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Land Raider Achilles

 Post subject: Re: Land Raider Achilles
PostPosted: Mon Nov 22, 2010 2:22 pm 
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Chris - As well as the immunity to those two there's also a rule to the effect that when rolling on the damage chart for them you should -1 from the result, which is a significant survivability boost.


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 Post subject: Re: Land Raider Achilles
PostPosted: Mon Nov 22, 2010 2:29 pm 
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Even an Emperor titan doesn't get 3+ RA however.
I don't think any other unit in the game has a save that high ATM. 4+ RA already deflects 75% of incoming Lascannon shots, after all. 3+ RA is about 90% deflection of conventional weapon hits...

I don't think it should get more survivability that a "common" land raider against, say, a plasma blastgun shot either. I don't like the idea of being almost unable to blow up a tank with anti tank weapon. Making MW almost mandatory (and it would still escape 2/3 of those hits !) isn't really a good idea IMHO, whatever the FW guy made up for 40K.


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 Post subject: Re: Land Raider Achilles
PostPosted: Mon Nov 22, 2010 3:08 pm 
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Over the top stats to sell a model... why replicate that monstrosity in our cherished game?

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 Post subject: Re: Land Raider Achilles
PostPosted: Mon Nov 22, 2010 3:16 pm 
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If it's that much tougher then give it an invulnerable save, but no 3+ reinforced please.


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 Post subject: Re: Land Raider Achilles
PostPosted: Mon Nov 22, 2010 5:57 pm 
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carlos wrote:
Over the top stats to sell a model... why replicate that monstrosity in our cherished game?


Carlos nailed it in one.

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 Post subject: Re: Land Raider Achilles
PostPosted: Mon Nov 22, 2010 10:04 pm 
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carlos wrote:
Over the top stats to sell a model... why replicate that monstrosity in our cherished game?


+1

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 Post subject: Re: Land Raider Achilles
PostPosted: Thu Nov 25, 2010 2:12 am 
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I will continue to playtest these at 4+ RA

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 Post subject: Re: Land Raider Achilles
PostPosted: Thu Nov 25, 2010 11:01 am 
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Good. Glad to have seen the ferromancy silliness cut short for the monent being.

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 Post subject: Re: Land Raider Achilles
PostPosted: Thu Nov 25, 2010 12:20 pm 
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Played a game tonight

Seriously the Thunderfire cannon is pretty much a toy other than for AP shooting and who really needs more of that?

Due to wanting to get the multi meltas to fire, you find yourself doubling most of the time (therefore Thunderfire hitting on 6's and 8's for things in cover). Not great for a Marine vehicle or otherwise an expensive long range shooter for little benefit.

It is nothing special IMO. I would prefer the standard Land Raider myself.

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 Post subject: Re: Land Raider Achilles
PostPosted: Thu Nov 25, 2010 1:27 pm 
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Maybe an EA +1 would make it a nice support fire in assault ?


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 Post subject: Re: Land Raider Achilles
PostPosted: Thu Nov 25, 2010 1:33 pm 
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Hena wrote:
Why bother having that then in the first place? The aim is not to create every unit in 40k here.

It's perfect for the Imperial Fists as it is the "Siege Land Raider" and they are the "Siege Chapter".

With a 3+ MWFF attack, frankly I think it looks amazingly useful for them, too.

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 Post subject: Re: Land Raider Achilles
PostPosted: Thu Nov 25, 2010 2:22 pm 
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Hena wrote:
Why bother having that then in the first place? The aim is not to create every unit in 40k here.


As I said, I think we could do very fine with three generic flavour of LR at most. But we are probably only a minority in thinking so. I think I might end up making a few example lists to show what army lists could look like.


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 Post subject: Re: Land Raider Achilles
PostPosted: Thu Nov 25, 2010 2:27 pm 
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Well I had them at 4+FFMW so I guess the stats I have are under gunned (?)

It did not matter for the game however.

More playtests will ensue.

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