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Miniatures Adventure => VSF Adventures => In Her Majesty's Name => Topic started by: Froggy the Great on 13 April 2014, 04:01:14 AM

Title: FTG's Companies (Latest: Cephalids v1)
Post by: Froggy the Great on 13 April 2014, 04:01:14 AM
I'm going to have a go at creating companies to match my VSF armies.  First off is the Cephalids.  I've never actually played IHMN, so you all exposing any pitfalls would be appreciated.

Updates:
2014-04-14 - Latest Cephalids are here:  
http://leadadventureforum.com/index.php?topic=65627.msg794087#msg794087

First off are the Cephalids:

I tried to stay within the spirit of the War of the Worlds book.
For the smaller troops I just assumed their hoverdisks were like walking on foot - any advantage is reflected in their speed bonus.

These are weak creatures outside their shells, so their FV is very low.
The larger troops I used the translocational spring thingy as a template for their hoverdisks ignoring terrain, and I handwaved the ability to transport a 4-hand weapon.  I stayed as close to the prescribed points as I could and made conservative changes where necessary.

(http://fc05.deviantart.net/fs70/f/2013/086/4/0/cephalids_by_spielorjh-d5zg7us.jpg)

Cephalid Leader  55pts
FV:+0  SV:+4 Pluck:3+ Speed:+2  Armor: 9  
Weapon: Heat Ray
   Range: 5" Bonus:+2  Pluck Mod:-1
-Magneto-static repulsor (armor)
-Heat Ray - per Flamethrower, single target only, half cost.
-Leadership +3
-Mesmerism 12" range, movement phase,IHMN p32.

Cephalid Bodyguard  28pts
FV:+0  SV:+3 Pluck:4+ Speed:+2  Armor: 9
Weapon: Arc Rifle  
   Range: 18"  Bonus:+1  Pluck Mod:-2
-Magneto-static repulsor (armor)
-Impervious - cannot be affected by mystical talents.

Cephalid Soldiers  17pts
FV:+0  SV:+2 Pluck:5+ Speed:+2 Armor: 9  
Weapon: Arc Rifle  
   Range: 18"  Bonus:+1  Pluck Mod:-2
-Magneto-static repulsor(armor)
-Arc Rifle - All targets are armor 7, 1 turn to recharge unless within 8" of Arc Generator

Cephalid Heat-Gunner  56pts
FV:+3  SV:+3 Pluck:4+ Speed:+0  Armor: 10
Weapon:  Arc Cannon
   Range:24"  Bonus:+1  Pluck Mod:-3
-Cavoritic Hoverdisc - Ignores difficult terrain
-Arc Generator
-Arc Cannon - All targets are armor 7, 1 turn to recharge unless within 8" of Arc Generator

Cephalid Smoke-Gunner  55pts
FV:+3  SV:+3 Pluck:4+ Speed:+0  Armor: 10
Weapon:  Smoke launcher (per flamethrower)
   Range:  Bonus:  Pluck Mod:
-Cavoritic Hoverdisc - Ignores difficult terrain
-Arc Generator
Title: Re: FTG's Companies (Latest: Cephalids v1)
Post by: Conquistador on 13 April 2014, 12:42:37 PM
So the Arc riflemen (to fire every turn) need to stay within the 8 inch range of the arc generator which means either:

1) no independent advances beyond 8 inches of the generator - somewhat restrictive of movement but not bad if a 3 foot by 3 foot table.

2) The heavy weapons must stay very close the to the "FEBA (Forward Edge of Battle Area") so the Arc Rifles can fire, exposing them to rifle, carbine fire, which makes them necessary to be protected, which seems fair.

3) the cephalids need allied (hah!) or armed slave troops (raises reliability questions but KISS) able  to close for effective melee capability/provide inexpensive screening for their troops/weapons.

Just on the fly thoughts...

Gracias,

Glenn
Title: Re: FTG's Companies (Latest: Cephalids v1)
Post by: Conquistador on 13 April 2014, 12:48:45 PM
Cephalid Bodyguard  <snip>
-Impervious - cannot be affected by mystical talents.

So what was the background fluff to make the bodyguards impervious but not the leaders/riflemen/support figures?

Interesting aspect but wondering about the difference.

Gracias,

Glenn
Title: Re: FTG's Companies (Latest: Cephalids v1)
Post by: Conquistador on 13 April 2014, 12:54:07 PM
At 250 points and costs (see below) I can see fielding a limited number of support weapons (50 points alone would be 1/5 (20%) of a Company's resources.

Cephalid Heat-Gunner  56pts
<snip
-Arc Cannon - All targets are armor 7, 1 turn to recharge unless within 8" of Arc Generator

Cephalid Smoke-Gunner  55pts
<snip>
Weapon:  Smoke launcher (per flamethrower)
   <snip>

Gracias,

Glenn

Title: Re: FTG's Companies (Latest: Cephalids v1)
Post by: Froggy the Great on 13 April 2014, 03:17:34 PM
The bodyguard...they have something else in their tentacles, so I made it a psychic shield or something.

Maybe a better option is make the Arc Generator optional for the large models and the bodyguard.  Would a 4" arc generator be 10pts?  That could work for the bodyguard.
Title: Re: FTG's Companies (Latest: Cephalids v1)
Post by: Conquistador on 14 April 2014, 11:05:07 AM
The bodyguard...they have something else in their tentacles, so I made it a psychic shield or something.

Maybe a better option is make the Arc Generator optional for the large models and the bodyguard.  Would a 4" arc generator be 10pts?  That could work for the bodyguard.

At first blush i would think that a viable option.  The Arc Generator as a back pack keeps the carrier creature from running or something like that but on a platform (wagon, elephant, disc,) I doubt it matters weight wise/affects movement.  I try and avoid Arc Weapons with my Mexican Rebels and Tarzan type teams so I always need to check the book for details on arc generators...

Gracias,

Glenn

Title: Re: FTG's Companies (Latest: Cephalids v1)
Post by: Conquistador on 14 April 2014, 11:10:16 AM
I generally like what I see, it might benefit from tweaking a bit here and there, and I wonder what Craig will say about scaling the Arc Generators?  It is your game so as long as you opponent agrees I don't see a problem.

Gracias,

Glenn
Title: Re: FTG's Companies (Latest: Cephalids v1)
Post by: Froggy the Great on 14 April 2014, 01:13:10 PM
Cephalids v2014-04-14.01

How is it, we much inquire, that the Martians knew to invade with such devastating force with their tripods and smoke generators?  Or did they at all?  H. G. Wells' tales of world-altering nightmares may have only haunted her dreams, for England is as hale and whole as it ever was.  Perhaps, only perhaps, a grain of truth lies behind these tales in this, the Martian Cephalid advance force.  Perhaps they're not from Mars after all.  Perhaps what H. G. Wells wrote of the war of the worlds was a warning...


Cephalid Leader  55pts
FV:+0  SV:+4 Pluck:3+ Speed:+2  Armor: 9 
Weapon: Heat Ray
   Range: 5" Bonus:+2  Pluck Mod:-1
-Magneto-static repulsor (armor)
-Heat Ray - per Flamethrower, single target only, half cost.
-Leadership +3
-Mesmerism 12" range, movement phase,IHMN p32.
-Red Weed (per Feet of Lead, lasts 1d3 movement phases, +19pts)

Cephalid Bodyguard  23pts
FV:+0  SV:+3 Pluck:4+ Speed:+2  Armor: 9
Weapon: Arc Rifle   
   Range: 18"  Bonus:+1  Pluck Mod:-2
-Magneto-static repulsor (armor)
-Mini Arc Generator 4" range (optional, +10pts)

Cephalid Soldiers  17pts
FV:+0  SV:+2 Pluck:5+ Speed:+2 Armor: 9 
Weapon: Arc Rifle   
   Range: 18"  Bonus:+1  Pluck Mod:-2
-Magneto-static repulsor(armor)
-Arc Rifle - All targets are armor 7, 1 turn to recharge unless within 8" of Arc Generator

Cephalid Heat-Gunner  36pts
FV:+3  SV:+3 Pluck:4+ Speed:+0  Armor: 10
Weapon:  Arc Cannon
   Range:24"  Bonus:+1  Pluck Mod:-3
-Cavoritic Hoverdisc - Ignores difficult terrain
-Arc Generator (optional, +20pts)
-Arc Cannon - All targets are armor 7, 1 turn to recharge unless within 8" of Arc Generator
-Red Weed (per Feet of Lead, lasts 1d3 movement phases, +19pts)

Cephalid Smoke-Gunner  35pts
FV:+3  SV:+3 Pluck:4+ Speed:+0  Armor: 10
Weapon:  Smoke launcher (per flamethrower)
   Range:  Bonus:  Pluck Mod:
-Cavoritic Hoverdisc - Ignores difficult terrain
-Arc Generator (optional, +20pts)
-Red Weed (per Feet of Lead, lasts 1d3 movement phases, +19pts)