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Author Topic: Imperial/Chaos Grand Cruiser Fleet Carrier Design  (Read 9599 times)

Offline Gothmog Lord of Balrogs

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #15 on: May 18, 2013, 10:07:14 PM »
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« Last Edit: May 18, 2013, 10:19:22 PM by Gothmog Lord of Balrogs »
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Offline fracas

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #16 on: May 18, 2013, 10:11:30 PM »
Should be six bays total
Maybe eight
But not 12

Offline Gothmog Lord of Balrogs

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #17 on: May 18, 2013, 10:14:17 PM »
Should be six bays total
Maybe eight
But not 12

You said Yes to 6 each side. You meant 6 total.
I'll leave it at 8 then
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Offline AndrewChristlieb

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #18 on: May 18, 2013, 11:23:30 PM »
260 is correct for all versions of BFG, as Horizon stated the Styx was ok at 290 and is great at 260 even tho some still think its overpriced.

What? Why would a ship with 8 launch hard points have 6 bays? I could maybe see 8 from the Exorcist stats but even that's pretty low imo both for the "look" and the fluff.

Play with the ship at 12 launch and see how the price works out. I would do all launch bays with assault boats not half and half.
I don't make the rules, I just think them up and write them down.

Offline Gothmog Lord of Balrogs

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #19 on: May 18, 2013, 11:36:15 PM »
260 is correct for all versions of BFG, as Horizon stated the Styx was ok at 290 and is great at 260 even tho some still think its overpriced.

What? Why would a ship with 8 launch hard points have 6 bays? I could maybe see 8 from the Exorcist stats but even that's pretty low imo both for the "look" and the fluff.

Play with the ship at 12 launch and see how the price works out. I would do all launch bays with assault boats not half and half.

Maybe meet in the Middle. 10 Bays? It would make sense because the Exorcist has 2 squadrons per side on its imperial bays while a Styx has 3 on it's chaos bays.
I really can't play test for the next few months. All my BFG is in a household goods shipment coming from Japan back to the states.
« Last Edit: May 18, 2013, 11:44:37 PM by Gothmog Lord of Balrogs »
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Offline AndrewChristlieb

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #20 on: May 19, 2013, 12:05:25 AM »
Pots, dishes, towels, warships of the Imperium, wall art... Ya that sounds about right!

10 hits would be acceptable imo.
I don't make the rules, I just think them up and write them down.

Offline Gothmog Lord of Balrogs

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #21 on: May 19, 2013, 12:13:01 AM »
Pots, dishes, towels, warships of the Imperium, wall art... Ya that sounds about right!

10 hits would be acceptable imo.

Yep!

10 would also place it at less than the Nemesis BB, which is 400 points. Though, maybe it should be 12, as the Nemesis has 2 more Hits, 1 more shield, 2 more turrets and 3 x 60 cm lances.

I will change it to allowing ABs in all bays. +10 points since it will be >S 8.
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Offline Gothmog Lord of Balrogs

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #22 on: May 19, 2013, 07:05:22 AM »
Removed the admiral restriction and just made it a max of 1. Felt this was more consistent with the fluff.
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Offline connahr

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #23 on: May 19, 2013, 09:07:57 PM »
i quite like the idea of this ship, a true attackcraft carrier, which is something the imperials lack
theres no such thing as over kill, its just making sure

Offline horizon

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #24 on: May 19, 2013, 09:19:49 PM »
And something they should not have.  ;)

Offline Gothmog Lord of Balrogs

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #25 on: May 19, 2013, 09:46:07 PM »
Just trying to fully utilize the diverse possibilities of the Vengeance GC
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Offline horizon

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #26 on: May 20, 2013, 06:06:09 AM »
That it is possible doesn't mean it should be done. ;)

Offline Gothmog Lord of Balrogs

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #27 on: May 20, 2013, 06:42:28 AM »
I dare to dream
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Offline Khar

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #28 on: May 20, 2013, 02:13:12 PM »
I wouldn't have a problem with playing against this ship. I would, however, never use it myself. Both are for the same reason - it's a pretty terrible ship.

Look at it like that: if you fail Ld, it does nothing. It's completely reliant on reloading. To make it even better - it can never brace for impact. Because if it does, it, again, does nothing. Direct some firepower at it, and it either falls apart due to not being able to brace [even with 3 shields it's easy to cripple 5+ armour unbraced vessel. One large salvo of eldar torpedos that manages hit it, for instance], or braces and is completely harmless.

Every carrier needs some normal weapons. Tau Explorer and Nemesis Fleet Carrier have normal weapons, and they're closest to pure carriers this game has.

So, in my opinion, it still needs some work, due to being too weak...

Offline Sigoroth

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Re: Imperial/Chaos Grand Cruiser Fleet Carrier Design
« Reply #29 on: May 20, 2013, 03:06:19 PM »
I wouldn't have a problem with playing against this ship. I would, however, never use it myself. Both are for the same reason - it's a pretty terrible ship.

Look at it like that: if you fail Ld, it does nothing. It's completely reliant on reloading. To make it even better - it can never brace for impact. Because if it does, it, again, does nothing. Direct some firepower at it, and it either falls apart due to not being able to brace [even with 3 shields it's easy to cripple 5+ armour unbraced vessel. One large salvo of eldar torpedos that manages hit it, for instance], or braces and is completely harmless.

Every carrier needs some normal weapons. Tau Explorer and Nemesis Fleet Carrier have normal weapons, and they're closest to pure carriers this game has.

So, in my opinion, it still needs some work, due to being too weak...

You think it's too weak until you face up against it parked in high orbit behind a planet all game.