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Made in au
Hurr! Ogryn Bone 'Ead!







honestly, the vanquisher was great in the 3rd edition codex .... can switch between normal shells and AT shells, got vet crew..... it was win win .. its had 96 range too lol not like that was really helpful

to make it viable again, why not the following;

Vanquisher basic cost = 200 pts for that you get the ability to switch between 72" S8 AP2 (AP down from 3 to reflect longer barrel and thus higher velocity) ammo and AT ammo, veteran crew ( giving it the acegunner ability from the old armored company list ie re-roll misses if you roll a 1 and re-roll scatter dice if you choose. In addition it ignores the crew shaken results ), co-axle storm bolter and lascannon on the hull, smoke launcher and searchlight

can be upgraded with sponsors etc...

then if you wanna be mean you add knight commander for total of 250 pts...

This message was edited 3 times. Last update was at 2011/04/08 04:23:10


W/L/D
5/2/0 2500
5/1/2 2500 http://www.dakkadakka.com/wiki/en/XIV%20Legion%207th%20Company

2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle 
   
Made in us
Warp-Screaming Noise Marine





Manhattan, Ks

If you give it the choice to shoot a big blast or it's 2 D6 shot then no one would ever take a normal leman Russ anymore, the vanquisher would just be a normal Russ that could choose between blast or straight shot

"Decadence Unbound..."

10,000+


 
   
Made in au
Hurr! Ogryn Bone 'Ead!







yes, thats why GW had the 0-1 rule for the vanquisher reintroducing it would fix this no problema

W/L/D
5/2/0 2500
5/1/2 2500 http://www.dakkadakka.com/wiki/en/XIV%20Legion%207th%20Company

2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle 
   
Made in gb
Worthiest of Warlock Engineers






preston

I think that the rules are great but the points is to low.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in de
Regular Dakkanaut




The Forgeworld rules for vanquishers are ace.

co-axial heavy-stubber: fixes all problems; chances to hit at least once out of three are good, so the vanquisher-cannon becomes twin-linked => lot more reliable at BS 3.

And, please: The change from AP 3 to 2 was not that important at all against its main target - tanks - although it could shred some terminator-characters.
But I'm against AP 1, that, in combination with the coaxial stubber, would be overpowered (and to similar to melta weapons)
   
Made in au
Hurr! Ogryn Bone 'Ead!







yeah i agree with you, the AP 1 idea is bad, bad, bad ... turning it into a melta weapon is not what a vanquisher is meant to be

W/L/D
5/2/0 2500
5/1/2 2500 http://www.dakkadakka.com/wiki/en/XIV%20Legion%207th%20Company

2nd edition: Blood Angels
3rd edition: Imperial Guard
4th edition: Iron Warriors
5th edition: Death Guard
6th & 7th edition: taking a break - power creeep (lethality of game) became too hot to handle 
   
 
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