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Scions of Iron v1.3.x

 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jun 13, 2008 12:56 pm 
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Keep the cost, change armour to 4+RA.

Please. :)

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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jul 25, 2008 11:10 am 
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Best from both worlds?

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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jul 25, 2008 11:55 am 
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The black with red trim one seems nice, I like what Nicodemus has done with it. Just make the visor / air intake white again, the contrast looks better, though I doubt many would paint their epic minis to that level of detail.

Then again, insanity reigns on this board´s modelling sections...  :;):


Coming to think of it, how would a predominantly black scheme look in 6mm? I like my black/red/brass CSM tanks, but with the infantry it comes down to black blobs with red dots as the dark base colour does not reveal much detail at a distance. (say 20cm+ :p )

I have taken a clue from the last Incoming and am planning to do my next army (Tau, most likely) in white/grey over a black undercoat.

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 Post subject: Scions of Iron v1.3.x
PostPosted: Thu Aug 07, 2008 7:49 pm 
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Hi Hena.

Had a thought. Happens sometimes. My Deathwatch Marines have a Thunderhawk variant called the Destructor (to complement the Thunderhawk Annihilator). This is an up-gunned Thunderhawk with reduced transport capacity. Now given that you have a very similar Thunderhawk variant, might I suggest that we get our heads together on this one?

So we have the standard Thawk (i.e. the rulebook variant) and the Thunderhawk Destructor. The Destructor is obviously modelled on the Forgeworld model.

Ergo:

Same stats as the regular Thunderhawk but:
Single Turbolaser rather than Battlecannon
Two lascannons (or one twin-linked lascannon)
Bombs or hellstrikes (I reckon just give this one bombs as it has plenty of AT)
Reduced transport capacity (6 stands)

I'd recommend for the Scions having the rulebook Thunderhawk and the Destructor variant. What say you?

One more thing - I'm completely with you on the stats for the Land Raider Crusader. However, wouldn't it be much clearer to have only one extra attack from the hurricane bolters and make the multimelta EA+1?

Same net effect, but it's much clearer that it has 3 attacks, one of which is MW, without needing the note...





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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Aug 08, 2008 6:57 pm 
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Quote: (Hena @ 08 Aug. 2008, 03:07 )

Scions won't have any infantry transporting T'hawk. Mainly as they don't use infantry without vehicles. That's one of the main themes for the list. That said I can see that it could have such a craft, but it wouldn't be used to transport infantry. But just to make sure there won't a possibility in the list itself to air assault with pure infantry formations.

Ah, but your list is self limiting. The only formation that would be able to use the Thunderhawk would be the bikes, right? Everything else MUST take transports, denying them the use of the thunderhawk anyway. However, the Thunderhawk WOULD be able to pick up space marine formations that had lost their transports. Which makes sense - even the Scions are going to air-evac if necessary, right? As for the bikes - how do the Scions get them planetside if they don't use Thunderhawks?

My point is that with all these sub-lists, there are expanding numbers of variant units, and we could do with keeping consistent. Basically, your SB thunderhawk corresponds almost to the SG version of the Thunderhawk. Your CAS corresponds almost-but-not-quite to the Forgeworld model.

What I'm suggesting is that we make three standard formats for the Thunderhawk. The "vanilla" Thunderhawk (i.e. the rulebook stats), the Annihilator pattern (as used by the BT) and the Destructor pattern (i.e. the Forgeworld model).

Also I'm highly not sure about attaching bombs to transport planes as they would make it quite dangerous to make a hard landing in hot LZ (which T'hawks make). Last thing you want in your craft when you come in is to have the bombs explode underneath you.

I'm not fussed on pressing the point on this one, the Destructor could have the missiles (as long as you are okay with this making it an AT beast!).

E&C originally wanted to copy the 40k and just allow the variant weapons to attached to main T'hawk.
I don't want that. I just want to cut the number of thunderhawk variants down. Right now, we have the rulebook variant, the Annihilator, the Deathwatch Destructor and now your two. Your two are, however, almost exactly the same as the rulebook and the Destructor could be adapted to match your stats, so I figured we could try and cut it down to 3 variants. It would also allow us to match the Forgeworld model.

For the CAS, all I'm suggesting is add two lascannons (or one twin-lascannon) and a transport capacity of 6 and call it the Destructor pattern (which would then match exactly with what I was going to make Deathwatch variant and matches the Forgeworld pattern). For the SB, either retain that as a variant on the vanilla Thunderhawk as it is or drop the bombs and keep it as the vanilla thunderhawk.

On a different note, why do you need 6 stands transport? Can you put out reasons for the vehicle that you have? I took a quick peek at v2.1 Inquisitor list and only thing I can come up with is that transport space is "wasted" with 8 sized transport, which I don't think is quite good enough reason.
Reasons are as follows:
- The Forgeworld Thunderhawk has a transport capacity of 30 in 40K.
- The Destructor pattern has 2 lascannons and a turbolaser, all of which require considerably bulky charging capacitors in terms of background (the Land Raider, for example, needs the equivalent transport space of 5 Marines to house its lascannon capacitors).
- In terms of game balance, it means you are sacrificing transport capacity for more guns
- For the Deathwatch, this means that you can only transport one formation, not two. For any other Chapter, it is the same - you could transport one formation, including tacticals, but not two assault formations.

As for Crusader. I think that since the stats are same, I'd rather use the "one stat, one weapon" rule and follow in Land Speeders wake. Though I do believe that the note is useless as the rules work like that anyway and it probably could e dropped anyway *shrug*.
No, the note is necessary if you don't change the stats. Yes, that's how the rules should work but it confuses people. Otherwise the question WILL come up if the small arms Macro Weapon apply to just their ordinary attack or all attacks? I know it breaks the "one stat one weapon" rule, but I really think it is much, much, much clearer and elegant if you gave the melta an extra attack.

Its not a big deal - the rules are the same after all - it just would be more elegant as a datafax. Again, my vested interest is that the Grey Knights have Crusaders (and I came to the exact same end point regarding the rules), so I'd like to keep the datafaxes consistent.

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 Post subject: Scions of Iron v1.3.x
PostPosted: Thu Aug 28, 2008 5:52 pm 
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Quote: (Hena @ 11 Aug. 2008, 02:59 )

Bikes can be transported by Landing Craft. I've also added the Land Speeders there for the Scions list to allow them be deployed as well. This allows the entire army to deployed from air if needed. To be honest I never quite thought about deploying bikes in Thunderhawks.

Okay, well, I'm not too fussed on what transport options your guys have if we can get together and agree on the weapon configurations. I'm just pointing out that there's no reason you can't give the Thunderhawks troop-carrying capacity for fear of breaking your theme - virtually no formations can use that transport capacity anyway (unless their transports are destroyed in battle!).

This I agree with. It would be good to be consistent with lists. Those variants are based on Forge Worlds fluff on how the Thunderhawks are used as attack crafts.

The missile variant is almost the forgeworld variant.

I must say that I have a great hesitation to move to use Forge Worlds stats on T'hawk. It's not another variant, but merely a rewrite on the vehicle itself. However technically this is suggested for the aircraft in many situations as well.
I realise, but it is a reasonable "retcon" to explain the different models/stats. The rulebook stats are one variant (the "standard one") and the forgeworld stats are an "upgunned" version.

Since you and I both need Thunderhawk Gunships, we can adopt the forgeworld stats and reconcile it with the rulebook stats by suggesting it is a variation.

Well same could be applied to any explosive ordnance attached to your hull. If you want to pursue to FW variant, don't attach extra weapons to it. Only the basic stuff. So that would be 2 las cannons and possibly turbo laser with transport 6.
Then we don't have a concensus on stats and the number of variations is not reduced. As for the "realism" of landing with explosive ordinance - it would drop bombs or fire missiles before landing!

I don't think that CAS or SB need to be dropped. Both are designed to be attack craft, not transports. This has very distinct difference as they cannot land. If the FW variant is done it's cost will be needed to jacked up to 300 points (could be possibly  275, but would start at 300) as it would be horrid monster.
If you've no interest in altering your stats or coming to a compromise then say so and I'll do my own thing. Nevertheless, since my Deathwatch variant is so similar to yours, I'd still like to try and get them to look the same (the transport note is necessarily going to be different anyway).

So we're looking at your rocket ship. Stats look good to me, I just want to add a single twin-lascannon with no AA mount. The other thing is don't the Vultures carry Hellstrike missiles? Shouldn't we use those stats (note that TRC is planning to reduce their range to 90cm)?

So what I'm proposing:
- Stats as with your thunderhawk (obviously mine will need CC and FF values)
- Add one twin lascannon
- Chance missiles to 2x Hellstrike missiles (Range 90cm, AT2+, One Shot).
- Do whatever you want with transport capacity - I still think you should permit them a capacity for air-extraction if nothing else, but up to you.

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 Post subject: Scions of Iron v1.3.x
PostPosted: Sun Aug 31, 2008 2:34 am 
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I had a chance to read the new Space Marine Codex ; The 'Aurora' Chapter are known as a Chapter that has 'as many predators and land raiders as three other (typical) chapters combined'...

...thought you might like to know that...

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 Post subject: Scions of Iron v1.3.x
PostPosted: Sun Aug 31, 2008 9:53 am 
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Quote: (Lord Inquisitor @ 28 Aug. 2008, 17:52 )

Quote: (Hena @ 11 Aug. 2008, 02:59 )

Bikes can be transported by Landing Craft. I've also added the Land Speeders there for the Scions list to allow them be deployed as well. This allows the entire army to deployed from air if needed. To be honest I never quite thought about deploying bikes in Thunderhawks.

Okay, well, I'm not too fussed on what transport options your guys have if we can get together and agree on the weapon configurations. I'm just pointing out that there's no reason you can't give the Thunderhawks troop-carrying capacity for fear of breaking your theme - virtually no formations can use that transport capacity anyway (unless their transports are destroyed in battle!).

Actually Hena thats a good reason to have transport - extraction for vehicle crews and accompanying infantry after they become combat ineffective!

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