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 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 3:09 am 
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I find it difficult to justify the artillery company in a 2700pt army. IMO, it's just too difficult to protect against anyone except orks. I find the strategy rating of 2 means I usually end up on the wrong side of some Whirlwinds or a thunderhawk or some terminators before I can do anything.


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 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 5:44 am 
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That Damned Legion 4! ?

He's a... :o no wait! ?

Anyway, we never liked the Strategy Rating concept, some armies start out at a disadvantage by using it...

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 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 2:43 pm 
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Quote (Serps @ 09 2004 Mar.,02:09)
I find it difficult to justify the artillery company in a 2700pt army. IMO, it's just too difficult to protect against anyone except orks. I find the strategy rating of 2 means I usually end up on the wrong side of some Whirlwinds or a thunderhawk or some terminators before I can do anything.

Is this a problem others have found?

If so then I might struggle to protect 2 SHT Companies AND the Artillery Company. At the moment I have 4 Sentinel squadrons for screening the 2 SHT Companies from being swamped in close combat.

I might then have to think about getting a secong mech.Inf.Company and leave the Artillery Company until I expand the army beyond 2,700 points.

Thanks

James

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 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 4:49 pm 
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Field Guns, howitzers, etc. are organized in Artillery Batteries (Infantry in Companies, and Cav in Troops). Field Artillery (FA) comes in 6-8 guns per Battery (Bty). ?We have guns organized in 2 gun sections or 3-4 gun platoons. ?An FA Bty usually supports an Infantry or Tank Bn (600 + Troops or 30-50 AFVs, respectively). ?So in Epic if you have an FA Bty supporting an Infantry or Tank Co. you are lucky (!). ?That is why we always pick/buy FA in Sections or Platoons. ?:;): ?FYI ... :L

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 Post subject: IG SHT Regt
PostPosted: Tue Mar 09, 2004 11:56 pm 
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Hi!

I agree with L4, I dont like strategy ratings. Placing mechanics that induce a disparity in a game that should be level between forces is not my cup of tea.

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 12:31 am 
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The "strategy rating" should be the ability of the gamers playing.  Not by the army being played, as I said before, there are other ways to show a force's tactical predilections and abilities, and not "saddling" them with being the guy who always get shot at first.     :;):

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 12:35 am 
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Hmm maybe just leave it to a simple 2d6 roll for each side, no modifiers?

As for the artillery company in a 2700 point game, I agree that any opposing force would find them a very juicy target. While that could have benefits in distraction value, it would probably be better to have a couple of batteries instead of a whole company. :p

my 2cents,

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 12:46 am 
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We each just roll a d6 at the beginning of every turn. ?And as I said, an FA Battery (not company), may be too big of an organization for most Epic games. ?And if an FA Bty is deployed, it's platoons would be dispersed anyway. ? Not hub to hub like the way the U.S.S.R. use to do it and present a tempting target for an airstike. ?And yes a couple of Gun Platoons probably would work better ... and generally that's the way we have been doing.

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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 1:27 am 
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Quote (wargame_insomniac @ 09 2004 Mar.,23:43)
Is this a problem others have found?

If so then I might struggle to protect 2 SHT Companies AND the Artillery Company. At the moment I have 4 Sentinel squadrons for screening the 2 SHT Companies from being swamped in close combat.

I might then have to think about getting a secong mech.Inf.Company and leave the Artillery Company until I expand the army beyond 2,700 points.

Thanks

James

To really protect an artillery company, you need at least an entire flak battery, and a flak upgrade to the company wouldn't go astray either. Then, you'll probably want some screening troops, so you'll be looking at another 100 points for some sentinels, all the way up to 250 points for an inf coy if you set up on your baseline objective and are worried about defending it. So, it's easy to blow upwards of 1000 points on 1 company that is still a bit fragile no matter what.

In < 4000pt games, I tend to just field an artillery battery or two (or get some bombers if I'm paranoid about thunderhawk assaults). 250 points is still a decent price, and I have the option of manticores, basilisks, or bombards, plus extra activations.

I'd consider upgrading one of the sentinels to rough riders. They're just as effective for screening, but they fare OK if they assault as well, so you might like to retain the option to use them offensively, with the SHTs providing supporting fire. Plus, the first strike ability can help to remove units from CC with your tanks if you're assaulted.


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 Post subject: IG SHT Regt
PostPosted: Wed Mar 10, 2004 3:18 am 
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So no matter what you call it, I think we are talking about the same thing.  Using smaller artillery units (3 guns) instead on one big unit, (9 guns).  And of course with the advent of aircraft in Epic, the paradigm shifted again and ADA/AAA, ie. Flak units had to be brought into the mix/game.  And a powerful FA unit is a perfect target for an airstrike.  So the need for Flak is imperative ...

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 Post subject: IG SHT Regt
PostPosted: Tue Sep 14, 2004 7:12 pm 
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These look great:

http://www.forgeworld.co.uk/evulture.htm

?10 for 2.

Cheers

James
aka wargame_insomniac

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 Post subject: IG SHT Regt
PostPosted: Tue Sep 14, 2004 9:03 pm 
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Of course these show up the day after I received my last order.  :L

Oh well, now I have to place another order.  }:)

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