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Minervan Tank Regiment 1.6

 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Dec 07, 2007 5:46 pm 

(Evil and Chaos @ Dec. 07 2007,05:52)
QUOTE
You're talking about one specific regiment in one book, and Dan Abnett is notoriously elastic with the background. A bunch of Tanith killing Khorne Berzerkers in close combat makes a good read, but it's not particularly true to the background.

I'm going to have to throw the BS (bullshit) flag on that one.


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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Dec 07, 2007 6:36 pm 
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But this reports are not posted on this board, as they add nothing to E&C?s design process


Fair enough, so where do they get posted?

And in most other cases I field 4 Minervish units, which is 50% of the list. Maybe you will get a good guide if you try to reach this with your armies.

Am I missing something, I had thought the whole list was Minervish therefore any force designed from the list is affected by its pros & cons and therefore in keeping with the thoughts behind the design.

I have no problem deploying the Minervish only support formations but that would be when I believed they would be of most use against my opponent.


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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Fri Dec 07, 2007 6:41 pm 
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But overall, with the STC background, any MBT which can't fire decently on the move is not worth the name.


You have to remember that most of the STCs in 40k have been lost over time.

That's why battleships have planet-wrecking nova cannons that are hauled into position by thousands of toiling servitors... because the STC designs for gun-mountings have been lost.

In a similar manner, stabilised targetting systems for Leman Russ tanks don't exist, or at least aren't particularly prevailent.

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sun Dec 09, 2007 5:05 am 
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(Inquisitor_Alanius @ Dec. 07 2007,18:24)
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But overall, with the STC background, any MBT which can't fire decently on the move is not worth the name.

not suggesting even 90% accuracy here, I'd accept Canadian Cup 75% scores!

Most tanks in the world today can't, and WWII where most of this is based moving and firing was not recommended.

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sun Dec 09, 2007 9:40 am 
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Look at the description of the Leman Russ in the Epic Armageddon rulebook (page 95): "Fitted with a gyrostabilised main gun, the Leman Russ can accurately engage its target both on the move and hull down, making it one of the most advanced armoured fighting vehicles in the Imperial Guard arsenal"

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Sun Dec 09, 2007 6:23 pm 
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The way we do it - and it is right out of SM1: AFVs on ADV fire get no + or ? to hit ... AFVs on CHG get a ? 1 to hit. FIRE Orders (ie. not moving) gets a +1 to hit ... I know about G/Stab in current AFV design and before that in WWII etc., but the SM1 system kind of covers most  if not all situations ... IMO ...

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Mon Jan 21, 2008 1:27 am 
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Does the Salamander command replace one normal scout tank or is it addition, 3 normal + command?!


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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Mon Jan 21, 2008 2:16 am 
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It is an addition.

I'll have to change the wording to 'add' instead of 'take' there.

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Mon Jan 21, 2008 12:21 pm 
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Ok, thanks! Any chance of doing some adjustments to the Demolisher, so Hena would accept the list for playtesting/tournaments? :D


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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Mon Jan 21, 2008 1:09 pm 
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The Demolisher and Thunderer are going to become 'rare'.

This should restrict their use until such time as the MW-for-demolishers debate settles one way or the other.

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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Mon Jan 21, 2008 1:12 pm 
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Works for me, any toughts Hena?


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 Post subject: Minervan Tank Regiment 1.6
PostPosted: Mon Jan 21, 2008 1:48 pm 
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If people don't test the MW Demolisher change now, they will have no grounds on which to object when it becomes an official rule.




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