Note I am still keen on no sponsons +5cm. Even if you don?t include the mechanism that design philosophy can be built in. So following on from my last lot of comments?.
Medusa ? so what are you doing with this creature? And is it an assault gun or an artillery piece?
Salamander Command ? having found my old playtest stuff from the old forum I must say I preferred what was in use then Speed 35cm, Save 6+, CC6+, FF5+ Heavy Flamer, 15cm, AP4+, Ignore Cover AND Small Arms, Ignore Cover Heavy Bolter, 30cm, AP5+ Notes: Leader, Transport (one human infantry unit)
Why? It occurred to use back then the tank wasn?t itself a commander etc, rather it have the comms gear and the like. A command squad could use it, but if not it could still be a C&C vehicle for an arty company etc etc. No Scout isn?t a problem, after all it shouldn?t be running away from its unit of non-scouts and if it joins a scout unit it just has to stick close to one.
Commissars ? different and simpler way of writing it. One per 500 points, and include one in the SC formation (as odds on it will be taken), you can lose text from the special rule then.
Conqueror ? after reading its blurb about the cannon being better for firing on move etc should its FF not be 4+?
Executioner - ? Two things, one Slow Fire weapons are fiddly, two how does it work with Small Arms? Can I fire it every turn as a small arm or what? I would suggest something like Speed 25cm, Save 4+, CC6+, FF5+ Plasma Destroyer, 60cm, MW4+ Lascannon, 45cm, AT5+ Reinforced Armour
Tank Destroyer ? on reflection I would leave it out of the list. Been reading about them lately, only the Yanks stuck them in armour formations and only then late war. They were used by mechanised, combined and dedicated formations, especially if on the defensive. If you are determined to have them in then really they should lose the fixed forward, its to fiddly, really shouldn?t be there at non WE unit level in Epic. Would also consider upping speed to 25cm for shoot and scoot style ops.
Thunderer ? Fiddly. Fixed forward? Why, really shouldn?t be there at non WE unit level in Epic. I would up the speed to 25cm. In fact as an infantry assault gun I would take it out entirely.
Shadowsword ? is the FF deliberately raised?
Stormsword ? MW, Ignore cover is a no brainer abomination. Really can you be convinced to go for Ignore Cover, Disrupt instead? Rather than kill allt he marines you will instead be bowling them over like ninepins.
Stormhammer ? I?m still with my version Stormhammer Super Heavy Assault Tank Numerous different Stormhammer SHT?s exist, fighting all over the galaxy. Indeed it is rare for any two to be exactly the same as the Stormhammer is a conversion to battered and destroyed Imperial SHT?s to swiftly return them to battle. Damaged guns are replaced with worn out artillery barrels - weapons whose shells have started falling short or that can no longer be counted to accurately engage distant targets. These heavy guns find new life providing infantry close support in environments such as cities that conventional armour finds costly to penetrate. A classic example is the attack on the capitol city of Mendeleev, a world that had taken the decision to break from the Imperium in M38.173. For over two hundred years deprivations from Eldar pirates and a rash of similar independently minded systems delayed any Imperial response. When it came it was spearheaded by a Forgeworld fresh regiment of Baneblades and Shadowswords. Crushing all resistance these tanks moved to enact the pre-invasion threat of decimation if surrender was not immediate, something the ruling elite did not entertain due to purges of nearby systems following their own capitulation. Defences were concentrated in the seat of planetary power with the intent on deadlocking the invading Imperials long enough for Eldar mercenaries to arrive. Initial attacks were disastrous with a dozen SHT?s lost to carefully positioned guns and traps. Supporting infantry were overwhelmed by pre-sighted heavy weaponry. Salvaged SHT?s were repaired and fitted with captured artillery pieces and numerous close in defensive weapons. Firing at point blank the powerful shells demolished position after position.
Type: - War Engine Save:- 4+ Move:- 15cm CC:- 5+ FF:- 4+ Weapon:- 2x Twin Linked Cannon Range:- 30cm Firepower:- AT2+/AP2+ Notes:- Ignore Cover, Disrupt AND small arms, ignore cover Weapon:- 4x Heavy Bolters (I imagine they are twin heavy stubbers) Range:- 30cm Firepower:- AP5+ Weapon:- Point Defences Small Arms, ignore cover, +2FF attacks (Bolters, stubbers, flamers etc) Notes: Reinforced Armour, Thick Rear Armour, Walker, Damage Capacity 3. Critical Hit Effect: The Stormhammer?s considerable magazine explodes. It is destroyed, and any units within 5cm of the model suffer a hit on a D6 roll of 6. note, walker is to represent the additional tracks often fitted in the underside of the hull, taken for chimera or leman russ vehicles. Left to run freely they may be connected to the main drive shaft when operating in urban environments giving improved traction (copied from a WWI idea).
Idea is to compare it to a baneblade - so the two main weapons and secondary weapons need something of a boost to compare to that tanks armament, hence the extra assault punch, 2 1/2 hits per tank compared to the baneblades 1 1/2, with the addition of thick rear armour and walker to allow it to operate that close in, or in confused urban fighting. Was originally FF3+, so a total of 3 1/3 hits but it seemed to be doing a bit to well, so got knocked down a bit.
Though really why is it in the list?
_________________ If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913 "Gentlemen, we may not make history tomorrow, but we shall certainly change the geography." General Plumer, 191x
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