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Up teched siege list

 Post subject: Up teched siege list
PostPosted: Sun Jun 04, 2006 10:42 pm 
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another idea would be a "guerilla" formation that is allowed to telport only in to terrain features. representin them coming out of hiding in the nooks and cranies of the world they no so well. with the scout, infiltrator special rules and mabye some MW CC meltabombs

another idea is not allow any mobile guns (ie emplaced or with transport) like the baran list only with basilisks maniticores and hydras

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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 12:13 am 
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I'd actually rather that they didn't get transports for their 'immobile' weapons. Especially the heavy ones. Things like Basilisk and Manticore emplacements shouldn't be that easy to move. I would like to see most of their artillery be immobile though. It'd fit the style of the list, and it'd mean that they couldn't run away if they get inside range/fire arc of an enemy.


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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 2:10 am 
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Clearly you both should have a go at designing it :)

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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 6:25 am 
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unfortanly i have plenty of ideas but have not found an opponent since i moved here so i could put up what i think but couldnt play test it.

but ill put up a prototype list for you two to look over

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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 6:27 am 
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SM1 had an Off Board Support missile that could lay mines. And the SM1 & SM2 mine rules were pretty good and the Mk.1 Gorgon could clear and lay mines. ?And anything with a dozerblade, roller, claws, etc. can clear mines and some obstacles. We base those rules on SM2 ... We still use all these rules I mentioned from SM1 & SM2 ... they work. ?Sometimes I feel like we try to reinvent the wheel ! ? ? ? :laugh: ?But I'm very old school ! :;):

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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 6:29 am 
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OH ... BTW ... I've been in and around minefields ... mostly in the ROK ... didn't like it ... and either did the guy that stepped on one ...




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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 7:04 am 
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So. I sat down tonight and was a little bored.. And created this monstrosity. Planetary Defense Forces v1.0

Probably has huge holes in it, and I bet it'd be extremely easy to break in some way I didn't think about, but I'll put it up for people to comment on. Maybe it'll be something worth using.


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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 7:42 am 
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Aaaand... I just realized I made a few mistakes in the list. Notably the Commander should have the 'Commander' and 'Leader' special rules. And Bunkers should be noted that when empty they may not activate or hold/contest objectives, likewise minefields can't control/contest objectives.


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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 8:42 am 
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off the top of my head you forgot hydra emplacments but still have the defense laser so fairly good AAA. but fluff wise it seems that the less prosperous worlds would have hydra emplacements. and i like my sally port idea :D so mabye add is as 0-1 with same rules and points as wraithgate

another idea i had was "improvised defenders"

here is what i cam up with

Improvised defenders
As a world is attacked a number of imperial citzens may take up arms to defend there home. they could be religious zealots who are lead by a charismatic preist. The local tenats armed by there landlord to protect there homes(and his property). Or simple honest everyday citzens would would rather die with a gun in there hand defending the ones they love rather than cowering in shelter. they may not have training, or good equipment but they make that up with the grim detirmination of someone with nothing to lose

Type Speed Armor Close Combat Firefight
Infantry 15cm None 6+ 6+
Weapon Range Firepower Notes
pickforks,wrenches, etc base contact asault weapons
stubbers,autoguns, etc 15cm AP6+ and Small Arms

Notes:fearless(may be too much)

Leader(confessor,Mayor,etc)

Type Speed Armor Close Combat Firefight
character Na Na Na
Weapon Range Firepower Notes
family herloim,evisoator,etc base contact assualt weapon +1 attack
Notes:leader,inspiring

have no idea of the points cost or fomation size just something that came to mind while reading excution hour which features a planet that is about to be destroyed by abbidons planetkiller. As it sprials into anarchy a chaos champion promising life to those that follow him attacks the few remain loyalists not luck enough to be important enough to leave. A few loyal Citzens lead by a confessor flock to the local catheral and defend it against attack. They know they are going to die soon anyway  so they pick up weapons and die figthing rather than just wait for the end.





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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 9:50 am 
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I had considered puting Hydra Emplacements in as upgrades for the Artillery Emplacements, which I still might do, but for the moment I think the ability to take defense lasers is plenty of AA ability. I had also briefly considered making it possible to buy aircraft of some kind, but decided that they likely wouldn't have such equipment.

I might add the ability to do the 'appear from tunnels' bit I'm a little worried about how it'd work. The basic idea of the list is they're designed to stall for time heavily, dealing as much damage as they can. I'm not entirely sure what advantage such a device would have, as the only formations I could see using it are already able to garrison and can even do so inside bunkers. I might add it anyway if enough people want it.

The basic idea of the random assorted defenders is neat, but those strike me as more of a 'desparate last-ditch effort' group then this is supposed to be. This represents the 'rank and file' of the PDF groups across the galaxy as a whole. The first line of defense against enemy invasion, who's goal is to stall for time until there can be a proper response by the Imperium. It's sortof like the National Guard is in the US. It's not the best or the brightest, infact it tends to be the people who lack the willingness or the capacity to be part of the larger military, instead they defend their own homes from enemies. I could see such a group coming into play during special scenarios, though. A last-ditch defense as the world is over-run.


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 Post subject: Up teched siege list
PostPosted: Mon Jun 05, 2006 10:01 pm 
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I hate posting a new list already. But frankly there were enough typos in the previous one to warrent it I think. I also adjusted the point-costs on the bunkers downwards a bit after I did some thinking and realized how fantastically impractical it is to buy the Heavy Bunker at 500 points. Anyway here's V1.1 with the typos fixed (I think I got all of them) and some minor cost adjustments.


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 Post subject: Up teched siege list
PostPosted: Thu Jun 08, 2006 4:08 am 
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Still only 1 download and no comments on this one? That's a bit surprising.. Guess people aren't all that interested in the idea, huh? Anyway. I'll look into adding some of the things which are 'missing' but could be in it sometime this week.


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 Post subject: Up teched siege list
PostPosted: Thu Jun 08, 2006 7:04 am 
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hmmm...i think its a great start just a couple things add a tank emplacement terrain peice to each of the immoble guns like in the regular seige list. also i dont think the thunderer seige tank is fluffy because it is ussaully a conversion of damage tank destroyers during a campain and are not produced seperatly i thought. plus as it stands ther is no reason to take them over conquers.

PS sry dude been a bit busy latly

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 Post subject: Up teched siege list
PostPosted: Thu Jun 08, 2006 9:55 am 
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Quote (bloodman @ 08 June 2006 (07:04))
hmmm...i think its a great start just a couple things add a tank emplacement terrain peice to each of the immoble guns like in the regular seige list. also i dont think the thunderer seige tank is fluffy because it is ussaully a conversion of damage tank destroyers during a campain and are not produced seperatly i thought. plus as it stands ther is no reason to take them over conquers.

PS sry dude been a bit busy latly

What exactly do you mean by Tank Emplacements? The ability to put them up so that they always count as in 'Cover' when deployed? That's possible, part of why i was trying to avoid it was that I wanted their bunkers to be very durable and their other things to not really be particularly that durable. It means they rely heavily on weight of numbers and solid defenses to win, instead of hammering with long range artillery.

As for the Thunderer: I might remove it. Reading the description it sounds more like something people would likely use as an offensive choice instead of a defensive choice... And yes, there's very little reason to take it over the Conqueror (It's slightly better AT, but not enough to really be worth it). Any ideas what could fill the AT role in the list without it? Or should I just leave that for their other heavy weapons and immobile emplacements?


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 Post subject: Up teched siege list
PostPosted: Fri Jun 09, 2006 3:39 am 
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in the seige list every immoble peice is allowed a transport or an emplacement to get a cover save. it makes sence because the PDF would put cover around there guns.

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