If I seem terse, it's because my desktop locked up twice while typing this.  So I've answered all these questions three times. ÂÂ

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Two replies below:
TRC:
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I may be missing something but doesn't the prometheus require a captain or supreme commander to be in the same formation to use its special ability currently? That is the special ability is to do away with the 5cm restriction for using commander.
"Allows characters assigned to unit to replace the commander special ability’s '5cm' restriction with 'any formation on table' for purposes of combined assaults."  Unit in Epic refers to a stand or a model, not to the formation, quiaff?  By a literal reading, this means that the LRP's ability can only be used by a Commander assigned directly to the LRP - other Commanders would be part of the same
formation, but not the same unit.  I may be wrong, or that may not be what the rule's supposed to say.  But that's how it seems to work right now. ÂÂ
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As a general design point high priced highly fragile units are not worth it. The Rhino is crap and waiting to die in Epic, hence I think the far more sensible 25 points, gives leader, alternative to a character. Keeps your ground formation moving as they pick up more bm's than airborn ones.
Except that doesn't fit well with what the Damocles does or when it is deployed.  It's deployed for major campaigns and is a more powerful command vehicle than the Prometheus.  It's used to communicate between far-flung forces and coordinate efforts - having it be a source of inspiration for the soldiers in the same unit feels weird.  It's simply not a commander substitute. ÂÂ
The Damocles has the same abilities as the Prometheus in 40K - and then more on top of those.  It's supposed to provide a commander with almost any information he can think of and allow communication between all the elements of forces.  That seemed worthy of a reroll.  I'd pondered trying to represent the orbital bombardments, air support or teleport homers, but decided most of those weren't very useful and it made more sense to represent the fact that it's even better at coordinating forces and providing a commander with information than the Prometheus is. ÂÂ
Would a lower price make it better?  It is supposed to be quite vulnerable, but very useful if you can keep the enemy away from it.  At the moment it may be hard to get 75 points of useful out of it. ÂÂ
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No AA weapon has the same range as the pure ground equivalent. A hydra autocannon is on just the ground version 60cm, heavy bolters on a thunderhawk or marauder are 15cm. Etc.
Fair enough.  I'll reduce the range in the next version.  I'm keeping the speed the same, though.  There's no reason for it to be slower than the normal Land Speeder - they're both still heaps faster than all the other Space Marine vehicles. ÂÂ
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nealhunt:
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I agree with the concerns about large TSKNF formations.  It's something to keep an eye on.
Don't worry.  The intent is not to have marines wandering around the battlefield in unstoppable, unkillable formations.  One of the two, maybe.  But certainly not both.  ;) ÂÂ
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Razorback - The defined "2 for 1" swap means it is impossible to have a formation with extra transport capacity.  That actually makes a mech infantry list less viable because the first vehicle hit slows the formation unless there are commensurate infantry casualties.
Since you can cheerfully leave your men behind to die, commensurate casualties are available on-demand! ÂÂ

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I've always seen the "extra Razorback" as an unintentional consequence of the way its rule worked, rather than an intended ability.  I may be wrong.  If the change turns out to greatly weaken things, I'll undo it. ÂÂ
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Land Speeders definitely don't need a price drop.  Tornadoes should be a free exchange.
Probably.  For that, I went with the NetEA standard, on the theory that there presumably was a reason it was changed back. ÂÂ
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Land Speeder Tempests... It's a small formation even for Marines.  It will be fragile under fire and pretty weak if caught in an assault.  I'm not sure what the point of it is.  Are you using a separate formation to avoid a Tempest in every Speeder formation for the token AA?
Pretty much, yeah.  That's not how they're used in the fluff. ÂÂ
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Thunderfire cannons are definitely not worth 65 points.  Compared to Devs, they have worse speed, armor, CC and FF, and 2/3 the firepower with slightly better range.  There are only a few situations where the special abilities make up the difference in firepower but they cost more.  You can do a similar comparison with Vindicators.  These should be closer to 50 points.
Fair point.  My points calculations for a lot of things were laboring under misapprehensions that, in hindsight, make no sense whatsoever.  The Thudd Gun one is worse. ÂÂ
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I'm not sure Thudd Guns are better than Devs, either.  Mostly the same, but with slower speed, just over half the firepower and indirect fire, which is useful but needs as many units with IDF as possible to maximize.  That sounds like an even swap to me.  As an internal balance comparison, a Thudd Gun "arty" formation would be 330 points (Devs @250 + 80 for 4 upgrades).  They might be more durable than Whirlwinds and can garrison but they pack less firepower and don't have the Whirlwind ability to move out of harm's way if necessary.  Are there situations where you'd rather have Thudd Guns than Whirlwinds, considering the point difference?  I'd say something closer to an even trade is the way to go.
I originally figured +10, just to be on the safe side.  Then I forgot that Devastators had two shots, so it became whatever it is now.

Thanks for pointing it out - it'll be changing...
EDIT: So far, I've got about seven changes that 100% will happen (add the Scouts cost, change LS cost, change Tempest stats/formation/cost, reduce Damocles cost, increase Demi-Company cost slightly, and reduce Thudd Gun cost to about 5). I'll likely update pretty soon, then leave the list alone until the New Year (I'd leave it alone right now, but at least half the above is stupid mistakes I shouldn't have made).