Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 138 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10  Next

Imperial Guard Armoured Regiment V1.3

 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Feb 22, 2007 4:42 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
Hmmm. I don't know then - there is already a 'sniper tank' in the list by that definition: it's the Vanquisher.

How about give it an AT1+ shot at 75cm and call it a day.   :;):

Seriously though, if it were to be changed, what could you do to distinguish the Destroyer from the Vanquisher without using MWs or special rules?  Surely there is a simple solution within the confines of existing rules.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Feb 22, 2007 4:57 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 11:18 pm
Posts: 876
Location: Edinburgh, UK
I like the idea of disrupt.  It fits the effect of a sniper without the potential excesses of an AT "sniper" tank.  How about lance plus disrupt?  Restricts it to AT, gives it a high chance of killing but will still "shock" the target if the save succeeds.

_________________
"Do not offend the Chair Leg of Truth; it is wise and terrible."
-Spider Jerusalem


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Feb 22, 2007 5:18 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Nov 14, 2006 8:59 pm
Posts: 1212
Location: Finland
Either sounds better, but not both...

_________________
Rats Keep Running...

Dark Eldar Dracon


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Thu Feb 22, 2007 7:45 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
In light of TRC's comments, I think disrupt would be closer than lance.  It would certainly drop the price on the Destroyer, however, and you would probably have to change it to AT3+.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 12:56 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
I really like the disrupt idea.  Slows down the unit as they try to deal with a very effective tank killing unit.  AT3+ Disrupt?

_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 1:00 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
E&C is off the grid for the next day or two but I am sure he'll respond over the weekend. :)  I'm curious what the author thinks!

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 12:04 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Hey guys, I've just moved into a new house last week so my internet use is limited right now... interesting debate!


Let's see now:



On the Sniper bit: The biggest issue I have with Sniper is that it lets you pick out characters from the rest of the unit.


This can be a factor. In one of our playtest games I managed to snipe the SC's transport out from under him.

The enemy SC did pass his following armour save, but the point remains that it is not just theoretically possible.




I personally would have picked one of those regiments from dan abnets books for name recognition, but its your list - to desend into acronims - DWWFY

EDIT: We picked the Tallarns largely because they're a known user of Tank Regiments (Several appear in the various Imperial Armour books for example), plus you've got the whole Desert Rats theme too.

I'd be OK with the prospect of lance-based lasers as well, though that seems to make them under-powered against transports considering their awesome kill-power against vehicles.

Aye. This weapon is of extreme power (It is described as penetrating Titan armour with ease IIRC).


It is a sniping tank.

As TRC says, it's a Tank Destroyer, an important consideration.





I suggest going and reading about German StuG's and similar to get a feel for how these things were used.

If I recall rightly, the usual method of using Tank Destroyers was for them to operate alone, in concealed positions for great lengths of time, wait until they spot a target, kill it, and then flee to a new position before the enemy tanks come into range to strike back.


Now, in Epic, this couldn't really work... because you'd be looking at having formations of 1 Destroyer Tank Hunter buzzing around... and in general formations of 1 is something to avoid...

So, I chose to go with an abstraction, meaning that this 6-tank formation might have a Destroyer assigned to support it, and while in the 'real world' it would be tucked away somewhere lending support, as a mechanics-nessesity it moves and fights in coherency with its parent formation.

So anyways, that was one concession that had to be made to the rules system.


The other was its method of attack.

Macro Weapons couldn't be targetted specifically against LV/AV/WE's.

Lance wasn't powerful enough to represent the strength of the weapon (It should basically flatten lesser vehicles like Rhinos or Chimerae).

So again, as another abstraction I went with Sniper, as this reduces the enemy's armour save by -1 universally, and also somewhat colourfully changed the mode of operation from being a direct fire weapon into a weapon that brought with it the risk of command tanks (etc) being hit by the Tank Hunter weapon.

So all-in-all, I'd have preferred a direct fire MW attack, but since that can also target infantry it wasn't appropriate.


So that's my writer's notes on the Tank Hunter anyway. :)


Also as a final consideration, note the general lack of AT-type weapons in the Krieg list.



Indeed perhaps disrupt is a better idea considering the disruption and fear they cause. Range 100cm AT2+ Disrupt could be an option. Or just stick with the somewhat predictable MW3+ or MW4+

Disrupt, while psychologically appropriate, doesn't really tally with the sheer power of the Destroyer's main gun. It's supposed to be the most powerful gun mounted on a Leman Russ chassis (And that means it has to be more powerful than the Vanquisher's AT2+ main gun).




Seriously though, if it were to be changed, what could you do to distinguish the Destroyer from the Vanquisher without using MWs or special rules?  Surely there is a simple solution within the confines of existing rules.

I hope so. :)





_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 12:55 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
Okay - make it TK(1).
TK weapons automatically go for WE's in a formation, which is something of a boost vis a vie targeting. Hell make it disprupt as well, anyone making an invulnerable save would be still a bit worried :)

As tot he use of TD's it differed. Some armies used them mixed into armour formations, other infantry support and sometimes singly. Theres a lot of easily accessable info out there though!

_________________
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


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 3:21 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
TK?  Good grief!  :p

Seems like that would be eclipsing the Shadowsword, but perhaps not... DC3 vs DC1, lower TK value, etc.. Hmmm.

On a separate point I noticed some other things on the list that need some correcting/clarifying:
I. There is no 1/3 limitation for the air/titans.  It seems that there should be (although this could easily have been overlooked).

II. The Maurauder Destroyer from Elysians has a ranged of 45cm on their Hellstrikes, but the ones from Tallarns have a range of 120cm. Holy moly!  Once again probably a mix up but...

III. Lightning Strike fighter should have AT4+/AA5+ instead of AT4+/AA4+ and should be lascannons instead of twins (if it is going to match the Elysians).

IV. Same thing for Lightning Fighters.

V. Valkries are not listed but should be since they can be taken with the Stormtroopers.

VI. Supreme Commander should probably appear toward the top of the list to bring it  in line with most other lists.  I know it's nit-picking but if you are going to be editing anyway...  :;):

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 3:53 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I. There is no 1/3 limitation for the air/titans.  It seems that there should be (although this could easily have been overlooked).


Yep that should be in there.

II. The Maurauder Destroyer from Elysians has a ranged of 45cm on their Hellstrikes, but the ones from Tallarns have a range of 120cm. Holy moly!  Once again probably a mix up but...

That's a mix up due to me originally basing the aircraft stats on the ones found in Imperial Armour 3 (Where they're longer range but only one-shot).

It'll get fixed.

III. Lightning Strike fighter should have AT4+/AA5+ instead of AT4+/AA4+ and should be lascannons instead of twins (if it is going to match the Elysians).

Again, I'll move it into line with the Elysian list.

IV. Same thing for Lightning Fighters.

Yep, another holdover. :)

V. Valkries are not listed but should be since they can be taken with the Stormtroopers.

Good catch.

VI. Supreme Commander should probably appear toward the top of the list to bring it  in line with most other lists.  I know it's nit-picking but if you are going to be editing anyway...

There's going to be a major edit at some point.. I've got a very specific and unique stylistic design for this list in mind, based on lots of silhouette line drawings instead of unit pictures.

Should help save on the ink too. :)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 5:53 pm 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
Bringing up aircraft stats is dangerous - it leads down a very messy path and arguments over how powerful aircraft should be and how the rules work. ?Elysians might work for now...




_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Fri Feb 23, 2007 6:08 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu Oct 20, 2005 6:32 pm
Posts: 6414
Location: Allentown, Pennsylvania USA
I don't he was trying to bump them.  This was more of a lost-in-translation thing as I read it.

_________________
author of Syncing Forward and other stories...

It's a dog-eat-dog world, and I've got my Milkbone underwear on.


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Sat Feb 24, 2007 2:43 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Yep, it's because originally I went with the aircraft stats from IA:3, and then later adopted the stats from the Elysian list.

A few didn't get updated in the switch, nothing intentional. :)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Sat Feb 24, 2007 3:00 am 
Brood Brother
Brood Brother
User avatar

Joined: Thu Feb 13, 2003 5:13 pm
Posts: 36989
Location: Ohio - USA
I could be wrong, but should not all aircraft stats, points costs, etc. be all the same ... regardless of the "Army List" ?  And shouldn't the same go for AFVs ?  ???

_________________
Legion 4 "Cry Havoc, and let slip the Dogs of War !" ... "People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf."


Top
 Profile Send private message  
 
 Post subject: Imperial Guard Armoured Regiment V1.3
PostPosted: Sat Feb 24, 2007 4:49 am 
Brood Brother
Brood Brother
User avatar

Joined: Tue Jun 20, 2006 1:50 pm
Posts: 482
Location: Greater Los Angeles Area, CA
Yes but there is a little discussion there.  The Lightnings, Strike Lightnings, & Marauder Destroyer do not have official stats.  Also the question of the model to base the rules comes up with the Thunderbolt or Marauder.  Granted I brought them up.

_________________
Airspace - AeroImp Forum


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 138 posts ]  Go to page Previous  1 ... 4, 5, 6, 7, 8, 9, 10  Next


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net