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I just want to hear some opinions for an idea that I have followed for some time now.
My army is mostly infantry with light infantry, close order drill, sharpshooters so far.
To support the boys in an adequate way and as I do not like sentinels I came up with the following:
Mobile Support Platoon
The platoon, with has much in common with sentinel squadrons, consists of two vehicles. Armoured, treaded, open topped. Armour values:12/10/9 (back is open)
Armed with one autocannon or lascannon or heavy bolter, equipped with voxcaster, it cancels the entry for support platoons in the codes.
It does not need an additional officer/HQ because of the voxcaster (that's the main difference from normal support platoons).
According to the VCR the cost will be around 80-100 points for one vehicle.
(Inspiration were the german marders from WII, which used the chassis of obsolete tanks and mounted light anti tank guns).
Like the idea, sounds interesting. Personally i'd make the rear AV 10, as you cannot go lower than 10 on a veichle (I think). Instead of canceling the support platoon option, why not use it instead of attached fire support squads - attach it to your HQ choice.
Last thing - post an image when you get round to building it.
OK, rear armour 10. I just wrote it all from memory, don't have my papers here on vacation
I just thought about replacing the sentinels in the army list with my creation.
I can already send you pictures via e-mail (not quite done, painted and ready but still missing some imperial eagle icons).
I used a 1:35 scale model marder II
No, you can have AV9, the entry describes it as being the AV for a civilian vehicle, so I would assume an open rear on a vehicle would count as AV9. Also, what size is it? Normal or small?
Assuming it is normal sized, the points would be:
HB - 60pts
AC - 70pts
LC - 70pts
I don't believe you can give them Voxcasters...
"Through most of the war we fought as nobles might. Never betraying, never decietful. But there came a point where tripping the soldier next to you might mean another day of life..."
That's right, not with the official VCR, but it would go along with my idea of a mechanised force. All units advancing under one commander's orders. The Voxcasters replaces the support platoon's HQ (the light tanks are expensive enough pointwise )Originally Posted by Huitzilopochtl
The size would be normal, my model is nearly the same size as a Leman Russ.
Fr now I have the army as follows:
2 Infantry Platoons (60 soldiers)
1 mobile support platoon (not quite sure, either Fast Attack or HQ choice)
1 Leman Russ
In our gaming club I should have no problems using this design.
But I'm still open for tips.
I would use the mobile support platoon as a fast attack choice - makes more sense than a HQ choice.
The problem with the idea is that as a normal-sized vehicle, you would only get one per slot on the Force Organization chart (and I'd agree that they fit in as a Fast Attack choice). Light vehicles can be taken in squadrons of up to three (for example, like land speeders), but they can't have a combined armor value of more than 40. I sketched out a design for a similar vehicle that I'll detail below so you can see my thoughts, but your's isn't bad. The one question I have is "What's the point of vox-casters?" Vehicles don't have or use leadership, and they're not Improved Comms. It has no real effect on the vehicle itself, save aesthetics (which you can just slap a communications relay on the back to fulfill). Vehicle squadrons/platoons don't use command groups anyway if you consult books like Imperial Armour. The senior most officer just rides in one of the vehicles of his unit. So no real need for confusing voxes that don't serve a purpose.
Half-Track Scout (Yeah, the name sucks. Right now its more a description than anything):
Light Vehicle, Small, Fast, Open-Topped
Cost: 25 points + weapon
Options: The Half-Track Scout must be equipped with a weapon from the following list: Autocacnnon at +25 pts, Heavy Bolter at +15 pts, Heavy Flamer at +10 pts, Heavy Stubber at +10 pts, Hunter-Killer Missile at +10 pts, Meltagun at +10 pts, or Multilaser at +25 pts.
The VDR rules are bent a small bit to get the armor 9 on the rear for the exposed crewmen, but that's nothing big. The only weapon on your list that didn't make it here was the lascannon, simply because I felt it was too heavy of a weapon for such a small vehicle. If everyone else thinks it definitely needs to be on there (perhaps to make the vehicle comparable to a sentinel) then I'd probably price it at around 35 points. This design gives you a lot of flexibility and allows for a couple odd, but characterful designs: for example, a squadron of them equipped with heavy stubbers, or each one mounting two HK missiles (one from the weapons section, one from vehicle upgrades)....sue me, I had the opening scene from Terminator in mind, where the guys in the back of a truck are shooting down a flying Hunter-Killer robot with surface-to-air missiles. :p
/\ /\ /\ /\ I think that the gaurd have needed a whirlwind of sorts. An indirect (Missile) 4. It would be enormously awesome. It shoots directly at BS2 representing how inaccurate missles without fins are.
By the way. A single gaurdsmen can carry a lascannon. Why couldn't a light tank?
We also need a vehicle as a moble weapons platform because I would take two vehicles over three heavy weapons.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
We've already got the Basilisk, and if you get into Imperial Armour, we also have the Griffon, Bombard, Manticore, and I think one other type of artillery weapon. So why really the need for a missile bombardment tank? (note: I'm not totally opposed to the idea, the thought of something like a Chimera stripped down and replacing its troop complement with a battery of missiles or HK missiles is kinda cool.)
And if you want to get technical, it takes two men to haul a lascannon around, and that's why we have heavy weapon [i]teams[/b] unlike other armies. :p And I guess the reason I'm reluctant to slap lascannons onto these vehicles is because its a very heavy weapon, and the "Half-Tracks" are fast vehicles....something the Imperial Guard has a grand total of one other fast vehicle: the Salamander. And it mounts a heavy bolter and an autocannon. Putting a lascannon on a fast vehicle for the guard seems inappropriate. The Sentinel can carry one, but it plods along at the same pace as a basic guardsman. Meanwhile, a half-track with a lascannon can zip around the board 12" each turn, sniping at the enemy's rear. It would be fun, but doesn't seem to fit Guard methodology much. However, the other weapons options are much less unbalancing, with the only other anti-tank weapons being a 12" meltagun or a HK missile with limited ammunition. See what I mean?
Well I was gonna add one more option to the above entry for my "half-tracks" but I became stumped. The thought occurred to me that the weapons on the Support Sentinel produced by Forgeworld would probably be an appropriate option for this vehicle as well. With that thought in mind, I strolled over to the FW site to dig up the stats for their weapons and figure out a point cost to mount them on my vehicle....but the experimental rules seem to have disappeared off the site. (I'm guessing because it appears in Imperial Armour 3, which I don't have access to) If anyone out there has them, either a post here or a private message would be greatly appreciated.