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why this illogical army mixing

 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 3:26 am 
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(zap123 @ Apr. 16 2007,21:25)
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Ok, so any weapon with a Penetrating value (Volcano, Hellfury, Exocrine etc) that successfully hit the Bio Titan gets to add its' Penetrating value to the die roll for a Critical.  If successful, the Penetrating value is also added to the resulting damage roll on the Critical table.

So a Volcano cannon hits a Heirophant in the abdomen.  The Tyranid player fails the 6+ save (2+ save, -4TSM), and the Bio-titan suffers a wound.  The attacker then rolls a 3 against the Critical Hit chart, and adds the +3 Penetrating, making it a 6, successfully causing a critical.  The attacker then rolls on the Abdomen critical table, getting a 4.  He again adds the +3 Penetrating, making it an effective 6, and therefore inflicitng an additional D3 wounds.  (if he had gone for the head he would have caused an additional 2D6 wounds!).

One issue with this is it does nothing against Dominatrix...but I'm kinda ok with them being uber-hard to kill as they are the army commander, and not anywhere near as scary in close combat as the Titans.

The other minor problem is the spread of weapons with a Penetrating rating is varied.  The Volcano cannon is the prime candidate, so the Imperial Armies are ok, also getting the Leman Rus variant.  Squats get a few including the Hellfury, Tyranids get the Exocrine for any civil wars between Hive Fleets, Orks the Supa Gun and some Gargant weapons, Chaos one Daemon Prince only but do have access to Volcanos.  Slann and Necrons are ok, Dark Eldar get a Volcano Cannon equivalent.  I think the only guys to dip out entirely are the "good" Eldar lists.  Maybe the Prism Cannons should get Penetrating +1?

Hi!

I like this. It is a good compromise and makes arming titans adequately against tyranids a process that requires some thought, since penetrating weapons are not cheap.

I'd add penetrating +1 to prism cannons and off you go...  :;):

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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 7:10 am 
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(zap123 @ Apr. 17 2007,02:25)
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Ok, so any weapon with a Penetrating value (Volcano, Hellfury, Exocrine etc) that successfully hit the Bio Titan gets to add its' Penetrating value to the die roll for a Critical. ?If successful, the Penetrating value is also added to the resulting damage roll on the Critical table.

So a Volcano cannon hits a Heirophant in the abdomen. ?The Tyranid player fails the 6+ save (2+ save, -4TSM), and the Bio-titan suffers a wound. ?The attacker then rolls a 3 against the Critical Hit chart, and adds the +3 Penetrating, making it a 6, successfully causing a critical. ?The attacker then rolls on the Abdomen critical table, getting a 4. ?He again adds the +3 Penetrating, making it an effective 6, and therefore inflicitng an additional D3 wounds. ?(if he had gone for the head he would have caused an additional 2D6 wounds!).

One issue with this is it does nothing against Dominatrix...but I'm kinda ok with them being uber-hard to kill as they are the army commander, and not anywhere near as scary in close combat as the Titans.

The other minor problem is the spread of weapons with a Penetrating rating is varied. ?The Volcano cannon is the prime candidate, so the Imperial Armies are ok, also getting the Leman Rus variant. ?Squats get a few including the Hellfury, Tyranids get the Exocrine for any civil wars between Hive Fleets, Orks the Supa Gun and some Gargant weapons, Chaos one Daemon Prince only but do have access to Volcanos. ?Slann and Necrons are ok, Dark Eldar get a Volcano Cannon equivalent. ?I think the only guys to dip out entirely are the "good" Eldar lists. ?Maybe the Prism Cannons should get Penetrating +1?

hey zhis is a very good siscussion with very god ideas!!!

penetrating weapons should curse more wounds ad the way -1 and -2 tsm = 1 wound -3 und -4 tsm = 2 wounds is a good idea too. the sppeed of the titans should stay, beacause they are a kind of bugs...last time there was one in my kitchen...very fast...so t is ok :D

the marines...ok, summary:

3 advantages at all: thunderhawk, teeporting by loosng a special cart port, and infantry companies...but hey I do not know the chaos army exactly but I am sure that somebody could answer to this topic with the advantages of the chaos army...and I am sure too, that you will find so many great units which no one else could take.


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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 7:15 am 
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(darkangel @ Apr. 17 2007,07:10)
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could someone tell me when and where I can find the changements if we do so like we discuss? is there a mailing list where I can put me on or how do it work???? example: robots cost, the new penetrating discussion due to tyranid titans and so on...


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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 1:49 pm 
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Over to Primarch on when we see updated version 5.0 books, or evn better the Gold version :)

For the Question about benefits of CSMs, it's really about the fun and flavour of playing the bad guys.  Only real advantage is the 1 Legion Chaos Reward card....not much really.  I've run a pure Iron Warriors army recently and I know it was not as strong/competitive as a Dark Angels army or Iron Legion army would have been, but it was fun to be the baddies.  Also, under the new lists you do get to take "Lost and the Damned" stuff and the Renegades company was pretty good....like a budget version of a Marine Battle company.  It is fun to have Chaos Marines and cultists and Beastmen and Trolls and stuff.

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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 3:01 pm 
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(primarch @ Apr. 16 2007,22:26)
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(zap123 @ Apr. 16 2007,21:25)
QUOTE
Ok, so any weapon with a Penetrating value (Volcano, Hellfury, Exocrine etc) that successfully hit the Bio Titan gets to add its' Penetrating value to the die roll for a Critical. ?If successful, the Penetrating value is also added to the resulting damage roll on the Critical table.

So a Volcano cannon hits a Heirophant in the abdomen. ?The Tyranid player fails the 6+ save (2+ save, -4TSM), and the Bio-titan suffers a wound. ?The attacker then rolls a 3 against the Critical Hit chart, and adds the +3 Penetrating, making it a 6, successfully causing a critical. ?The attacker then rolls on the Abdomen critical table, getting a 4. ?He again adds the +3 Penetrating, making it an effective 6, and therefore inflicitng an additional D3 wounds. ?(if he had gone for the head he would have caused an additional 2D6 wounds!).

One issue with this is it does nothing against Dominatrix...but I'm kinda ok with them being uber-hard to kill as they are the army commander, and not anywhere near as scary in close combat as the Titans.

The other minor problem is the spread of weapons with a Penetrating rating is varied. ?The Volcano cannon is the prime candidate, so the Imperial Armies are ok, also getting the Leman Rus variant. ?Squats get a few including the Hellfury, Tyranids get the Exocrine for any civil wars between Hive Fleets, Orks the Supa Gun and some Gargant weapons, Chaos one Daemon Prince only but do have access to Volcanos. ?Slann and Necrons are ok, Dark Eldar get a Volcano Cannon equivalent. ?I think the only guys to dip out entirely are the "good" Eldar lists. ?Maybe the Prism Cannons should get Penetrating +1?

Hi!

I like this. It is a good compromise and makes arming titans adequately against tyranids a process that requires some thought, since penetrating weapons are not cheap.

I'd add penetrating +1 to prism cannons and off you go... ?:;):

Primarch

I like it, too. Simple and elegant.  :cool:  Additional wounds for each -1 TSM would be a little excessive.

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 Post subject: why this illogical army mixing
PostPosted: Thu Apr 19, 2007 6:29 am 
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(primarch @ Apr. 17 2007,03:26)
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hi..can smeone tell me how to paint the "legion of the damned"


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 Post subject: why this illogical army mixing
PostPosted: Thu Apr 19, 2007 6:38 am 
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(primarch @ Apr. 17 2007,03:26)
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another question: what about a techmarine who supports a land raider detachment due to the hq rule? land raider are not in the sae pinning class with the techmarine. So the enemy could fire at him as normal, even he is not the closest???


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 Post subject: why this illogical army mixing
PostPosted: Thu Apr 19, 2007 6:40 am 
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(primarch @ Apr. 17 2007,03:26)
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and what about the great heros of the wolfs...nygal stormcaller and ulric the slayer..I still have the cards from sm2nd!


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 Post subject: why this illogical army mixing
PostPosted: Thu Apr 19, 2007 4:17 pm 
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(darkangel @ Apr. 19 2007,06:38)
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[quote="primarch,Apr. 17 2007,03:26"][/quote]
another question: what about a techmarine who supports a land raider detachment due to the hq rule? land raider are not in the sae pinning class with the techmarine. So the enemy could fire at him as normal, even he is not the closest???

Yup, if he is the closest infantry stand then they can be targtted.

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