|
Post by respirator on Nov 29, 2013 15:59:38 GMT -5
Ive just rediscovered the updated version of the forge world army list for the Imperial Guard Tank Battalion. (version 1.1)
So under the new rules for allies you can ally with a tank battalion for an almost unlimited combinations of tanks that you would otherwise have to squadron.
1. Is this broken in and of itself?
2. The Commissar Tank gives LD10 to 'all imperial guard units within 6" ' This is an incredible crossover of rules between allies when you consider blob squads. The way the rules read it seems that this could be combined with a Distinctive Paint Scheme for an imperial navy aircraft to basically allow you to sort your leadership out with your vehicles.
3. Ace crew skills. Some are just a bit handy and maybe balanced like re-rolling the distance for covering difficult terrain. Others seem downright broken and highly abusable like allowing your main Ordnance to be fired twice for a fraction of the points of the tank.
4. Artillery Strikes seem cool but highly inaccurate on the surface. When you consider that they have to be rolled for as reserves and so enemy tar gist will likely be close to your line or actually making a mess of it they seem pretty dangerous/disastrous. I do like the idea of calling down a massive bombardment on your own position though, when you know the day is lost.. like the final scene of platoon.
5. TANKS.
That is all
|
|
|
Post by hendrik on Nov 29, 2013 16:49:53 GMT -5
those rules are outdated and have been replaced by the rules in imperial armour volume one,second edition...
|
|
|
Post by respirator on Nov 29, 2013 16:56:32 GMT -5
Ahh Volume1 but 2nd edition.. Thats where I was getting confused thanks.
Seeing as this thread is now dead.. If you got a spare minute do you mind heading over to the beginners board and advising me on how best to get my old models on the table. I'm basically asking what special weapons to buy in order to make my old models vets so I can start gaming asap. (and as cheaply as possible!)
|
|