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Stormlord!

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Rivan
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Post by Coyote Fri Feb 13, 2009 3:26 pm

Some GK tactical weaknesses:

1. Mobility
2. Lack of AT
3. Always outnumbered

The Stormlord tranports up to 40 models (1st weakness), has 2-4 Lascannons (2nd weakness), Vulcan Megabolter can shoot twice (Wiping out one squad a turn maybe two helps the 3rd weakness), and that doesn't even take into account all of the other smaller weapons on it.

Anybody else as pumped about this new vehicle as I am?
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Post by ferrochrome669 Sun Feb 15, 2009 3:58 pm

Oh yes. I'm counting down the days. I'm probably only just going to get one.
But I want the variant with the volcano cannon as well. Such fire power cannot be denied! Twisted Evil
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Post by Rivan Wed Mar 18, 2009 6:54 am

I don't have a super heavy tank yet. For those that already have one, can you build it so it's possible to swap out weapons? Much like swapping out sponsons on a LR?


Last edited by Rivan on Wed Mar 18, 2009 6:54 am; edited 1 time in total (Reason for editing : add text)
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Post by Dark Bjoern Wed Mar 18, 2009 7:18 am

Rivan wrote:I don't have a super heavy tank yet. For those that already have one, can you build it so it's possible to swap out weapons? Much like swapping out sponsons on a LR?
Yes it is, but it´s a lot of work.
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Post by Rivan Wed Mar 18, 2009 7:43 am

Ok. I'll probably have to put in a lot of work then if I buy one coz it'll be cool (and economical) to have different possible variations w/out having to buy more than one.
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Post by Dark Bjoern Wed Mar 18, 2009 8:06 am

The good news is that the main chassis is very simple. All you need to do is to make the main turret/upper hull removalbe. The weapons should be the easiest part of it. Some strong magnets are the trick. Rare Earth magnets a.k.a. Neodymium magnets are the solution. They have a flux density of 1,25+ Tesla, a normal magnet you will have for example at a cabinet door in the kitchen have a flux density 0,3-0,6 Tesla. Even a small one, 5mm diametre x 2mm thick, can lift round about 12 oz. I get mine normally via Ebay.
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Post by Rivan Wed Mar 18, 2009 8:10 am

Thanks for tip! Speaking of magnets, have you seen anyone magnetize the front ramp doors of a LR or LRC? I want my LR's front ramp to open and close but I think they won't stay closed after a while due to wear and tear.
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Post by Dark Bjoern Wed Mar 18, 2009 8:33 am

No, it´s normally not necessary. Even after five years the LR doors off my SW LR stay closed without magnets. But if you want to i would go for small ones 3mmx1mm are ok small cubic ones 2mmx2mmx2mm. If you want to make them invisible you can work them into the ramp and the counterpart into the mainbody.
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Post by Rivan Wed Mar 18, 2009 8:36 am

Cool! If I'm not mistaken, as far as rules go...when you open the ramp doors, do you measure 2" from the edge of the ramp when models disembark? Does this give you a little bit more distance in order to possibly charge? Is this even legal? ...
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Post by Dark Bjoern Wed Mar 18, 2009 8:46 am

No, you measure from the mainbody. Same for Droppods. It would be a too great advantage otherwise. Specially with the DP if you take a look how long the doos are.
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Post by For the Emperor Wed Mar 18, 2009 12:43 pm

Rivan wrote:Thanks for tip! Speaking of magnets, have you seen anyone magnetize the front ramp doors of a LR or LRC? I want my LR's front ramp to open and close but I think they won't stay closed after a while due to wear and tear.

I can get you picture of my LRC and LR door which is magnetised, it's the doors from the imperium sacntum building scenery.

I just need to get some batteries for tomorrow.

... I didn't notice you had to measure from the hull, my doors are huge. Thanks Dark Bjoern
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Post by Klomster Wed Mar 18, 2009 2:06 pm

You have to measure from the hull?

Dang, how am i now supposed too disembark my terminators from my lrc.

They barely fit as it is!
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Post by Dark Bjoern Wed Mar 18, 2009 2:18 pm

Klomster wrote:You have to measure from the hull?

Dang, how am i now supposed too disembark my terminators from my lrc.

They barely fit as it is!
Don´t forget that the bases only need to scratch the 2" radius around the access points (see BRB p.67). And that you can charge even from the side doors.
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Post by Rivan Wed Mar 18, 2009 5:02 pm

Hmmm...good to know. Now I guess unless I really want to show off the inside of the tank, I can opt to have it glued shut to make it more durable. Since, there's no added tactical value for an open ramp...
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Post by Zealadin Sat Mar 21, 2009 4:23 am

I tried to make the mechanic gears work so the doors open and close together, but some glue got in there and stuck them, so now they open and close via my hand :p

Also, with a LR you can disembark, shoot then assault can't you? I seem to remember some special rule about that?
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Post by Rivan Sat Mar 21, 2009 4:27 am

Yup. You disembark in the movement phase, so you can shoot then assault if within range.
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Post by Zealadin Sat Mar 21, 2009 4:43 am

No the Guys at my local GWS said something about a special LR rule which allows movement, then disembarkation, shooting, assault.
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Post by Zealadin Sat Mar 21, 2009 5:10 am

Unless thats what you mean? They can disembark after the vehicle has moved within the movement phase?
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Post by Rivan Sat Mar 21, 2009 5:31 am

Yup. Apologize if I wasn't clear. Only the land raider and its variants allow the occupants to disembark (after the vehicle has moved) and still assault after the shooting phase. In other vehicles, models can only assault after disembarking if the vehicles hasn't moved yet.
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Post by Zealadin Sat Mar 21, 2009 5:37 am

Does that include if it moves 12"?
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Post by Rivan Sat Mar 21, 2009 5:46 am

It sure does...that's why the LR/LRC is so awesome! In 4th ed, models can't disembark if a vehicle moves MORE than 12". I can't seem to find it in 5th ed.
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Post by Zealadin Sat Mar 21, 2009 5:50 am

Yea it doesn't seem to specify : (
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Post by Rivan Sat Mar 21, 2009 5:53 am

At the least, I know you can still disembark after your LR has moved 12" and deal out some str6 loving from your termies or PAGK LOL

Plus, with the POTMS, your LR can still loose one TWLLC shot...
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Post by Zealadin Sat Mar 21, 2009 6:00 am

Yep or not moving you can shoot them at seperate targets which is quite good, since obviously otherwise your limited on your shots!
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