alexofthatilk
03-25-2012, 04:08 AM
i realy like the concept of the dominus bombard from imperial Armour apocalypse second edition, and wanted to make a formation based around them. i originaly was going to respec the hellbreaker battery (as fluff wise, domius are suposed to be more common) but eventualy have come up with the folowing concept. any sugesions or the like would be apreciated
Hailfire battery
Pts: 175+modles
Formation: 3 dominus armoured bombards, one baneblade or stormlord with the command tank upgrade
Rules:
Strike force: must start the game deployed within 24” of the command tank, if they move on from reserve, they must enter the table within 24” of the command tank
The strike force is equipped with a number of specialist shells:
Each turn a bombard (and only one per turn) may choose to fire one of the following ammunition types:
Smoke: range 12”-60”, S-, AP-, apocalyptic barrage special
treat as a 24” blind barrage attack (pick two points up to 24" apart, roll scatter on both, the line imbetween them blocks LoS till next turn).
Gas: shells loaded with the same chemicals used by the bane wolf. Range 24”-60” S-(2+) AP 4, hellstorm template, ignores cover saves. roll scatter as normal and place the centre of the large end of the teardrop there. the narrow end of the tear drop points towards the fireing vehicle (alternatly might use the helstorm bombing run rulles, but this one felt better)
Star-shell: range 12”-60”, S-, AP-, special: choose 3 points on the map (the second and third point must be within 24” of another flare) and place 7” templates there. Role d6 for scatter, if an arrow is rolled then roll an extra d6. Anything under the shell can be seen even if night fighting is in play.
Siege: range 12”-60”, S10, AP1, ordnance barrage 3, small blast, roll 2d6 for AP
Hailfire battery
Pts: 175+modles
Formation: 3 dominus armoured bombards, one baneblade or stormlord with the command tank upgrade
Rules:
Strike force: must start the game deployed within 24” of the command tank, if they move on from reserve, they must enter the table within 24” of the command tank
The strike force is equipped with a number of specialist shells:
Each turn a bombard (and only one per turn) may choose to fire one of the following ammunition types:
Smoke: range 12”-60”, S-, AP-, apocalyptic barrage special
treat as a 24” blind barrage attack (pick two points up to 24" apart, roll scatter on both, the line imbetween them blocks LoS till next turn).
Gas: shells loaded with the same chemicals used by the bane wolf. Range 24”-60” S-(2+) AP 4, hellstorm template, ignores cover saves. roll scatter as normal and place the centre of the large end of the teardrop there. the narrow end of the tear drop points towards the fireing vehicle (alternatly might use the helstorm bombing run rulles, but this one felt better)
Star-shell: range 12”-60”, S-, AP-, special: choose 3 points on the map (the second and third point must be within 24” of another flare) and place 7” templates there. Role d6 for scatter, if an arrow is rolled then roll an extra d6. Anything under the shell can be seen even if night fighting is in play.
Siege: range 12”-60”, S10, AP1, ordnance barrage 3, small blast, roll 2d6 for AP