Re: [Epic] [E40K] Squats -- After Review:

From: David Lado <lado_at_...>
Date: Tue, 10 Jun 1997 08:40:01 -0400 (EDT)

>> As I've said before, the Colossus is a *far* superior fighting machine
>> to the Leviathan, as well. And the Cyclops, while closer to the
>> Leviathan in general firepower (weaker, in fact), has the Hellfury
>> Cannon. If you keep 'em seperate, then we've got a list of five SHVs so
>> far. (3 Chassis, Overlord, Land Train.) Yes, that's more than any
>> other race. But you also need to keep in mind that the Squats don't
>> have any kind of normal tank -- the SHVs are their specialty. Let 'em
>> keep 'em.

>Good point, war engines are the variety in a squat force. Wouldn't want
>to repeat the mistake that happened with ork everything ->
>battlewagons.

I would actually go the other way. Give the squats only an empty
leviathin chasis (same as normal leviathin minus megacannon).

The squat player can them spend some amount of points (about 25pts)
to fit any 3 of the following weapons:

1 mega cannon
2 Deathray
3 Heavy barrage
4 weapons battery (8 pts)
5 one shot missle racks (vortex missle)*
6 melta-cannons (4 AT with 15 cm range)
7 transport (4) **
8 Oversized plasma engine (+5 cm speed, +2 voidshields)*

* can only be chosen once
** Free option

This would allow the squat player to customize what ever kind of vehicle
he wants.

 
>Hellbore is the cowardly lion of the superheavies in 2nd ed. though.
>I'd like to see some tunneler rules that allow them to be played more
>aggressively. Suggestions appended.
>
>> I'd actually say that we're quite close to a canonical list; the points
>> of contension right now are:
>> 1) Thunderers (which will, I b'lieve, end up as standard heavies)
>> 2) Flyers (involving Overlords & 'copters)
>
>Thunderers as heavies (3 fp?) seems fine.

I think he means thunderers have 2 fp. I think this is the best option
since it is simpler and more consistant with the other heavies. Also,
as someone else pointed out, thunderers in SM/TL have identical shooting
stats as thunderers and a fp of 2 in e40k.

>> Issues that haven't been resolved/discussed at all:
>> 1) Specific stats for:
>> - gyrocopter (see above)
>> - Thunderfire Cannon
>> - Thudd Gun/Light artillery (barrage vs. 2 FP)
>> - Goliath (Hvy. Barrage vs. Mega-Cannon)

How bout:
            speed Range FP Assault Armour Special
gyrocoptor 40 30 3 1 4+ Skimmer
Thunderfire 10 45 3 0 5+ Flak
Thudd Gun 10 45 2* 0 4+ Artillery
Goliath 10 90 mega-cannon 0 5+ Artillery

* I like giving them fp instead of a barrage, since a barrage is for
heavy artillery, and I don't think thudd guns qualify as heavy arty.
Mole mortars would also fall into this category (I would lump them
together as "field artillery")
                                                                                                                                                                                              
>> - Tunnelers (as in 1st or 2nd edition Epic?)

>Instead of 1st ed secret moves for tunnelers the models are placed on
>the table by themselves (subterranean) or on their carrier (aboveground)
>as per the scenario. A carrier on special orders may launch it's
>tunneler, which is given separate orders.

If you want to make tunnelers distinct from drop pods, this is how I
would do it. It is simple and requires a minimum of special rules.
To further simplify them, I would say the carrier remains off board
and the tunnelers always enter as reserves (like drop pods).

Actually, I would prefer the drop pod method, since it is simpler
still, and requires no new rules.

David
Received on Tue Jun 10 1997 - 12:40:01 UTC

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