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Scions of Iron v1.3.x

 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Feb 20, 2009 7:51 pm 
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I'd say consolidating the stats is worth a shot.  It seems 4 variants at most - standard, transport, heavy weapon, and general fire support - would cover everything.

I wouldn't get too hung up on "aircraft can't fire this weapon on the ground" when they can already fire AA while on the ground.

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 Post subject: Scions of Iron v1.3.x
PostPosted: Sat May 30, 2009 11:20 pm 
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I wouldn't get too hung up on "aircraft can't fire this weapon on the ground" when they can already fire AA while on the ground.

Greetings all, crusty ol' gamer getting his two cents worth in on this thread. I agree with nealhunt. The very versatile nature of the thunderhawk platform allows many configs per chapter theme or battlerole. As I primarily play SM1,2&TL it's hard for me define a t'hawk as an aircraft or spacecraft but more of an atmospheric/spacecapable brick (er,transport thingy). I.E. it is BOTH, but not the best of either.

Firing weapons on the ground fits in with its support role of troop deployment/rapid-strike, take-n-hold, perimiter-forming mobile hard point(whew!). Most t'hawk models have a turret mounted weapon on top (excluding FW heavy transport model holding LR or 2 rhinos) and hulls studded with bolters and original models having rockets on the bottom--but you all knew that. My point is its intent was to put troops and equipment where needed most on the battlefield and support them there or evac if necessary. A spacecraft, dropship and gun emplacement all in one!

Four versions make sense to me too as nealhunt suggests; standard, transport, heavy, fire support. This seems to cover all incarnations of this useful vehicle and keeps number of varients manageable.
As far as weapon fits within these 4 subtypes? Get your opponent to agree in advance that your fire support t'hawk for example has plasma cannons or flamers or mutli-macro-whatevers and you'll be fine. It's weapons fit should fit its battlefield role and use the existing stats for that weapons choice. If you're like me it won't matter much as few t'hawks of mine ever complete a mission, preferring instead to become permanent fiery battlefield terrain objectives at the first sight of any AA!  

Interesting discussion here, thanks for letting me chime in.

Next topic: the Ork Landa, a dessert topping or a floor wax?

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 Post subject: Scions of Iron v1.3.x
PostPosted: Mon Jun 01, 2009 5:19 pm 
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Well sort out the Thunderhawks.
The only other thing I can think of is for the prometheus. I started, before disappearing, to make its upgrade to the commander ability for any commander in the formation not the unit (course your list could state the SC can only be added to the Prometheus, but thats a list not unit mechanic).

And beyond that it would need to be official and played at tournies to check out anything else. So bar the two things above as done as can be here!

Oh and maybe lose the original Imperial fist artwork and yellow/blue colours from the IF word doc that was a template a very long time ago :)




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 Post subject: Scions of Iron v1.3.x
PostPosted: Tue Jun 02, 2009 9:49 am 
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If I replace a predator with a prometheus in a tacitcal formation does its transport capacity replace a rhino?


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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jun 12, 2009 2:10 pm 
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So, to clarify, remaining concerns are the THT (and presumably air assault lists because of it) and the balance between the different support Thawks.

Is that accurate?

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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jun 12, 2009 2:18 pm 
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Quote: (nealhunt @ 12 Jun. 2009, 14:10 )

So, to clarify, remaining concerns are the THT (and presumably air assault lists because of it) and the balance between the different support Thawks.

Is that accurate?

Land Raider variants stats as well, I believe.

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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jun 12, 2009 2:56 pm 
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I think that's only the crusader for this list.

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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jun 12, 2009 3:11 pm 
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Has the 'infinite range 'Commander' rule for the Land Raider Prometheus been extensively tested?

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 Post subject: Scions of Iron v1.3.x
PostPosted: Fri Jun 12, 2009 3:37 pm 
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Quote: (Evil and Chaos @ 12 Jun. 2009, 15:11 )

Has the 'infinite range 'Commander' rule for the Land Raider Prometheus been extensively tested?

Yes, but only with Salamanders (me) and Armour (Hena) and I think a few others have given it a go, but no idea who. Well lot in the sense of tried to use it a lot.

In both cases the army lists don't allow abuse as they lack lots of bikes and speeder and the like formations. I think I managed to use it once with an actual positive effect on the battle. Every other time I would have been better doing separate activations :)

The fact you still have to be in coherency after the assault move is the biggest flaw, putting a practical limit on that 'unlimited on table range' bit.

Also remember the formation still has to have a commander bought for it as well.

Still other lists could probably do more with it.

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 Post subject: Re: Scions of Iron v1.3.x
PostPosted: Tue May 18, 2010 10:20 pm 
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Hena wrote:
[*]Removed MW ranged shot from LR Crusader


Image

Either remove the MM entirely or leave it on. This half-way house is supported by noone and is against the conventions of epic.


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 Post subject: Re: Scions of Iron v1.3.x
PostPosted: Wed May 19, 2010 4:22 pm 
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What zombocom said.

Also: Thunderhawks can be only armed with Hellstrike Missiles in Wh40k. The problem is that these are the same as on the Vulture (120cm AT2+). In my WhES Hellstrike Missiles would have 75cm AT4+.

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