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 Fortifications and trueborn

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Hen Tai, the tentacle guy
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PostSubject: Fortifications and trueborn   Mon Jun 05 2017, 12:46

I've been looking a bit at fortifications. Not very lore friendly, but if you put a ten man squad with trueborn in a bastion, everyone can fire out of it, and the opponent will have to remove 20 wounds of the bastion to get to the trueborn. You can stick a lot of firepoeer in a 10 man squad of trueborn. What do you guys think?

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Von Snabel
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 12:56

I guess Im bad and/or blind but where did you find the rules for the Bastion ?

And that sounds quite neat. Place 2 5 man units with 4 Dark Lances could be quite deadly. (or have I misread the upgrade restrictions of 2 DL per Trueborn unit ? )
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Hen Tai, the tentacle guy
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 13:00

Bastion is in at the end of imp index 2 i think. In the back. A day or two since I read trueborn rules but one would think that a ten man squad should be able to take the same amount of heavy and special weapons as two five man squads.

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Count Adhemar
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 13:07

It's up to 2 Splinter Cannon or Dark Lances and up to 4 Shredders (lol) or Blasters per unit. So a 5-man unit could take 2 DL's and 2 Blasters (the Dracon can't take one but I'd probably give him a PGL).

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Last edited by Count Adhemar on Mon Jun 05 2017, 13:08; edited 1 time in total
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Imateria
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 13:07

@Hen Tai, the tentacle guy wrote:
Bastion is in at the end of imp index 2 i think. In the back. A day or two since I read trueborn rules but one would think that a ten man squad should be able to take the same amount of heavy and special weapons as two five man squads.
No, it's clear that most of the infantry was copy pasted out of the 7th ed codex, so you can still only take 4 special and 2 heavy weapons in Trueborn regardless of squad size.
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Hen Tai, the tentacle guy
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 13:09

Then two squads of trueborn in a bastion.

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Von Snabel
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 13:16

Lets face it, it's not that much different with 1 or 2 units. Seems like you can fiddle around with the detatchment so w/e.

But yeah, add some Quad-guns to the thing and you'll be rocking alot of damage. And as long as you glue some dead IG on the Bastion it's fluffy enough Wink
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Hen Tai, the tentacle guy
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 13:36

I would skip the gun upgrades. Most of them looked rather rubbish for their prize.

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RedRegicide
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 13:43

I think it's fluffy in that if we raid a world with competant defenders our trueborn would probably steal themselves a key enemy strong hold

Think blasters are worth it? Only 5 points less, half range and only d3 -3. I'd almost rather just stick to DL

Also, aren't scourge infantry now? We could pack 8 lances in

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Von Snabel
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 14:33

Blasters are really nice in vehicles, allowing you to move and shoot. But then blasters should be the mobile version of DL. If you want a stationary weapond DL is defenetly the way to go.

Good point, Scurges perhaps a better choice, and only 3ppm more than Trueborn base. And the Conversion possibilities for the Bastion is amazing aswell. Just add a Birds nest to the top with some sticks and you're good to go.
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RedRegicide
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 15:39

I was thinking a bunch of guardsmen on pikes like my scourges picked them up and dropped them haha

This is a great idea, will really help counter pesky knights. Thanks mr. Tai haha

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CurstAlchemist
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 16:15

While it would be cool to see a converted bastion I could also see it being fluffy to not announce that you have taken the bastion. The Dark Eldar fell upon them in surprise and killed the Garrison, the unsuspecting Imperial Guard unit is on their normal patrol rounds and approach the bastion believing it o be a friendly outpost when it opens fire on them, the trap is sprung and flocks of Scourges descend on their flanks (for an example).
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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 16:35

Oh that would be pretty cool too! I guess it depends on your fluff. I was thinking it was part of battle within a hive city. So I imagined it had taken some pretty heavy fire

Edit: just took a closer look at the model. I think I'd do a melted/blasted gun emplacement, maybe a hole somewhere where my scourges entered. Leave he front door on since we don't need to walk and maybe one officer hung up

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PostSubject: Re: Fortifications and trueborn   Mon Jun 05 2017, 23:49

Just a note, you can't take multiple units in a building. You can take as many Chars as you like, but only 1 other unit. Special rule in all of the building descriptions.
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RedRegicide
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PostSubject: Re: Fortifications and trueborn   Tue Jun 06 2017, 00:43

Aww that's too bad, good point tho

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wormfromhell
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PostSubject: Re: Fortifications and trueborn   Tue Jun 06 2017, 07:36

Couldn't the enemy charge you in the building?
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Count Adhemar
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PostSubject: Re: Fortifications and trueborn   Tue Jun 06 2017, 09:21

@wormfromhell wrote:
Couldn't the enemy charge you in the building?

No, fortifications are vehicles and units are embarked on them so they can't be charged.

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