RE: [Epic] Capitol Imp.

From: Miller, Chris <CMiller_at_...>
Date: Thu, 11 Dec 1997 10:24:57 -0600

>>> Weapons outload? I don't think it should have as much armament as
>>> a warlord, so I'll go for three fixed weapon "slots." A Megacannon
>>> and a Heavy Barrage will help its troops in assault, and add a standard
>>> 8 FP. The big guns are both chosen to aid assaults.
>>>
>
>I think it should just stick with a series of 1 High FP gun _at_ the front (the
>Behemoth Cannon)
>I mean, that was one seriously destructive gun (if in range) 4 Blast markers
>at whatever the BP was..... Nice :-)
>So I think 1 High FP gun, with a medium range,
>And then on the sides, 2 medium FP guns.
>Say one at about 12-16FP for the front,
>And about 6-8 for the sides?
>Ranges, humm, 50 tops.........
>
>
>But I dont think something like that would have anything like a mega cannon
>(which I think is rather naff anywayz)....
>But the heavy barrage, I suppose I am open too, but the CI was built for
>close support, not longer range quibbling......
>
>So what says youz lot?
-------> It fired four infantry-harming barrage markers in one shot in
SM/TL so I think Megacannon might be understating it, if anything. I'd
at least give it that, and some FP, say 2 batteries of 8 each. This is
roughly equivalent to a Reaver's firepower. Add in the higher shield
factor and the transport ability, and I think you have a potentially
useful unit. I believe the idea of this transport vehicle, vs many
others in the game is survivability over speed. (Rhinos would be the
converse).
         Most other transports emphasize speed, so this is a slightly different
philosphy, one which didn't work in 2nd ed because offense pretty much
always won out over defense, so even 6 shields was not enough to justify
the risk of placing units inside. Reasoning: 30 Imp Gd stands take a
minimum 30 shots to wipe out. Put them inside the CapImp, and it take 7
shots (6 shields + 1 more for the vehicle, and don't lecture me on the
armor save as it was simple to arrange things so the 7th shot was from
something with at least a -3 mod).
        Now, with the change to E40K, well #1 the consensus seems to be a speed
of 15, which is an improvement over normal infantry (unlike SM/TL) so
there's one reason to use it. Secondly, WarEngines now can take multiple
hits, so the thing is much more resistant to enemy fire. Finally, and
perhaps more importantly, carried infantry now survive on a 4+, so even
if the thing is wasted, that company on board is no longer a full
auto-kill(and free VP's for the enemy).

        SO, my take is:
                I like these stats, I'm just not sure about a points cost. I think
something in the Warlord neighborhood feels right.
                And, I may try to buy off my buddy's unit just because it's useful
given these stats...

Chris Miller

P.S: If you go by the 1st ed stats, I'd try a megacannon, 2 AT shots,
and 2 batteries of 4 FP each. Those Heavy Plasma Guns pretty much
defined AT...

P.P.S. I've tried a game or two of SM/TL with the "passengers live on a
4+" rule now, and I must say the game changes quite a bit if you have a
force with numerous transport vehicles. We've done SM vs SM (Horus!) and
SM vs my heavily mechanized Ork force,and there's a lot more manuver
happening than there used to be. Chaos is the next experiment, as I have
a fairly mobile chaos force (rhino's and various engines). The only time
I can see fairness issues coming up is if you have a mobile vs a
non-mobile (say nid's or maybe squats) game, because if you don't use a
ot of transports, this rule doesn't really help you...


>
Received on Thu Dec 11 1997 - 16:24:57 UTC

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