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Imperial Fists Development

 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 3:45 am 
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A few questions regarding new(er) units:

1. Titanhammer terminators. FF5+? I can see this being quite a discussion point...

2. Thunderfire cannon. I am not going to be a 'hard-arse' on this topic and will just go with what people would prefer in a list. The current stats that I can find (Apocrypha of Skaros 1.0e) are listed as folows:

Thunderfire Cannon
INF 15cm 5+ 6+ 5+
Thunderfire Cannon 60cm 2xAP4+/AT6+, Ignore Cover OR Disrupt
Choose either Ignore Cover or Disrupt each time the Cannon fires. The whole formation must use the same ability.

Are these the stats people envision? I know little about the gun other than what I see, and what I see should be LV, but like I stated, I will go with what people advise
Also, the movement, is 15cm logical? Should it be 10cm or (due to the epic scale) have a MV of 0?

3. Support Weapons. Should I look more at the Mossian support weapons (as to be used in the fortifications - sorry I do not have the book with me at work), or should I stay more in line as what the Apocrypha of Skaros has with the Heavy Bolter and Lascannon tarrantulas? If the latter, 10cm move or MV0? Also, is it worth having either of these two - as in do they really add anything to a formation?

There is also the idea of 'sentry guns' with 0 MV set up with a formation. It's a little fiddly (do they move if the formation moves and if not, are they destroyed for being out of coherency?)

Sorry, I know I am throwing out a fair few questions, but I would rather this be a list on concensus rather than just the domain of the stand-in AC doing it. It was one of the 'visions' when I decided to take this on, and I think it is working out pretty well so far.

Thanks in advance.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 3:51 am 
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Dobbsy wrote:
Just as a brainstorm - if they're going to be a defensive army then you want "objective denial to the enemy" as your GT objectives focus in my opinion....

e.g the enemy has to attack well defended objectives in your half of the board etc. You could then focus the list on slower moving troops and npt have the need for typhoons etc


All good ideas. Firstly the list needs to get to a stable point to see if these are viable. The immediate questions that come to mind is whether they are necessary or could they form part of Total War with a Seige game? No reason however (like nids), that they could not have different objectives for a GT, however it would have to be well thought out and tested so as not to disadvantage armies made for the GT game.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 4:35 am 
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frogbear wrote:
A few questions regarding new(er) units:

1. Titanhammer terminators. FF5+? I can see this being quite a discussion point...

Thunder Hammmers don't shoot. FF 0. I would either make a formation of these or 2 stands swapped out of a normal Termie Formation. But with the split formation it might be too good? I would stick with just a formation of Thunder Hammers and that's it for the list.

frogbear wrote:
2. Thunderfire cannon. I am not going to be a 'hard-arse' on this topic and will just go with what people would prefer in a list. The current stats that I can find (Apocrypha of Skaros 1.0e) are listed as folows:

Thunderfire Cannon
INF 15cm 5+ 6+ 5+
Thunderfire Cannon 60cm 2xAP4+/AT6+, Ignore Cover OR Disrupt
Choose either Ignore Cover or Disrupt each time the Cannon fires. The whole formation must use the same ability.

Are these the stats people envision? I know little about the gun other than what I see, and what I see should be LV, but like I stated, I will go with what people advise
Also, the movement, is 15cm logical? Should it be 10cm or (due to the epic scale) have a MV of 0?


I have no idea. I thought someone mention BP 1 with IC or Disrupt option? Or something else? As for LV or INF, I'm not sure. Maybe even mounted INF? Move should be 10 or 15. I don't think they warrant 0. I would like to see a formation and as upgrades.

frogbear wrote:
3. Support Weapons. Should I look more at the Mossian support weapons (as to be used in the fortifications - sorry I do not have the book with me at work), or should I stay more in line as what the Apocrypha of Skaros has with the Heavy Bolter and Lascannon tarrantulas? If the latter, 10cm move or MV0? Also, is it worth having either of these two - as in do they really add anything to a formation?

I don't know what the Mossian weapons are, but I would like to see the Tarantula. As a small formation or as upgrades. Movemnet 0 but able to transport them in a Rhino?? Drop Pods?? Option of Twin Las or Twin Heavy?


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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 5:20 am 
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The Thunderfire does not deserve BP. The Whirlwind barely does, and it's stronger than the Thunderfire. Plus, the Thunderfire's a direct fire weapon.

The Thunderfire stats I used were, IIRC, taken from the Thunderfire discussion thread. They had at least some community acceptance.

I went with movement 10 because it reflects the fact that Tarantulas do have SOME strategic mobility (from crew, servitors, grav-engines, or any number of other methods), but that they're not exactly tactically maneuverable.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 5:26 am 
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Simulated Knave wrote:
The Thunderfire does not deserve BP. The Whirlwind barely does, and it's stronger than the Thunderfire. Plus, the Thunderfire's a direct fire weapon.

The Thunderfire stats I used were, IIRC, taken from the Thunderfire discussion thread. They had at least some community acceptance.

I went with movement 10 because it reflects the fact that Tarantulas do have SOME strategic mobility (from crew, servitors, grav-engines, or any number of other methods), but that they're not exactly tactically maneuverable.

There ya go, no BP.

Did Thunderfire get cut from your list??


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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 10:41 am 
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frogbear wrote:
A few questions regarding new(er) units:

1. Titanhammer terminators. FF5+? I can see this being quite a discussion point...

FF -. They have no guns.

Quote:
2. Thunderfire cannon. I am not going to be a 'hard-arse' on this topic and will just go with what people would prefer in a list. The current stats that I can find (Apocrypha of Skaros 1.0e) are listed as folows:

Thunderfire Cannon
INF 15cm 5+ 6+ 5+
Thunderfire Cannon 60cm 2xAP4+/AT6+, Ignore Cover OR Disrupt
Choose either Ignore Cover or Disrupt each time the Cannon fires. The whole formation must use the same ability.

Are these the stats people envision? I know little about the gun other than what I see, and what I see should be LV, but like I stated, I will go with what people advise
Also, the movement, is 15cm logical? Should it be 10cm or (due to the epic scale) have a MV of 0?

Stats seem roughly fine to me. Maybe LV, maybe movement 10cm.

Quote:
3. Support Weapons. Should I look more at the Mossian support weapons (as to be used in the fortifications - sorry I do not have the book with me at work), or should I stay more in line as what the Apocrypha of Skaros has with the Heavy Bolter and Lascannon tarrantulas? If the latter, 10cm move or MV0? Also, is it worth having either of these two - as in do they really add anything to a formation?

Take the standard Tarantulas, rather than making up your own stuff, or using Imperial Guard equipment.

Whatever Simulated Knave says, he's jumping through some quite tortuous logic loops to claim that Tarantulas are used as a mobile asset in battle, as he's working against direct and unambiguous statements to the contrary.

Move 0cm.

Quote:
There is also the idea of 'sentry guns' with 0 MV set up with a formation. It's a little fiddly (do they move if the formation moves and if not, are they destroyed for being out of coherency?)

Tarantulas should be a small formation of their own, so that this doesn't occur.

Don't forget to include the AA tarantula too. That would be very useful when besieged.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 11:02 am 
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Formations:

Thunderfire Defence Battery:
4 Thunderfire Cannons

Automated Defence Force:
3 Tarantula Sentry Platforms, 2 Hyperios Platforms, 1 Hyperios Command Platform

Perhabs:
Ancients Assault Force:
4 Siege Dreadnoughts or Ironclad Dreadnoughts in any combination.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 12:09 pm 
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I would go for Thunderfires as upgrades.
Tarantulas - formation of 4, can be transported by everything that can carry dreadnoughts or terminators.
AA Tarantulas - Formation of 4 as above - 3 AA guns, 1 control module.
Dreadnoughts - 4 dreds

Tarantulas speed 0, AV, save 5+, cc 6+ FF5+, Twin Heavy Bolter 30cm AP4+, Twin Las 45cm AT4+, mount 2-3 to a base. Maybe 150 for 4 to start with?
AA Tarantula - single, 3 AA/1 control
speed 0, AV, save 6+, cc 6+ FF6+, Twin AA launcher 30cm AA5+, special rule control unit, mount 1 a base.
Or - 3 AA/1 control units with multiple on each stand
speed 0, AV, save 5+, cc 6+ FF6+, 2xTwin AA launcher 30cm AA5+, special rule control unit, mount 2-3 to a base, maybe 150 for 3/1 to start with?
Or - Each stand has 2 launchers and 1 control unit
speed 0, AV, save 5+, cc 6+ FF6+, 2xTwin AA launcher 30cm AA5+, mount 2-3 to a base, no special rule, 250 for 4?

Would also bring in a techmarine character, something like gives


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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 12:19 pm 
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Quote:
Tarantulas speed 0, AV, save 5+, cc 6+ FF5+, Twin Heavy Bolter 30cm AP4+, Twin Las 45cm AT4+, mount 2-3 to a base. Maybe 150 for 4 to start with?

I'd make 'em LV's.

Tarantulas can be destroyed by Bolter fire in 40k, they're that weak, they have an even worse armour rating than Sentinels, due to any glancing or penetrating hit automatically destroying them.

So something like:

Name: Tarantula Sentry Gun
Type: LV
Speed: 0cm
Armour: None
FF: 6+ (5+)
CC: None

Weapons:
- Multi Melta - 15cm, MW5+ and Small Arms, Macro Weapon
OR
- Twin Lascannon 45cm, AT4+
OR
- Twin Heavy Bolter 30cm, AP4+ (Changes FF rating to 5+)
Notes: A Tarantula Sentry Gun may be armed with one of the weapons listed above

Formation of 6 for 150 points.


Also the AA Tarantula formation:


Name: Tarantula Hyperios
Type: LV
Speed: 0cm
Armour: None
FF: 6+
CC: None

Weapons:
- Hyperios Launcher - 60cm AT4+ / AA4+
OR
- Targeting Tracker
Notes: A Tarantula Hyperios may be armed with one of the weapons above.
May only fire AA weapons if there is an unsurpressed Targeting Tracker Tarantula in the formation


Formation of 3 Launchers and 1 Tracker for 150 points.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 12:28 pm 
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I would do this (LV = 1 model per unit):

Tarantula Sentry Platform
Type Speed Armour CloseCombat Firefight
Light Vehicle 0cm 5+ 6+ 5+
Weapon Range Firepower Notes
Twin Heavy Bolter 30cm AP4+ -
OR
Twin Lascannon 45cm AT4+ -
Notes: The Tarantula is armed with either Twin Heavy Bolters OR Twin Lascannons, not both!.

Hyperios Platform
Type Speed Armour CloseCombat Firefight
Light Vehicle 0cm 5+ 6+ 5+
Weapon Range Firepower Notes
Twin Hyperios Missile Launcher 30cm AA5+ -

Formation = 3 Tarantulas + 1 Hyperios transportable by Thunderhawks as if they where Dreadnoughts (so all 4 units will fit in and take up all transport spaces)

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 12:33 pm 
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BlackLegion wrote:
I would do this (LV = 1 model per unit):

Tarantula Sentry Platform
Type Speed Armour CloseCombat Firefight
Light Vehicle 0cm 5+ 6+ 5+

Don't see how you could justify armour 5+, it's got 10/10/10 all round in 40k (The worst you can get, like a Sentinel) plus a special rule that makes it even more vulnerable (It never rolls on the damage table: any damage of any kind destroys it)

How to justify CC6+ ?
It's a static machine, shouldn't have any CC at all.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 12:55 pm 
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You are right.
No armour (but you could argue that a Tarantula is really small and becauseof this can take advantage of terrain) and no CC ability should be ok.
I would set them up in fortified positions anyway :D

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 1:17 pm 
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Well I am trying to keep transport Thunderhawks out of this list for the main point of not having the list play as a Vanilla list. The only one that exists is a bomber with no transport capacity.

For now it would be good to see if the list can stand as a defensive Siege list that moves forward to gain ground in an arduous ground combat.

Now that is a lot of information on the tarantulas. Very good. As MV-0 they could all potentially set up garrisoned and in fortifications which I guess is the idea.

It is late and I cannot think straight right now, but I will get to work on this as early as tomorrow. I guess if the list grows, it will be easier to cut things back after the fact.

My biggest concern is transporting troops. So far it looks as if (without Rhinos) the cheapest options are Land Raiders (no matter what type) and they are all far from cheap.

Thanks all

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 2:21 pm 
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Quote:
Whatever Simulated Knave says, he's jumping through some quite tortuous logic loops to claim that Tarantulas are used as a mobile asset in battle, as he's working against direct and unambiguous statements to the contrary.


Because why present what I think when you could oversimplify and omit to your benefit, right? <_<

I mean, that's why I gave them a movement stat that's slower than infantry. Because I can't get over the idea of super-speedy mobile Tarantulas. Not for issues such as playability. Just because I think Tarantulas should zoom across the terrain, gambolling merrily over obstacles.

Anyway.

On Speed

"In every version of an Epic-scale game I can find where they've had rules, they've been mobile. And always for the same reason.

Codex Titanicus (1989) - gravitic base which allows it to traverse rough terrain easily
Armies of the Imperium (1991) - 10cm move on charge. Gravitic reaction motors
Squat Tarantula in Ork and Squat Warlords (1992) - 10cm move on charge. Possesses gravitic reaction motors.
EDIT: Epic 40,000 Armies - Support weapons (which encompasses Tarantulas) have a 10cm move - the same as basic SM Infantry. :EDIT

It was man-portable in Space Crusade, as well. Furthermore, I'm not clear on how two or three Space Marines and Servitors couldn't manhandle a weapon system around if necessary in any case."

A speed of 10cm does not make them a mobile asset. It barely makes them mobile at all. They are immobile in 40K. But Epic represents a larger timescale. While in the course of a 40K battle a Tarantula may be set up and left alone to do its job, at Epic level it seems quite possible (and even probable) that the Tarantulas may be moved around somewhat in order to deal with the battlefield circumstances changing. Not far, and not fast - but it would seem very strange if they couldn't move at all. Indeed, last I checked, Epic did not have any immobile units. Indeed, last I checked, nothing moved slower than 15cm.

Bulky artillery pieces and the Rapier Laser Destroyer are apparently quick enough to deserve 15cm movement speeds - so giving the Tarantula 10cm or 5cm to represent the possibility of its crew/custodians manhandling it around when new situations arise seems quite in keeping with the larger scale of the game and the more mobile nature of Epic (where things generally seem to have their mobility slightly overestimated for playability's sake).

Anyway, I went with mobile (but quite slow) Tarantulas for reasons of playability, an ability to represent the various iterations of the Tarantula, and to keep it more consistent with the overall philosophy of Epic.

At minimum give them a 5cm speed so they can get into Rhinos more easily. Complete immobility seems likely to make them massively inconvenient to work with. Also, despite what E&C may claim, there is background justification for Tarantulas riding in Rhinos. I didn't make it an option in the Apocrypha because it just felt weird (and because giving them transport DID make them a mobile asset), but if they're going to be 5cm (or 0cm), they should have some transport.

On Type

In regards to LV vs. INF - Tarantulas, IMO, should be INF. It's consistent with all the other artillery pieces and would well represent the fact that immobile batteries are usually camouflaged better. They're also kind of small (or, at least, some of the models are. I admit I don't know how big the new ones are).

My Version

For reference, my Tarantulas have:
Tarantula MkI (Heavy Bolter)
INF 10cm Sv 6+ CC 6+ FF 5+ TL Heavy Bolter 30cm AP4+

Tarantula MkI (Lascannon)
INF 10cm Sv 6+ CC 6+ FF 5+ TL Lascannon 45cm AT4+

CC 6+ would represent any crew/custodians which might be hanging around and the fact that heavy bolter shells to the face at close range are still unpleasant. I think I'd likely remove CC from the LC variant, now that I think about it.

Sv 6+ is because, dammit, they still have SOME armor.

Cost is 175 for three HBs and two LCs.

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 Post subject: Re: Imperial Fists Development
PostPosted: Fri Oct 08, 2010 2:34 pm 
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Quote:
Because why present what I think when you could oversimplify and omit to your benefit, right?

No, because you want a tarantula to be this, like it was 15-20 years ago, a man-portable heavy gun:
http://www.solegends.com/citcat911/c204 ... ault-m.htm

When actually, for the last ten years it's been this, a static robotic sentry gun:
http://www.forgeworld.co.uk/Images/Prod ... aranhb.jpg

Quote:
giving the Tarantula 10cm or 5cm to represent the possibility of its crew/custodians manhandling it around

There are no crew. No custodians. It's a static, robotic, autonomous, sentry gun.

Quote:
there is background justification for Tarantulas riding in Rhinos

Not in an active battlefield situation. The same text you're referring to there (Imperial Armour) also takes pains to note how Space Marine Tarantulas are never moved *during a battle* as Marines regard devoting manpower to that task to be a waste of resources.

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