Took me a while to sit down and read through these in detail, I've got a tournament this weekend to think about, plus work has gone crazy bananas at the moment....
captPiett wrote:
I'll add my voice to those who oppose fiddling with victory conditions.
I have a suggestion of much smaller scope I've been considering for a little bit:
Is there anything in the fluff that says a thunderfire can't fit in the back of a rhino? I would suggest, for the same reason I think Achilles upgrades to tac/dev FMs would be good, that you allow thunderfires as upgrades to tacs/devs as well, and have them take two transport slots. That way, the IF can take more IC firepower with them. Maybe 0-2 thunderfires per FM as an upgrade? It would be cheaper than using the Achilles as well. What little I've read of them (from that unfortunate book Legion of the Damned, which didn't tell us anything about the SM chapter in the title, go figure) has them in singletons
Just a thought. I agree more testing of the list in its current form is the first priority however.
I removed the thunderfire upgrade from tac/dev formation to keep the list a little less 'thunderfire centric' with thunderfire batteries, land raider achilles AND the bastion all having thunderfire cannons, having them as formation upgrades felt like "why not just make every formation a thunderfire battery"

but I take your point about boosting IC firepower, worth considering for the future (I'd better get more rapier models painted!)
jimmyzimms wrote:
Divergent thoughts ahead...
Currently we have:
Techmarine CH power weapon (base contact) assault weapon, MW EA+1 Invulnerable Save, Leader
I'd suggest we give just Invulnerable Save, not Leader.
It would have an interesting inverse to the Iron Hands Vet Officer character which gives Leader but not IS.
I think leader very well represents the field repairs he makes, plus as he can only be added to bastions and thundefire batteries, adding a character with a CC attack and invulnerable save to units with CC6+ is a waste IMO, if anything he could lose the invulnerable (I assume techmarines are covered in forcefields though?) but I think having a way for bastions and thunderfire batteries to shed extra blast markers is pretty key to the fists being able to hold out in a siege, defending objectives
berzerkmonkey wrote:
EDIT 2: The Thunderfire does indeed move at the rate of the Techmarine, so the speed should probably be increased from 10cm to 15cm. A cool thing about the 40K version is that you can fire air-burst, surface, or below-ground. Below-ground causes the unit that is hit to take a difficult terrain test. Not much use in Epic, but pretty neat, nonetheless.
I see the point, but I don't think a thunderfire can move at the pace of a techmarine, IMO infantry moves in epic are guys running from cover to cover, leaping over obstacles and taking cover, a tracked heavy gun can keep pace with a techmarine walking, but I can't visualise it keeping pace with a squad in combat mode, its why rapiers, big gunz and other field guns tend to have a 10cm move, the gun effects are indeed modelled by having disrupt OR ignore cover on the weapon

Thanks for all the comments guys, this discussion is proving to be very productive
