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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

SotonShades
03-25-2012, 05:09 AM
I like the idea, though I can forsee most players only using a couple of the shell types, so the 175 points tag seems a bit hefty at the moment, especially if only one of the vehicles in the formation is firing and the rest can fire normally.

I'd also change the wording of a couple of the rules to match up more to the current codex wordings (something FW are slowly striving to do). For instance, the Gas Shells. Rather than pointing the hellstorm template at the firing vehicle, placing it and rolling for scatter, then allowing the player to rotate the template so the narrow end is no further from the firing vehicle than the wide end (more similar to the rules for ranged template weapons such as the hellhound varieants).

I'm also a bit confused about the smoke shells have an apocolyptic barrage. I'm actually a little confused as to how a single vehicle could fire a line of smoke that didn't lie more or less tangential to it's line of fire. Maybe it would make sense to use the multiple barrage rules from the main rulebook to allow you to make a wonky line across a few 5" blasts? Using a multiple blasts as some multiple of the number of vehicles firing (more tanks means a longer line).

Also, did the formation get to use these shell types once per game, or keep firing the same types every turn if they wanted?

alexofthatilk
03-26-2012, 02:39 AM
first, thanks for the imput
wording has never been my strong point, so corections are realy apreciated, and that one works nicely
the smoke shells shouldn't have been apoc barage, but 5" templates, that was a hold over from a previous version (where they were a scatering apoc barage template), will definatly go with the multiple barage templates, though might bump it up to 7" template to even it out, though that might be too big
the idea was that the one vehicle could use one amunition once per turn, but there is no limit to the number of times per game (i wanted to limit how many could fire mostly for balance isues)
what points cost would you recomend? 100pts?
again thanks this is all realy helpful