Specialist Arms Forum
Battlefleet Gothic => [BFG] Discussion => Topic started by: Pembo on February 18, 2011, 04:14:16 PM
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Hey everyone, I've decided to get back into BFG after a few years break. In the past i've played as both IN and Tau, but I fancy something a little different.
I recently discovered the Rogue Trader Exploration Fleet list, so i'm thinking of making a fleet based around this.
500pts
Flagship
1 Rogue Trader Cruiser
Squadron 1
2 Recommissioned Escorts
Squadron 2
2 Armed Freighters
3 Cargo Transports
Squadron 3
2 Armed Freighters
3 Cargo Transports
Squadron 4
2 Heavy Transports
Advanced Shielding
TOTAL: 495
Any Comments? The Heavy Transports could be used as Fuel Ships, which could be used as suicide ships due to their increased chance of exploding and killing everyone nearby. I'm not too keen on how the list limits you to 1 escort squadron per rogue trader cruiser.
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Fluffy, nice. paint it,.
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Fluffy, nice. paint it,.
Thanks. I have a few old Imperial and Chaos Cruisers, so I think i'll be converting the rogue trader cruiser from one of those.
The plan is to scratch build most of the ships main structures, then made modules to add, like cargo modules or weapons battery modules so I can easily make all the variant Freighters (Armed, Unarmed, Escort Carriers)
The plan is to use these is I ever include Xenos Ships
http://spartangames.co.uk/shop/image/cache/FAAP04-500x500.jpg
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Hey everyone, I don't know if people have read the Rogue Trader Exploration Fleet List that has been sent to GW to make official, however I have a few queries about the list.
Firstly, the The Best Money Can Buy rule states that the Xenotech Systems refit list can only be used by rogue trader cruisers and escorts, not by other reserves or allied vessels in the fleet. However, can they be taken by cruisers that are part of the main fleet list e.g. a Lunar Class Cruiser or Carnage Class Cruiser. If they can't take these refits then surely it would have been detailed in their individual entry and not in the fleet list.
Thanks
Pembo
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I'd say that those cruisers are not allies but part of the main fleet list. Therefore they may take the refits. I'm not entirely sure though, so you may wish wait for additional confirmation from someone else.
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I'd say that those cruisers are not allies but part of the main fleet list. Therefore they may take the refits. I'm not entirely sure though, so you may wish wait for additional confirmation from someone else.
Yeah, I think that's the way I interpreted it. Thanks :)
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Firstly, the The Best Money Can Buy rule states that the Xenotech Systems refit list can only be used by rogue trader cruisers and escorts, not by other reserves or allied vessels in the fleet. However, can they be taken by cruisers that are part of the main fleet list e.g. a Lunar Class Cruiser or Carnage Class Cruiser. If they can't take these refits then surely it would have been detailed in their individual entry and not in the fleet list.
The key here is the fact there is a "reserves and allies" section of the fleet list seperate from the cruiser options an RT Exploration fleet can have. So yes, a Lunar or Carnage purchased (along with a normal RT cruiser) in the normal fleet may have a Xenotech System for the price. Any vessel "reserved in" (meaning the fleet has three cruisers already), may not have a Xenotech system. For example, if you have two RT cruisers, one Lunar, and you reserve in a Dominator, the Dominator cannot recieve a Xenotech System upgrade but the two RT cruisers and Lunar may.
-Zhukov
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The key here is the fact there is a "reserves and allies" section of the fleet list seperate from the cruiser options an RT Exploration fleet can have. So yes, a Lunar or Carnage purchased (along with a normal RT cruiser) in the normal fleet may have a Xenotech System for the price. Any vessel "reserved in" (meaning the fleet has three cruisers already), may not have a Xenotech system. For example, if you have two RT cruisers, one Lunar, and you reserve in a Dominator, the Dominator cannot recieve a Xenotech System upgrade but the two RT cruisers and Lunar may.
-Zhukov
Okay thanks. That's exactly how I imagined it to be.
So for example in my fleet I could have a Rogue Trader Cruiser, a Murder Class, an Endeavour and a Dauntless, and all of these ships could take an xenotech system, after paying the relevant price of course.
Does this also apply to escorts? So could I take a Recommissioned Escort Escort and give it advanced shielding for example? I'm inclined to think that this is fine, but I thought i'd make certain that's how the list is intended.
Thanks again
Pembo
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So for example in my fleet I could have a Rogue Trader Cruiser, a Murder Class, an Endeavour and a Dauntless, and all of these ships could take an xenotech system, after paying the relevant price of course.
Yep!
Does this also apply to escorts? So could I take a Recommissioned Escort Escort and give it advanced shielding for example? I'm inclined to think that this is fine, but I thought i'd make certain that's how the list is intended.
Yes it applies to the Xenos, Recommissioned, Iconoclasts, and Cargo Vessel escorts as well. What it does NOT apply to is the Auxiliary escort vessels as they are described as allies in the Reserves and Allies section.
-Zhukov
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Okay that's great. That's how I interpreted the rules. Just thought i'd check that was how they were meant to be.
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Hey all, i'm back on so it's time to get fleet building!
I've got a 'combat patrol' style game tonight against chaos so the small points amount should hopefully favour me.
Veteran Rogue Trader - 50pts
Rogue Trader Cruiser - 185pts
Dauntless Light Cruiser - 125pts
3 Armed Freighters - 60pts
3 Cargo Transports - 30pts
TOTAL: 450pts
I've also starting thinking about what models to use to represent different types of ships etc. For cruisers i'm just going to use the GW models of course, however when it comes to things like armed freighters, cargo transports etc it gets a little more complicated.
Armed Freighters - Thinking of using Sorylian Frigate models from Firestorm Armada. They're almost half the price of the forgeworld freighters and they're cylindrical shape looks quite freighter like to me. Does anyone own these models? If so what do they think of them?
Cargo Transports - Not too sure about these, I'm thinking I may have to buy the armed freighters from forgeworld and just cut the weapons off.
Xenos Escorts - Heres where i have the most options. I'm currently looking at the Full Thrust miniatures range from ground zero games. I'm thinking of possibly using Tallahachie class destroyers or maybe Kra'Vak heavy strikers as my xenos escorts. Does anyone own these? Would they look too small alongside imperial frigates?
I also like the look of the defence monitor ship pack from GW, however i'm not too sure how I could incorporate them into my fleet. I guess I could count the small ships as bombers or something, the defence monitor could be a recommissioned escort I guess.
So many decisions....
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In GothiComp 2011 you can find my Rogue Trader cruiser. ;)
I kitbashed my freighters, xenos etc.
Please report back on the game. :)
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I'll make sure to let you know how I get on.
I've been looking at Demiurg ships and i'm wondering whether they would add some much needed firepower to my rogue trader fleet. I'm not really sure if they're worth their points seeing as they try to disengage when they become crippled.
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Firestorm has some sweet looking models have you thought about any of the other races for more variety?
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Firestorm has some sweet looking models have you thought about any of the other races for more variety?
Hey, well I was looking at the Aquan Prime ships to possibly use as xenos escorts, however i'm not too sure now.
I'd like to include some firepower in my fleet, so i've been looking at the Demiurg ships, however I really don't like the fact that they attempt to disengage when they are crippled, since i'll mainly be playing one off games. I don't know if it would be better to just take a few allied cruisers, and if so which cruisers should I take?
I have some Imperial and Chaos cruisers I could use, but I think I fancy using either Eldar or Tau cruisers, not sure which would be best though.
I think i'll be playing an ordnance heavy chaos fleet most of the time, so do people think I should counter it with my own ordnance in the form of Escort Carriers/Allied Cruisers or not?
Cheers
Pembo
I've come up with a 1500pts list now, although its not totally completed. Comments Please :)
Rogue Trader Cruiser - 255pts
Veteran Rogue Trader
Advanced Shielding
Rogue Trader Murder Cruiser - 205pts
Advanced Shielding
Endeavour Light Cruiser - 110pts
Stronghold Commerce Vessel - 350pts
3 Armed Freighters - 60pts
3 Armed Freighters - 60pts
6 Cargo Transports - 60pts
3 Escort Carriers - 180pts
Heavy Freighter - 40pts
TOTAL: 1320pts
REMAINING: 180pts
I've got some firepower in the form of the RT cruiser, Murder cruiser and Stronghold.
FP9 from 3 Armed Freighters seems pretty good to me for 60pts.
I'll also have 9 attack craft squadrons, including some assault boats.
I realise that I should probably include some escorts in the list, but i'm not too sure whats best for 180pts.
Any feedback would be appreciated.
Cheers
Pembo
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Well I finally had a game with the Rogue Trader Fleet.
My list was as follows:
- RT Cruiser
Vet Rogue Trader
Advanced Shielding
- Murder Class Cruiser
Advanced Shielding
- Endeavor Light Cruiser
Advanced Shielding
- Endeavor Light Cruiser
Advanced Shielding
- 3 Armed Transports
TOTAL: 780pts
I only had 3 armed transports on stands or I would have used more.
Opponents fleet consisted of
- Hades Class Heavy Cruiser
Chaos Lord
Mark of Nurgle
- Devastation Class Cruiser
- Carnage Class Cruiser
- Carnage Class Cruiser
TOTAL: 835pts
Turn 1: The RT fleet advanced, with the endeavors firing torpedoes to force the chaos ships into maneuvering. The Chaos fleet advanced and launched bombers from the devastation.
Turn 2: Bombers flew towards the Rogue Trader cruiser, but were shot down by some lucky shots from the armed freighters. The torpedoes forced my opponent to split his fleet, leaving the heavy cruiser isolated. The Hades traded lance fire with my murder, but luckily the 3 shields of my cruiser absorbed all the hits.
Turn 3: The murder again opened fire on the hades, but only succeeded in taking down its shields. The Hades decided it had had enough from my murder, and unleashed all of its firepower on my murder, succeeding in crippling it, despite my brace for impact rolls. With only a few hits remaining there was little the murder could do. on the other flank the RT cruiser, transports and an endeavor were engaging the 3 chaos cruisers, this didnt look oood...
Turn 4: Since the RT Murder class was so heavily damaged it decided to disengage. The endeavor that had been escorting the murder decided to ram the hades. It succeeded on both its all ahead full and ramming leadership tests, causing 3 points of damage and destroying the shield generators on the hades. However in return the little endeavor took 2 points of damage, which combined with earlier damage crippled it.
Needless to say it didn't go well on the other side. I did significant damage to one of his cruisers but with 3 cruisers against a cruiser and a light cruiser I never expected it to go well.
* I think in the future I need to bulk out my fleet a bit more with armed freighters and see how that goes. May have to use some heavy freighters too, but I really don't like the fact that they only have 15cm batteries.
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OK, first up, really weird choice for points cost. Your opponent could've dropped the MoN to make it a closer battle. You could've also used some other escort to stand in for an armed escort giving you both 800 pt flat fleets (which are just 750 pt fleets with a fleet commander added to each). Having not done either of these things you could've run the Murder as a Carnage and given the Endeavours 6+ front armour. This would give you maximum survivability (which you seem to be fond of since you take the extra shield). I would also have given the Carnage the targeting system in this case, since it would be hanging back and not likely to be targeted.
Apart from that, I'm really curious as to how the Hades managed to cripple the 3 shield Murder unaided. You mentioned that it "unleashed all its firepower". That's, what, 10 WB + 2 lances? He managed to score 7 hits from that? What did you do, let him get into your fore arc at close range on LO?
Also, why did he feel it necessary to move away from your torpedo salvoes? They were tiny, not worth moving for. Lastly, what were his Carnages doing throughout all this? I would've thought they'd have done considerable damage on the way in. Those two alone would've been able to do 2 damage past the shields of the Murder per turn.
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Hey, it was only a quick game with one of my mates, we hadn't played in a while, so we wanted to get used to the rules.
I don't really know why he was so desperate to avoid the torpedoes, the odds of causing damage with a strength 2 salvo are really low. All of my light cruisers did have the 6+ prow. My murder only managed to strip the shields of his heavy cruiser, I think. He then broadsided the murder with his heavy cruiser and crippled the murder.
My endeavor damaged his heavy cruiser by ramming it, but crippled itself in the process.
His other 3 cruisers were in the opposite flank, engaging my other endeavor and my rogue trader cruiser, I managed to cripple one of his cruisers and heavily damage another, but both of my cruisers were crippled in the process.
The next game we play will definitely be equal points, most likely 1500. In that I'm hoping to take a pair of endeavors, a pair of dauntless' , my murder, my rt cruiser. I'm thinking of taking a squadron of 6 armed transports since that's all I have models wise. then I'm thinking of using some emissaries that I recently ordered.
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Try keeping the 6+ prow off as that lowers their turning. The light cruisers strength lays in their ability to out maneuver enemy cruisers. Get in his rear and let him feel the pain.
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Okay thanks, I'll give it a go. I normally try and make my ships as survivable as possible. Maybe I should give my light cruisers the speed related xeno system to let them get behind the enemy quicker.
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First of all I'd play the Endeavours as having both the 90° turn and 6+ prow. The rules are stupid, they should have both. If you were playing the either/or rule then I'd just not use them at all, as they really aren't worth it. However, assuming you will play them and will use the either/or rule then I'd recommend the 6+ prow, at least in this instance. In this list the Endeavours are not being used to support the line, they're used in the line (particularly noticeable as you've given them the extra shield). In which case it is far more important for a line cruiser to have the armoured prow than the extra agility.
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The extra shield is nice too tho? Play around with it and see what works best.
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The extra shield is nice too tho? Play around with it and see what works best.
The extra shield is nice, particularly on the Endeavour which is really a light ship of the line. Of course, the Endeavour is really under gunned for this role, and even with the prow armour and extra shield is still not as durable as a full line cruiser. At 140 pts this ship is too expensive compared to a regular 180 pt line cruiser. The only saving grace would be the 90° turn rate, which it should have on top of the prow armour, but even that really isn't that fantastic (20 pts for a shield is expensive). If this ship were taken solely to support the line and not to make up the line then I would recommend the targeting system over the shield. The Endeavour is a line-breaker and as such it's quite feasible that you'll be shooting at 2 abeam targets. Getting a double left column shift is a sizeable increase in firepower under these circumstances. In fact, you'll get as much firepower as a Dominator in the same circumstances.
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Thanks for the suggestions guys.
I think i'll try using the endeavours with 90 degree turns and 6+ prow and see how they do. I think I need to keep my fleet together more. I'll try my endeavors with advanced shielding again and also with the targeting matrix. Like you said Sig, it should be useful when firing at abeam ships.
I might try using the Murder as a Carnage and see how that goes.
I think it would also be good for the RT fleet list to have access to Defiants and Endurances. It would make sense to have light cruisers providing AC support seeing as no other capital ships in the fleet have access to them.
I think i'm going to have to make Armed Freighters a much higher proportion of my fleet, for 20pts they're not too bad with FP 3 @ 30cm range. Its a shame the heavy freighters don't have longer range guns or i'd definitely use those more.
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it is but the armed freighters loose most of their transport capacity. I doubt that they would want to lose that on a heavy transport when light cruisers are available.
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Well the current superheavy freighters are worth at most 60 pts with their current profile. Rather than just reducing their price to 60 pts another fix could be to up their firepower and range to suit their high expense. That would maintain their status as a transport and make them viable in a RT fleet.
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I don't know if its entirely viable in a RT fleet, but I'm rather fond of the idea of a mass of desperate and poorly armed freighter captains, fighting a hopeless battle :)
Some merchant coalition or just a bunch of system ships in a trade world trying to defend themselves from chaos invasion or some such, strikes a poignant image. Or a Battle of the Line style battle.
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Yeah I wish the super heavy freighters had a bit more firepower/range, because I would love a fleet centred around 3 or 4 huge freighters.
I guess you could do a swarm style fleet made up of lots and lots of various merchant ships.
Such as 400pts on cruisers then 600pts spent on 10 squadrons of 6 transport ships. Would probably get utterly annihilated but could be fun :P
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Dunno how competative it would be, but it would make one of the best batreps ever.
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Ya im not too sure about that...
Player one moves his rag tag fleet of freighters foward.
Player two plows into them with his warships guns blasting out of all sides while bomber and assault boat waves rain destruction amongst the survivors.
Just a quick synopsis ;)
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A-boats are really apropos against transports. Capture the supplies.
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True, it may all end quickly and badly.
However when you have a squadron of say 5 Armed Freighters thats a FP15 battery for 100pts. Opponents usually underestimate them too, allowing one round of shooting before they get destroyed.
I know some people are unhappy with the current points (90) and stats of the super heavy freighter, so i've designed one i'm more happy with.
SUPER HEAVY FREIGHTER
Battleship/10
5+ Armour
2 Shields
2 Turrets
15cm Speed
FP 6 Weapons Battery 30cm L/F/R
FP 1 Lance Battery 30cm L/F/R
Has enough firepower to scare off pirate escorts, but not enough to do much to a cruiser sized ship.
120pts
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I would up-gun the standard heavy transport. A ship this size would likely have port/starboard firepower, not all LFR stuff. That's the province of escorts. A small amount could be LFR.
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Nice concept: l/r.
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Thats...different. Why wouldnt the cannons shoot towards the front?
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Why would a transport go prow on with the enemy?
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Why would a transport go prow on with the enemy?
would this be a case to riga aft fireing weapon?
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Thats...different. Why wouldnt the cannons shoot towards the front?
Well a turret with a 360° traversable field of fire but no line of sight fore or aft due to ship superstructure would fire L/R. Also, Necron lightning arcs shoot L/R on the Scythe.
Still, I would imagine a super-heavy freighter being just a little more powerful than a heavy freighter and with 30cm range. So instead of 3/3/2 at 15cm maybe 5/5/3 at 30cm. So 2 heavy freighters compared to a single super-heavy freighter would cost less, provide more transport capability, have more firepower and more hits and be more manoeuvrable, but have lower range.
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I don't see a problem with fp 6 weapons on the prow L/F/R and a fire power 1 lance on the dorsal L/F/R. A transport is going to have cargo holds where you would normally see weapons emplacements on a capitol ship. Therefore I dont think L/R specific weapons would really make sense on these.
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Well I based the weaons on the weapons given to a defence monitor. I figured since a super heavy freighter is so huge it would have decent weaponry to defend itself.
I also costed it using the smotherman formula. Normally this overcosts the ships I design but I think this seems about right.
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I don't see why a larger variant of the heavy transport would be armed like a Monitor.
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It shouldnt, but if it was armed like a battlecruiser without port and starboard weapons? that makes sense to me.
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What are people's opinions on the light cruisers available to Rogue Trader fleets. Do people think its viable to make a competitive list without cruisers at all, or would this only be possible with the additions of the endurance and defiant classes?
I'm also contemplating whether I should construct my Kar Durniash cruiser as the standard rogue trader cruiser or as a Lunar Class. I don't really like having to use 4 weapons batteries to construct the standard cruiser when I could be using them to convert dauntless' into Endeavours.
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For Dauntless -> Endeavour you do not need additional weapon batteries. You only need to change the prow, eg cut down lance if you have that variant or fill some torpedo tubes.
Dauntless have port/starboard batteries, so... easy.
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What are people's opinions on the light cruisers available to Rogue Trader fleets. Do people think its viable to make a competitive list without cruisers at all, or would this only be possible with the additions of the endurance and defiant classes?
I'm also contemplating whether I should construct my Kar Durniash cruiser as the standard rogue trader cruiser or as a Lunar Class. I don't really like having to use 4 weapons batteries to construct the standard cruiser when I could be using them to convert dauntless' into Endeavours.
Well, for 205 pts you could get the standard RT cruiser or a Tyrant with the targeting system which would increase firepower in most circumstances to greater than the Lunar while providing some ranged firepower (either 4WB or 6WB but -2 torps). The Lunar on the other hand would cost 195 pts without an upgrade. With the same upgrade the Lunar costs 10 pts more and only really equals the firepower on the Tyrant (without equalling the range) because only half its firepower benefits from the targeting system. You could go for a random upgrade and luck upon the targeting system, but even then you still cost 5 pts more for no appreciable increase in performance. Alternatively you could buy the shield upgrade and use it as a meat shield, but that would be most effective when you use the official squadron rules and 'hide' your other cruisers in the same squadron.
Typically I'd suggest that the extra 2 torps of the Tyrant is better than the extra range on 2WBs of the RT cruiser and that either is better than the Lunar. A squadron of 4 cruisers (2 RT & 1 Tyrant with targeting system, 1 meat shield Lunar with extra shield) you'd get 20 torps, 16 non-range-shifted WBs in the 30-45cm range band and in the 0-30cm range band 30EWBs + 6WBs + 2L each side. Unfortunately you'd never be able to afford to brace and the squadron would cost 830 pts. After taking the Rogue Trader captain you'd not have much left over for anything but a few escorts.
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@horizon
Here's what I've done to try and distinguish the Endeavours from the Dauntless'
(http://i1137.photobucket.com/albums/n515/JoshPembo/BFG/IMAG0226-1.jpg)
Hopefully it'll look better once its seen some paint.
@Sigoroth
What other squadron rules are there besides the official ones?
I like having 2 extra torpedoes with the Tyrant, but I also like the extra turret that the Rogue Trader Cruiser has. :-\
I'm trying to keep the amount of cruisers in the fleet to a minimum, for fluffiness ;D , but I still want it to be slightly competitive. I'm also thinking of including a Tau Explorer to give the fleet some AC support.
I might even field a Demiurg Stronghold too, but I don't really like how it has to try to disengage once it's crippled.
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Sorry for the double post.
Here's my latest 1500pts list.
Rogue Trader Cruiser - 255pts
Advanced Shielding
Veteran Rogue Trader
Murder Class Cruiser - 205pts
Targeting Matrix
Light Cruiser Squadron 1 - 260pts
- Endeavour Light Cruiser
Targeting Matrix
- Endeavour Light Cruiser
Targeting Matrix
Light Cruiser Squadron 2 - 260pts
- Endeavour Light Cruiser
Advanced Shielding
- Endeavour Light Cruiser
Advanced Shielding
4 Armed Freighters - 80pts
4 Armed Freighters - 80pts
2 Tau Emissary Light Cruisers - 240pts
Prow Deflectors
4 Warden Gunships - 120pts
TOTAL: 1500pts
So, how could I make this better? I'm sure there are plenty of ways it could be improved :P
Cheers
Pembo
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Ah, nice bulky Dauntless.
Your list: so an agressive Endeavour squadron and a defensive squadron.
Two core cruisers
Four light cruisers
Two even lighter cruisers
I think the list can do something. But I do think it could benefit from more escorts (at expense of a cl). I also miss transports. I mean, it is a RT fleet. It should habe them.
:)
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@Sigoroth
What other squadron rules are there besides the official ones?
Well there are a number of talks surrounding the squadron rules for capital ships. My own opinion is that capital ships within a squadron should be able to be targeted individually (subject to normal Ld test to avoid firing at nearest ship) and they should also be able to brace individually at their own leadership value rather than squadron value. I also have a different way of resolving leadership/command tests.
I like having 2 extra torpedoes with the Tyrant, but I also like the extra turret that the Rogue Trader Cruiser has. :-\
Indeed.
I'm trying to keep the amount of cruisers in the fleet to a minimum, for fluffiness ;D , but I still want it to be slightly competitive. I'm also thinking of including a Tau Explorer to give the fleet some AC support.
Well, to be honest, I don't see an AC Explorer as being terribly fluffy. A pre-carrier version would be fine, as would any Merchant (there used to be a pdf which had a dedicated transport variant of the Merchant, but I can't find it at the moment).
As for limiting the number of cruisers, well you don't really need to. You just want to make sure that your escort transports outnumber your cruisers by a fair margin. The best way to do this is to blow like 100 pts on plain transports. Maybe another 60-100 on armed freighters.
I might even field a Demiurg Stronghold too, but I don't really like how it has to try to disengage once it's crippled.
If your Stronghold is to be crippled then it must first be shot at. This means you'll be powering up your cutting beam and your opponent won't be focusing his fire on your fragile transports. The Stronghold is fluffy and good.
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I'm curious what your method for leadership/command checks is, Sig.
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Here is the article with Merchant variants:
http://sg.tacticalwargames.net/fanatic/
issue 43
(Lar'shi variants)
I agree with Sigoroth on tranports & Explorer.
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Well, my method is similar to the current one, whereby you choose a single order for the entire squadron and roll a leadership test. Normally you'd compare this roll against the highest leadership in the squadron. In my system you'd compare the roll against each ship's individual leadership. Each ship that passes the test goes on the order, each one that fails does not. Any ship in a squadron that is already on BFI orders cannot benefit from the order the rest of the squadron is using and is considered to automatically fail the test. If at least one ship in the squadron passes the test then the Chain of Command is unbroken and another ship/squadron can attempt to go on special orders. If no ship passes then the Chain of Command has broken down and no further orders may be issued for the remainder of the turn.
This method can result in a squadron falling out of coherency, due to some members passing an AAF, say, and some failing. If so, then that's your bad luck and you have to deal with it.
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Here is the article with Merchant variants:
http://sg.tacticalwargames.net/fanatic/
issue 43
(Lar'shi variants)
I agree with Sigoroth on tranports & Explorer.
Cheers, been looking for this. I'm using my laptop of late rather than my desktop and so I don't have all the pdfs at my fingertips. However, this is not the variant I was talking about. The pdf was of a full Tau fleet and in the defences section had a transport variant of the Merchant.
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Thanks for all the comments. I wasn't expecting them that quick :D
I like the idea of lots of transports but my main issue with that is cost. I also like the armed transports a lot more than the regular ones due to the 30cm range rather than 15cm. I'm hopefully going to buy some Firestorm Armada Terran Frigates at the weekend, giving me an extra 6 transports.
Fair enough, I guess the explorer isn't that appropriate, however since it looks very modular and freighter like I thought it would fit in the fleet. I would have like to use merchants in my fleet rather than emissaries, but again it comes down to cost. £20.50 for a light cruiser is just insane in my opinion, especially when the battleship is the same price.
I will have to have a think about whether or not I want to get a Stronghold. I guess it would add a heavy hitter to my fleet.
Thanks Again
Pembo
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Thanks for all the comments. I wasn't expecting them that quick :D
I like the idea of lots of transports but my main issue with that is cost. I also like the armed transports a lot more than the regular ones due to the 30cm range rather than 15cm. I'm hopefully going to buy some Firestorm Armada Terran Frigates at the weekend, giving me an extra 6 transports.
Fair enough, I guess the explorer isn't that appropriate, however since it looks very modular and freighter like I thought it would fit in the fleet. I would have like to use merchants in my fleet rather than emissaries, but again it comes down to cost. £20.50 for a light cruiser is just insane in my opinion, especially when the battleship is the same price.
I will have to have a think about whether or not I want to get a Stronghold. I guess it would add a heavy hitter to my fleet.
The Explorer is fine as a transport, just not the later Mk 23 or 24. An earlier version in its intended role as a transport works fine. If you paint it in Tau colours then you can use it as a Mk 23 in your Tau fleet. If you're wondering about rules you can use it as a super-heavy transport. I'd likely drop a shield and add a couple of hits and also use the Explorers direct weaponry (at 30cm range) but I would drop the P/S hooks as well as the launch bays in place of cargo holds. Keep the dorsal hook so you can bring an Orca.
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Here is the article with Merchant variants:
http://sg.tacticalwargames.net/fanatic/
issue 43
(Lar'shi variants)
I agree with Sigoroth on tranports & Explorer.
Cheers, been looking for this. I'm using my laptop of late rather than my desktop and so I don't have all the pdfs at my fingertips. However, this is not the variant I was talking about. The pdf was of a full Tau fleet and in the defences section had a transport variant of the Merchant.
....and then it would be this, the infamour Tau list from the past. Xisor/Shinnentai driving force. Opponents of 90* Protectors back then. Ah, the discussions...
how many threads got openend & closed?
www.beerbadger.force9.co.uk/Shinnentai/.../TauCPFarticle.pdf
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Yes, most likely that one. However the link is broken. Got another?
Shin and Xisor still posting somewhere do you know? What about Volandum and Soulstone?
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Can't access that link i'm afraid :(
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This one should work:
http://www.beerbadger.force9.co.uk/Shinnentai/GW/TauCPFarticle.pdf
Volandum: posts frequently on www.warseer.com in the 40k section.
Soulstone: dunno, quit the internetting I guess. He is member on here though. BFG Italia died?
Shinnentai: dunno, quit the internetting I guess. 1 post last year somewhere on this forum iirc.
Xisor: posts on warseer, FFG forum and most of the time on www.thebolthole.org Announced his return to BFG several times, failed to do so every single time.
heh
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Ah, cheers, that one works. The transport Merchant is 2WB@45cmLFR, 2 hooks, 1 shield, 2 turrets, 6 hits@5+ armour, 15cm speed, 3 transport equivalent.
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I kinda dig those LD rules.
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Would be nice to have some merchants. Its just difficult to spend £60 on 3 Light Cruiser sized ships. Might have to have a go at scratch building some.
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+1 scratch build those merchant rules sound good and it would be cool to see some rouge traders with their tau equivalent :D
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The only problem I have is that I don't have any tau bits :p might be a slight issue.