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Old January 4th, 2009, 22:26   #1 (permalink)
BB-Dawg
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Default Feedback for homemade Apocalypse Lightning formations

I have an Apocalypse game coming up in a couple weeks and wanted to see the GW community thinks of a couple of formations I put together. I don't really care what kind of edits anyone wants to make, I'm just looking for balanced and playable formations.I'm playing an IG army with Daemonhunter allies and backed up with some air support. I tried to follow the fluff for these guys so I came up with a pair of formations that fit both roles. One role is air support and the other is ground.Anyways, off to the formations!Formation: Lightning Interceptor SquadronPoints: 125 +modelsRestrictions: The unit must consist of 3 Lightning Fighters, one of which is the commander. Since this is an interceptor squadron none of the fighters can be fitted with bombs. All fighters in the squadron must be similarly armed.Special Rules: Strike Force: All models in the squadron must be within 6" of the squadron commander.Interceptor: When targeting other flyers the Lightnings weapons count as being an anti-aircraft weapon (rolling to hit using the BS as normal instead of needing 6's).Flares and/or Chaff: Flares and Chaff are launched to fool enemy fire aimed at the aircraft. If any Lightning takes a Vehicle Immobilized result on the Flyer damage table then re-roll the result. The second result must stand even if it's another Immobilized result. The launcher only works once.At times during cataclysmic battles entire squadrons of Lightning fighters are brought to bear to wear down the enemy. A nearby airbase must be ready to re-arm and refuel large numbers of these fighters, but also be ready to adapt to the changing battlefield conditions. I planned this formation around one of the strategies in Apocalypse Reloaded. Normally when a strategy is used it is a one-time use. This formation gives the player at least one more chance to reload. If you think about it, flyers enter battle on turn two. If they completely use up any one-shot munitions in that turn, they can leave and attempt to re-arm in turn three. If the roll is successful they'd return in turn four. In turn five they leave to re-arm, and if successful return in turn six. This strategy is only good if the game lasts that long and the player gets lucky re-arm rolls. I pushed the points value up a bit because this also allows the player to re-fit their aircraft with different one-shot weapons than what they started with.Formation: Lightning Strike SquadronPoints: 200 +modelsRestrictions: The unit must consist of 3 Lightning Fighters or 3 Lightning Strike Squadron, one of which is the commander. All fighters in the squadron must be similarly armed.Special Rules: Strike Force: All models in the squadron must be within 6" of the squadron commander.Disengage and Re-arm: Instead of making a normal move the squadron is removed from the table to re-arm and refit. In the following turn's movement phase roll a die for the entire squadron that is "at the air base". On a 4+ they may re-enter battle with any one-shot weapons that had been used up now replenished with a different munitions load.For example: If a Lightning fighters load of bombs was expended it may now re-join combat with a complement of Hellstrike missiles. This roll also applies to the nose autocannon.If the roll is failed the squadron remains off-table again in the following turn to attempt a re-roll.Anyways, let me know what you think!
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