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2014/05/11 16:42:09
Subject: Saving Guardsman Ryan: Imperial Navy landing ships, including a Baneblade carrier....
Isn't the Taurox taller and bulkier than any existing Guard chassis?
Also, I don't know about normal sentinels, but drop sentinels fit into the back of a valkyrie, or a sky talon can carry two of them or a single tauros assault vehicle, which is basically a light jeep.
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
2014/05/11 18:59:57
Subject: Saving Guardsman Ryan: Imperial Navy landing ships, including a Baneblade carrier....
Advice appreciated -- listing individual vehicles is tricky. I'm guesstimating how much capacity each takes up based less on volume than on weight (err, mass?), since available space tends to be the limiting factor for infantry but weight tends to be the limiting factor for vehicles. (I presume that tall walkers like Sentinels are able to squat to fit and sort of shuffle out on their knees...).
With that in mind, I'd be eager for critique as to whether I've put different Imperial vehicles into the right weight classes.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
I've revised the Overlord as well now: No Ceramite, most of the weapons now have Skyfire (but not Interceptor, so they're useless against ground targets), and clearer rules on vehicle capacity -- which I'll add to the Juno if people think they make sense.
Overlord Heavy Assault Lander: 855 points The Overlord can carry a hundred Guardsmen, a platoon of tanks, or a single Baneblade-class superheavy. While hardly the Imperial Navy's largest landing craft, it is the largest the fleet will routinely land under enemy fire, making it a favorite of Astra Miltarum commanders seeking to do what the Guard does best: Throw masses of men and metal at the enemy as fast as possible. Indeed, the Overlord is so large by the standards of anyone but the Navy that it can flatten enemy infantry and crush tanks as it lands while keeping its passengers safe inside -- until, of course, the assault ramp drops and opens the door to hell.
Rules
Spoiler:
BS:3 Armour:12/12/12 HP:9
Force Organization: Lord of War
Unit Type: Vehicle (super-heavy flyer, hover, transport)
Unit Composition: 1 Overlord
Wargear:
Two twin-linked lascannons (in two turrets, one forward and one rear, both with Skyfire)
Four twin-linked heavy bolters with Skyfire (front right, front left, back right, back left; both with Skyfire)
Four Hellstrike missiles (forward firing)
Four Hellfury missiles (forward firing)
Special Rules:
Assault Vehicle
Anti-air weapons:
The Overlord is primarily armed to defend itself against enemy fighters, relying on its missiles and sheer mass to clear the way on the ground. The Overlord's lascannon and heavy bolters have the Skyfire special rule.
Smash Landing:
While in hover mode, an Overlord may end its move with a Smash Landing. Each unit -- friendly or enemy -- with at least one model even partially under the Overlord's hull (not its wings) at the end the Overlord's move must roll on the Stomp Table, as if stomped by a super-heavy walker. Resolve the effects immediately (do not wait for the assault phase). The owning player of any surviving model must then move it so it is at least 1" away from the Overlord's hull.
The Overlord may not move during its next Movement Phase after a Smash Landing.
The Overlord may not Smash Land atop a building, flyer, swooping flying monstrous creature, gargantuan creature, flying gargantuan creature, or a super-heavy vehicle, walker, or flyer.
Transport Capacity: 100 models
The Overlord may carry multiple units, Bulky and Very Bulky models, and vehicles.
Takes up space equal to 10 models: Scout Sentinel, Drop Sentinel; Tauros (any type)
= 15 models: Armoured Sentinel, Dreadnought (any type), Penitent Engine, Taurox, Thunderfire Cannon
= 20 models: Chimera, Hellhound (any type, including Bane Wolf or Devil Dog), Hydra, Hunter, Immolator, Oriflamme Scout Tank, Razorback, Repressor, Rhino, Stalker, Taurox Prime, Whirlwind, Wyvern
= 30 models: Basilisk, Exorcist, Manticore, Predator (any type), Vindicator
= 35 models: Leman Russ (any type)
= 40 models: Deathstrike Missile Launcher, Land Raider (any type)
= 90 models: Baneblade (any variant)
Access points: one front, one left, one right. Vehicles may only embark and disembark from the front ramp.
Fire points: none.
Costing
Spoiler:
Start with Thunderhawk Gunship (685 points)
-1 BS on a superheavy: -30 points
Remove Thunderhawk cannon: -100 points? Really guessing here.
Remove POTMS on a superheavy: -30?
Remove Ceramite on a superheavy: -30?
Total subtractions: -190
Convert four Stormstrikes to Hellstrikes: 0
Convert two Stomstrikes to Hellfuries: 0
+2 rear armour on a superheavy: +60
Add two Hellfury missiles: +20
Twin-link both lascannon: +20
+70 passengers @ 3 pts each: +210
Smash Landing: 50 points? Really guessing again.
Total additions: 360 points
685 - 190 + 360 = 855
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
The burning pits of Hades, also known as Sweden in summer
SisterSydney wrote: most of the weapons now have Skyfire (but not Interceptor, so they're useless against ground targets)
'Useless' is a dangerous word.
I doubt anyone would call snap shots 'useless' after seeing what Lootas can do to aircraft.
Why does the Armoured Sentinel take up 50% more space than the Scout when the model is not larger?
Your formula for passengers does not work since additional passengers become less and less useful the more you have. Therefore you should not add a flat 3 points per capacity, instead, reduce it to 2 and eventually 1 when you have reached high enough.
A TFC can fit in a pod, even with its Techmarine following, so it should be 10.
How the feth is a Leman Russ 75% bigger than a Hydra? Or Repressor? Or Wyvern?
Taurox should both take 10. Can stretch to 15. None of them should be 20. They simply are not that big, are they?
Deathstrikes do not take twice as much space as Manticores.
This message was edited 5 times. Last update was at 2014/05/13 13:13:41
True, snap shots sometimes hit, and the Overlord has enough heavy bolter shots to make it count, plus twin-linking on the lascannons gives you a much better chance of hitting on a snapshot. What I'm trying to convey is that giving a weapon Skyfire but not Interceptor isn't an upgrade, since what it gains against flying targets it loses against ground targets.
I'm basing vehicle requirements on (guesstimated) weight rather than volume. Vehicles (being mostly metal) are much denser than living creatures (which are mostly water), so I figured mass would be the limiting factor.
As for passengers -- well, maybe, but you could equally well say there're economies of scale, so that dropping 100 passengers in one place all at once is better than dropping 33 passengers in 3 places.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
I like this idea, but I honestly think they shouldn't be able to lift off again in the timescale of a battle. Thunderhawks are designed to be able to perform insertions, extractions, and air support in a single package, so it makes sense that they'd be designed to hover and shift flying modes and all that fun stuff. Marines simply use a mobility-focused style of warfare. Guard, on the other hand, don't do anything quickly. Once they arrive, they're there until the objective is achieved or they're wiped out to a man. While it makes sense they'd have a use for quick insertions to supplement failing forces, they'd probably design a vehicle that's only good for a one-way trip (in the short term, that is. Not a disposable vehicle like a drop pod, but one that will require maintenance and refueling before taking off again).
I'd probably say something like the following:
One Way Trip: When this craft arrives from reserves, it may Zoom, but once it switches to Hover mode it must remain in Hover mode. Once it lands, it becomes Immobile (but does not lose a hull point).
Forward Firebase: Once this vehicle lands, from that point forward it is treated as a Building with the same Armor Values, gains x fire points, y units may disembark per turn, blah blah blah.
2014/06/05 00:55:55
Subject: Saving Guardsman Ryan: Imperial Navy landing ships, including a Baneblade carrier....
Now that's an interesting idea. Not sure about converting over to a fortification, because that's complex rules-woes, but the idea of it gaining fire points should be easy to implement.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.