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Apocalypse Homebrew: Dragon Storm Drop Pod Assault

For discussing and developing homebrew datasheets for Apocalypse

Apocalypse Homebrew: Dragon Storm Drop Pod Assault

Postby crossorion » Sat Jan 05, 2008 6:41 pm

Because so many people seem to want to be able to assault out of drop pods... well. Feel free to share your thoughts.

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Postby jlong05 » Sat Jan 05, 2008 9:19 pm

Very interesting. I really like it, however you probably need to indicate that it is available for only Codex SM armies as the DA and BA armies don't allow certain things, such as weapons in the Assault Terminator squads.

Otherwise I really like it and would happily use it for my BA army. 8O
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Postby crossorion » Sat Jan 05, 2008 10:12 pm

That's because they don't have Assault Terminators :P Its not that hard to adapt, I'm sure.
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Postby jlong05 » Sat Jan 05, 2008 10:42 pm

In naming I guess you are right. However Assault Terminators are simply the Close Combat Terminators that the BA army has.
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Postby killmaimburn » Sun Jan 06, 2008 6:24 am

Special rule on deployment- what happens if the command drop pod dies on arrival. Might it be worth adding "if destroyed from its intended landing zone" or similar?

Some silly ideas, or my initial balance thoughts.
I find 7 a bit of a pain, as you gain basically a guaranteed orbital bombardment skimmer killer on top of everything else. (6 Drop pods just came down and killed 480 points worth of skimmers and then they opened their doors?) Or was this deliberate?
Maybe the less than armour 12 lot are moved out of the way and treat it as a 3 on the glancing hit table (+ or – modifiers, so open topped that had to duck out from the retro burners are hurt more than fully incased blokes)
4 brings in a random pain, in that I DS into a swarm of wraith guard I roll a double and wound all of them on a 4+ for a minned out assault squad?- I appreciate that that isn't very likely and hardly tactical. But possibly to reduce the use of 7 and 4 as just using squads as ammo, maybe put a criteria on the sheet e.g. assault marines (the cheapest guys) must be 8+ men? How does your intent gel with the above?

I'm not completely clear as to what happens to activate 5 as well as 4, its probably me being thick, (its occupants are killed -but after they have immediately disembarked and been pinned in combat (as well as being swarmed over)). I don't follow the chain of events- the way I read it I just died 3 times.If 4 and 5 are inevitable could they be merged into one point so that it is less wordy and confusing to my poor little brain?

The annoying bit of me figures before it goes out to the masses (as I think it should), you might want to fix a few typos.
Fluff section no more *than* rustic backwater
2.Enemy models moved this way *are*
5. In addition, *perform* a pinning test

It’s a really great sheet and I’ll certainly save a copy of the next version into my stash of good homebrews.(really nice presentation\format too)
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Last edited by killmaimburn on Sun Jan 06, 2008 6:27 am, edited 3 times in total.
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Postby crossorion » Sun Jan 06, 2008 10:57 am

as just using squads as ammo,


That's actually the basis for this idea :P Mind you that if you are destroying 480 points worth of skimmers, you are still paying at least 700ish points for the entire thing.Destroying Armor 10 vehicles was sort of deliberate, if not immediately well thought out. Most skimmers or light transports that don't have at least armor 12 tend to be rather cheap, and not really worth blowing up. Again, you'll have to land on them. You probably have a point though, I'll have a think through.

As for 4, Well, hardly likely might be good to describe this, as you are scattering 4'' or 6'' or 8'' or 12'' away from the Wraithguard should you roll a double, and it only applies if you actually land on the unit :P Once that happens, I think getting away with a +4 and armor saves after a drop pod lands ontop of them is quite fair.

5 could do with clarification. Yes.

Next version up once I have a good think through.Typos are of course, inevitable, and its really good to have someone point them out :P

I also noted I worded Enemy Formations without realizing the RAW raminifcations. I'm wondering however if it would be more appropriate to restrict drop arrivals on Enemy Formations only. Might be a bit tricky if your opponent doesn't bring in any formations or has that formation destroyed before they arrive... but thoughts?
Last edited by crossorion on Sun Jan 06, 2008 11:15 am, edited 3 times in total.
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Postby killmaimburn » Sun Jan 06, 2008 11:56 am

crossorion wrote:Most skimmers or light transports that don't have at least armor 12 tend to be rather cheap, and not really worth blowing up.
e.g. AV less than 12, rhino with 10 space marines 2 weapons and a fist, starts around 270 points, you've landed on it therefore your within 1" of stuff do you auto kill the occupants? When you start stacking up the maths of bits and bobs like that and that most things will be in transports on bigger tables....ouch :D

crossorion wrote:but thoughts?
Pad it to make your intent clear, if you meant any opponents units- add a phrase saying that. if you meant that the sheet could only be used on massive structures and pre ordained sheet formation, maybe rob a bit of the chaos termie GW sheet and say if there isn't one they land on a particular objective?
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Postby crossorion » Sun Jan 06, 2008 2:00 pm

. if you meant that the sheet could only be used on massive structures and pre ordained sheet formation, maybe rob a bit of the chaos termie GW sheet and say if there isn't one they land on a particular objective?


Oh, I know, when I meant thoughts I meant 'Do you reckon it would work better this way'? The note is unintentional, I was just wondering if it would be better the other way.
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Postby crossorion » Sun Jan 06, 2008 3:38 pm

Version 1.2

Simplified rules, hopefully they are easier to understand. Adjusted the fact that the formation destroys transport armies on turn 2.

Removed rules for dragon storm specialists, and will print them on a
seperate datasheet shortly.

Typos/Spellings/etc adjusted.

Added Orbital Vulnerability

Increased deployment zone of strike force to 24'', decreasing the chance of successive drop pods blowing each other up :P

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