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Minervan Tank Regiment 1.6

 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Oct 26, 2007 7:32 pm 
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Since there has been a total of one playtest so far (Which is admittedly cool that someone even tried the list!), I'm hesitant to increase points costs at the moment.

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Oct 26, 2007 8:38 pm 
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Three playtests - two from ePilgrim and I and one from Soren... But who's counting?

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Oct 26, 2007 8:53 pm 
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Moscovian! :D

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Oct 26, 2007 11:03 pm 
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To be honest I have done more games with the list, but most of them against newbies. They have done essential tactical failures which costs them the games, so I am not willing to post this to represent the strength of the list. To speak in statistical terms: "no representing data available" :D

I am going to hunt down some Biel Tan Eldar, maybe this week. The player is pretty good, knowing what to do to stomp my Marines in a very effective manner. Maybe he will get a clue to defeat my Minervans.....we will see :;):

Soren

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Oct 26, 2007 11:21 pm 
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I'm going to try doing a game or two soon, I've been aquiring tanks & transports.




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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sat Oct 27, 2007 1:42 am 
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(Chroma @ Oct. 25 2007,23:29)
QUOTE

(wargame_insomniac @ Oct. 25 2007,23:26)
QUOTE
Tried to open this latest version but still get the same error message.

The file E&C posted is a .pdf... it *can't* be opened in MS Word... you need Adobe Reader at the least to view it.

I HAVE Adobe Reader 7.0!!  However for some reason I can't read E&C's files.....

Cheers

James

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sat Oct 27, 2007 10:57 am 
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Can you download it to your pc first?

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sun Oct 28, 2007 12:32 am 
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(Evil and Chaos @ Oct. 27 2007,10:57)
QUOTE
Can you download it to your pc first?

Hi E&C.

That is what I have tried. I know I was able to download earlier versions of the list on my work PC. So let me try to download the latest version at work rather than my home PC.

Cheers

James

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sun Oct 28, 2007 1:48 am 
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Woot- downloaded adobe v8- now able to read both this & latest version of Krieg list. Very nice.

Was disapointed to see reduction in number of LR rare variants from tank company. Not for any game balance issues but simply because harder to make up company by simply picking FW packs of 3. Going to require a bit more forward planning of what LR variants to take before buying from FW.

However for this list to be accepted at tournaments I guess the game balance issue is more important than ease of shopping!!!

I like the new stats for Stormhammer. Likewise I like Salamanders just in platoons rather than as companies. Will definitely be looking to play this list shortly after couple more games with main rulebook armies.

Excellent work!!

Cheers

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sun Oct 28, 2007 2:26 am 
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Cool, I'm very interested in hearing about how your games go!

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sun Oct 28, 2007 3:08 am 
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Well today I managed to get in my first game of EpicA in the last 15 months. kleomenes was kind enough to host myself and Emperors Shadow. We had 3,000 points game of IG vs IG- 2 excellently painted armies- they had looked good when posted on Taccomms but even better seen first hand. L4 would have approved of camo schemes- 1 guardsman managed to hide in the ruined buildings for the whole game- impressive use of stealth technology. Close game but Emperors Shadow clinched it with the penultimate dice roll when his surviving warhound blasted the broken LR company to take "Break Their Spirit".

I know all 3 of us want to try some of the playtest lists. I have long wanted to try armoured company. Kleomenes shows heretical leanings (with subversive desire to do Black Legion/L&TD). Emperors Shadow was planning on doing Siegemasters and modelling defence line.

Cheers

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Wed Oct 31, 2007 7:38 pm 
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Thanks, I'll incorporate that immediately! :D

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Thu Nov 01, 2007 9:43 am 
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Fluff - patterns for the vehicles?

Overall - not much leader is there? I think losing it from the commissars is a mistake. Try playing regular guard with only 2 (it happens), a cunning opponent sticks 3 bm on every formation and you are generally stuffed.

Chimera - would it be clearer if the hull hve bolter was listed first?

Salamander command
Heavy Flamer - and small arms ignore cover?
Both commander and leader? Bit much (this though assumes a world where commissars have leader).

Leman Russ variants
I still hold that no sponsons/+5cm move is a great way of allowing people to use the models they have. I for instance have a few FW turrets mounted on SG hulls. My favourite is the Executioner from Ryza with heavy plasma on the sponsons - its plasma overload! :) Though i don't suggest this for a second (it can be in a Ryza tech guard army) having heavy bolters or not should I think be a player choice.
This incidentally works nicely in the steel legion as it allows the FW vanquisher to be used and manover well within the formation to get the best shot (that 5cm extra sometimes counts!).

Executioner
Yay, no slow fire! Gods that would have been fiddly. Demolishers are bad enough.

Thunderer
So what are the demolisher gun stats now?

Exterminator
Check out (british?) WWII tanks, one had an open turret and twin 20mil (i think) as infantryu killer/close air support. I love the model incidentally and used an open topped 'Russ turret to build one.
Surely this beast deserves AA6+ (though this would knock the range to 30cm :) if anyone remembers that debate). Lots of ways to balance that, though if you go with an open turret/lots of ammo could reduce save as one way, but many others.

Want to include a Demolisher variant. Dead simple body swap with a regular russ, so Heavy bolters instead of plasma (so becomes Mars varient?).


Medusa
Its pants isn't it? How about disrupt as well, though honestly with the demolisher change it needs something.45cm range wouldn't kill the concept surely?

Basilisk - what pattern are you using? Same as medusa and manticore?


Stormhammer, well you know my take on the concept :)

Stormsword
Testing might show a need for 45cm range.
Heavy flamers, small arms ignore cover etc.

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Thu Nov 01, 2007 11:05 am 
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(The_Real_Chris @ Nov. 01 2007,08:43)
QUOTE
Fluff - patterns for the vehicles?

Might as well!

It should be easy to track down the hull patterns from the FW website.

Overall - not much leader is there? I think losing it from the commissars is a mistake.


It is a mistake... a typo to be exact. :D

Chimera - would it be clearer if the hull hve bolter was listed first?

Could do.

Salamander command
Heavy Flamer - and small arms ignore cover?

I went back on myself on this, unless heavy flamers / flamers in general get ignore cover on their FF attacks, I won't be adopting it in my variant lists. If a Hellhound can't ignore cover in a Firefight (And I don't know why it can't TBH!), then I can't really justify it.
Both commander and leader? Bit much (this though assumes a world where commissars have leader).

With larger than normal formations, and fewer activations, I thought it was worth testing.


Leman Russ variants
I still hold that no sponsons/+5cm move is a great way of allowing people to use the models they have. I for instance have a few FW turrets mounted on SG hulls. My favourite is the Executioner from Ryza with heavy plasma on the sponsons - its plasma overload! :) Though i don't suggest this for a second (it can be in a Ryza tech guard army) having heavy bolters or not should I think be a player choice.
This incidentally works nicely in the steel legion as it allows the FW vanquisher to be used and manover well within the formation to get the best shot (that 5cm extra sometimes counts!).

Although the idea has a decent ammount of merit, it was generally unpopular last time it was raised.

Guys?

Executioner
Yay, no slow fire! Gods that would have been fiddly. Demolishers are bad enough.

No slow fire in FF attacks either. :D

Thunderer
So what are the demolisher gun stats now?

MW4+

There was a vote and everything.

Exterminator
Check out (british?) WWII tanks, one had an open turret and twin 20mil (i think) as infantryu killer/close air support. I love the model incidentally and used an open topped 'Russ turret to build one.
Surely this beast deserves AA6+ (though this would knock the range to 30cm :) if anyone remembers that debate). Lots of ways to balance that, though if you go with an open turret/lots of ammo could reduce save as one way, but many others.

I'm not sure that with giving it AA6+ then we might see the death of the Hydra, as Ionheads used to eclipse Skyrays in the Tau list.


Want to include a Demolisher variant. Dead simple body swap with a regular russ, so Heavy bolters instead of plasma (so becomes Mars varient?).

Would you say that the sponsons are roughly equivilent in worth?

Would a free swap on any tank hull be acceptable, or overpowered?


Medusa
Its pants isn't it? How about disrupt as well, though honestly with the demolisher change it needs something.45cm range wouldn't kill the concept surely?

Now that Demolishers have been upgraded it's terrible. :)

Disrupt seems sensible at the least.


Basilisk - what pattern are you using? Same as medusa and manticore?

Minervans use Steel Legion equipment where possible.

Stormsword
Testing might show a need for 45cm range.
Heavy flamers, small arms ignore cover etc.

I tested this tank extensively when developing the Krieg list... I think it's worth its points, though I'm happy to be proven wrong.

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