Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3  Next

The HQ-Rule due to Techmarine

 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 6:21 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Apr 09, 2007 12:55 am
Posts: 470
Location: Germany

(loofnick @ Apr. 30 2007,02:39)
QUOTE

(zap123 @ Apr. 30 2007,01:31)
QUOTE
Seems like a storm in a teacup. ?If the enemy gets units close enough to the Arty company that the HQ is the closest infantry stand then of course they should be able to shoot them....sheesh. ?I don't think a special rule to give Company HQ transports the "HQ" ability is really necessary....except possibly for Marines. ?If a HQ unit is silly enough to stay mounted they should get shot.

My teacups are perfectly calm. Can't we just leave the poor cups out of this? ? ? ? :;): ?

Just seems to me that the vehicle having HQ makes it more consistant, and follows what many people would expect.

The rule also says ?"An HQ unit may not be fired at unless ?... or is more than 10 cm from things in their pinning class". ?So your infantry screen must be within 10cm as well to provide cover. ?That makes perfect sense of course. ?But the real danger is for foot troops, with the IG HQ targetable from anywhere unless you leave a 100+ point unit of bodyguards very close-by (might as well have them as standard, as they would always be needed). ?At least if vehicles are HQ, they can hide in them, put their feet-up and make a cup of tea like proper officers.

Of course the tech-marines standing next to tanks, makes him a bit pointless in most tank situations, and I wouldn't waste a tactical detachment to look after him. ?But you'd really have to do something more drastic to change that (might have something to do with teacups as well).

ok, I think there have to be some changes due to the hq rule if we get focus on the techmarine. this do not work there. I take him to repair tanks but the enemy could shoot at him as normal. then I take some infantrie in front of him, so the hq rule works on him...but then the enemy only has to shoot the leat troop stand in 10 cm and then he can fire at the hq as normal...

I would say that all preatorians should be hq too...it makes sense because if I would stand on the battlefield and this huge machines were behind me then I would feel better (+1 to moral - insipational) and the shooting rule for hq do not apply to the preatoriens, because we are lokking for the same pinning class and then t is equal if the preatorian is the closed target..


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 6:23 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Apr 09, 2007 12:55 am
Posts: 470
Location: Germany

(primarch @ Apr. 29 2007,22:14)
QUOTE

(darkangel @ Apr. 29 2007,12:51)
QUOTE

(primarch @ Apr. 29 2007,16:06)
QUOTE

(Enderel @ Apr. 29 2007,05:57)
QUOTE
Do the HQ's still get Rhino's or Chimera's? ?If so the HQ can stay with in that and be the same class as the artillery units.

We just tend to play it as there's lots of smoke on the battlefield and you can't really pick out commanders that well so pin point sniper shots to key characters is a no no, bit like Independent characters concept in 40k.

Hi!

I believe they get chimeras now, and Enderel makes an excellent point. Leave them in their vehicles when commanding artillery and they cant be targeted separately.

Primarch

no, that does not work. the rhino is only a command unit and no hq! if i put a hq stand in a rhino, then the rhino can be shoot as normal...see the meaning of command and hq unit in the core rules...

I would say tat the hq stand and the rhino should form a hq unit together...because i think so it was in sm2nd too...

Hi!

My understanding is that the vehicle that carries the HQ unit is also and HQ unit for the purposes of movement/orders and firing.

Primarch

yes, i would say that both the stand and transport should be hq, too


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 6:24 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia
Ok, hadn't picked up on the "or more than 10cm from things in their pinning class" change ( a V5 change?).  That does help explain the question (and makes HQ much less of a protection).  Still, I think leave it alone.  For IG, who doesn't have some form of bodyguard unit for an Arty company?  Now you just have 2 reasons to do it.  For most cases it's not going to make any difference as the HQ is up with the rest of the troops anyway.

I guess the one possible issue is someone snap-firing at a Mechanised Company "Command" Chimera while the SHQ or CHQ are still loaded.  Maybe for the Mechanised and Gorgon companies changing "Command Chimera/Gorgon" to "CHQ Chimera/Gorgon" in the company cards would solve this.

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 12:39 pm 
Brood Brother
Brood Brother

Joined: Mon Aug 28, 2006 2:35 pm
Posts: 246
Location: Sheffield, England

(zap123 @ Apr. 30 2007,06:24)
QUOTE
Ok, hadn't picked up on the "or more than 10cm from things in their pinning class" change ( a V5 change?).  That does help explain the question (and makes HQ much less of a protection).  Still, I think leave it alone.  For IG, who doesn't have some form of bodyguard unit for an Arty company?  Now you just have 2 reasons to do it.  For most cases it's not going to make any difference as the HQ is up with the rest of the troops anyway.

I guess the one possible issue is someone snap-firing at a Mechanised Company "Command" Chimera while the SHQ or CHQ are still loaded.  Maybe for the Mechanised and Gorgon companies changing "Command Chimera/Gorgon" to "CHQ Chimera/Gorgon" in the company cards would solve this.

It does seem to be new to v5, and I do like the 10cm rule..  Arty companys do usually get a bodyguard, and that's good as well.  Really, HQ's were too well protected before.  But I don't see why a Leman Russ HQ should get protection and not a infantry HQ in it's own vehicle.

The transport issue goes beyond IG CHQ's.  As it stands an IG CHQ or SHQ (or any HQ characters for that matter) is targetable from anywhere, if it gets in any transport what-so-ever (including it's own), under any circumstances.  Rendering the transports as almost useless.

This is probably a rule too far, but it might even be a solution to give the HQ ability to anything which transports a HQ unit, but only while it's transporting it.  Essentially it's a reversal of the Core rule about transports.  I think the 10cm rule makes this far more reasonable then the old rule would have, and not too annoying.  Just another possiblilty to annoy everyone with,  :D  as my previous suggestion wouldn't be clear about which transport in a mechanised infantry unit would be HQ (for the section HQ to use).  Why shouldn't he get in any vehicle he wants?


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 4:04 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia
I think it'd be easier just to drop the 10cm rule....we certainly never noticed it.

The transport for most IG companies' CHQ is redundant as they can keep up with the rest of the troops fine without it :)  I never load my guys up anymore....used to have to load up your Commissar to keep up with the Rough Riders, but he's on a horse too nowadays so the problem is solved.  As I said, the exception would be the Mechanised Companies.  For the Mechanised Section HQ...just make it the last one left alive in the detachment is always the SHQ.

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 4:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 20, 2005 8:45 pm
Posts: 11149
Location: Canton, CT, USA
For mechanised detachments, I always paint the Section HQ with something distinctive so it's readily apparent which one is the section HQ.

_________________
"I don't believe in destiny or the guiding hand of fate." N. Peart


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 11:11 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA

(loofnick @ Apr. 30 2007,07:39)
QUOTE

(zap123 @ Apr. 30 2007,06:24)
QUOTE
Ok, hadn't picked up on the "or more than 10cm from things in their pinning class" change ( a V5 change?).  That does help explain the question (and makes HQ much less of a protection).  Still, I think leave it alone.  For IG, who doesn't have some form of bodyguard unit for an Arty company?  Now you just have 2 reasons to do it.  For most cases it's not going to make any difference as the HQ is up with the rest of the troops anyway.

I guess the one possible issue is someone snap-firing at a Mechanised Company "Command" Chimera while the SHQ or CHQ are still loaded.  Maybe for the Mechanised and Gorgon companies changing "Command Chimera/Gorgon" to "CHQ Chimera/Gorgon" in the company cards would solve this.

It does seem to be new to v5, and I do like the 10cm rule..  Arty companys do usually get a bodyguard, and that's good as well.  Really, HQ's were too well protected before.  But I don't see why a Leman Russ HQ should get protection and not a infantry HQ in it's own vehicle.

The transport issue goes beyond IG CHQ's.  As it stands an IG CHQ or SHQ (or any HQ characters for that matter) is targetable from anywhere, if it gets in any transport what-so-ever (including it's own), under any circumstances.  Rendering the transports as almost useless.

This is probably a rule too far, but it might even be a solution to give the HQ ability to anything which transports a HQ unit, but only while it's transporting it.  Essentially it's a reversal of the Core rule about transports.  I think the 10cm rule makes this far more reasonable then the old rule would have, and not too annoying.  Just another possiblilty to annoy everyone with,  :D  as my previous suggestion wouldn't be clear about which transport in a mechanised infantry unit would be HQ (for the section HQ to use).  Why shouldn't he get in any vehicle he wants?

Hi!

Its new to 5.0. It was implemented precisely to avoid all these targeting HQ rules.

IF your that close... you can shoot it....  :;):

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Mon Apr 30, 2007 11:13 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA

(zap123 @ Apr. 30 2007,11:04)
QUOTE
I think it'd be easier just to drop the 10cm rule....we certainly never noticed it.

The transport for most IG companies' CHQ is redundant as they can keep up with the rest of the troops fine without it :)  I never load my guys up anymore....used to have to load up your Commissar to keep up with the Rough Riders, but he's on a horse too nowadays so the problem is solved.  As I said, the exception would be the Mechanised Companies.  For the Mechanised Section HQ...just make it the last one left alive in the detachment is always the SHQ.

Hi!

I'm not strongly attached either way, keeping the 10cm rule or not.

Reach a consensus and clear up as needed.

I'm okay either way.

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Tue May 01, 2007 3:06 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia
Well, the 10cm thing is a biggish deal for Guard and PDF armies, particularly with things like Arty CHQs, and possibly the odd unit like Techmarines.  In these sort of cases I think it could just be something the player has to deal with and counter with deployment.

The "are transports of HQs HQ too?" thing is a seperate issue that can be avoided, where necessary, by changing the description in the Army Card.  So far I only see it as being significant for IG Mechanised companies.  Personally, I dont think IG should have Mechanised Companies anyway, so I suggest leave it as is :)

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Tue May 01, 2007 9:28 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
Hi!

Agreed.

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Tue May 01, 2007 9:54 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 20, 2005 8:45 pm
Posts: 11149
Location: Canton, CT, USA

(zap123 @ Apr. 30 2007,22:06)
QUOTE
Well, the 10cm thing is a biggish deal for Guard and PDF armies, particularly with things like Arty CHQs, and possibly the odd unit like Techmarines. ?In these sort of cases I think it could just be something the player has to deal with and counter with deployment.

The "are transports of HQs HQ too?" thing is a seperate issue that can be avoided, where necessary, by changing the description in the Army Card. ?So far I only see it as being significant for IG Mechanised companies. ?Personally, I dont think IG should have Mechanised Companies anyway, so I suggest leave it as is :)

Zap, I pretty much agree, too.

Just out of curiosity, why are you against IG having Mechanised companies? Do you think that only Tech Guard should have them? (sorry for the thread hijacking  :p )

_________________
"I don't believe in destiny or the guiding hand of fate." N. Peart


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Wed May 02, 2007 2:11 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia
Yup, pretty much.  When released around the time of Titan Legions the Mechanised Infantry companies were Tech Guard only.  Personally I think IG get too much stuff in the V5 Army book.  The old school Imperial Guard were massed foot sloggers who's only (above ground) mechanised option was the slow "urban assault" Gorgons.  The Tech Guard were their much better equipped cousins with Chimera based mechanised companies making them a higher-tech, mobile but less numerous force.

Now there isn't really a Tech Guard anymore....they are just Knight households.

I'm making a PDF force to replace my old IG army as they more closely match the original Imperial Guard IMO.  Only problem is without access to any Titans or Knights I think they are going to get smashed by some armies.

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Wed May 02, 2007 5:53 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Apr 09, 2007 12:55 am
Posts: 470
Location: Germany

(primarch @ May 01 2007,21:28)
QUOTE
Hi!

Agreed.

Primarch

hi i have another qeastion:

do the damage table for super heavies also apply to knights? and what about creating a damage table for knights like titans or preatorians have? and by the way can a techmarine repair knights?


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Wed May 02, 2007 4:54 pm 
Brood Brother
Brood Brother

Joined: Mon Aug 28, 2006 2:35 pm
Posts: 246
Location: Sheffield, England

(zap123 @ May 01 2007,03:06)
QUOTE
Well, the 10cm thing is a biggish deal for Guard and PDF armies, particularly with things like Arty CHQs, and possibly the odd unit like Techmarines.  In these sort of cases I think it could just be something the player has to deal with and counter with deployment.

The "are transports of HQs HQ too?" thing is a seperate issue that can be avoided, where necessary, by changing the description in the Army Card.  So far I only see it as being significant for IG Mechanised companies.  Personally, I dont think IG should have Mechanised Companies anyway, so I suggest leave it as is :)

Mech companies do spoil the character somewhat.  Maybe they should be sneakily dropped before too many people get them and don't want to give them up.  Of course they are only optional, so I'm not fussed.

So long as the standard transports get HQ, then I'm mostly happy- so I'll agree to just having more clarity on the army cards.

[EDIT: actually deleted a post,  and then reposted as the edit functions gone wrong again.  Edit was to delete a bit of stupidity in my origanal post]


Top
 Profile Send private message  
 
 Post subject: The HQ-Rule due to Techmarine
PostPosted: Wed May 02, 2007 11:09 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Mar 27, 2006 2:47 am
Posts: 3065
Location: Brisbane, Australia

(darkangel @ May 02 2007,05:53)
QUOTE

(primarch @ May 01 2007,21:28)
QUOTE
Hi!

Agreed.

Primarch

hi i have another qeastion:

do the damage table for super heavies also apply to knights? and what about creating a damage table for knights like titans or preatorians have? and by the way can a techmarine repair knights?

Knights aren't Superheavies.  They are in the same pinning class, but dont 'count as'.

Knights don't need a template.  They are not much bigger than vehicles and only have 1 crewman.

Mechanic affects "Vehicle, Superheavy and Walker class" (core rules), so no, a Techmarine cannot repair Knights.

_________________
Fire bad, tree pretty - Buffy


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 7 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