The Wargamers' Special: Battle of Tukayyid 40,000

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The Wargamers' Special: Battle of Tukayyid 40,000

Post by Jedi Master Spock » Wed Jul 02, 2008 7:31 am

By act of Q, the Com Guard are called up to defend the Inner Sphere against an invasion from the future in a great proxy battle held on Tukayyid. In place of the six invading Clans that took place in the Battletech battle of Tukayyid are six Warhammer 40K armies.

Each has the task of taking over two evacuated cities. The Com Guard - comprised of roughly 5,000-6,000 small mecha plus support forces - are prepared exactly as they would be for the attacking Clan forces. Imperium forces are confident that they will crush what to them seems like some renegade branch of the Adeptus Mechanus, with each of the six armies confident that it will take its targets. These six armies are:
  • In place of Clan Smoke Jaguar, one very proper Codex chapter of very generic Ultramarine-descended Space Marines.
  • In place of Clan Nova Cat, a 6,000 man strong Cadian shock regiment (Imperial Guard).
  • In place of Clan Steel Viper, a "typical" Titan legion with sixteen Warlord titans.
  • In place of Clan Ghost Bear, a 1,000 strong preceptory of the Order of the Bloody Rose (Sisters of Battle) with a small number of Inquisitors in tow.
  • In place of Clan Diamond Shark, an inflated-strength Krourk Ogryn Auxilia regiment ten thousand strong.
  • In place of Clan Wolf, the Space Wolves, a not quite proper overstrength chapter of Space Marines.
All WH40K units are assumed to be operationally complete with as much of a support base as the Imperium commanders are willing to bring down with them on their initial landing. No orbital bombardment is ordered, and following the drop, Q will not permit resupply or reinforcement from orbit by either side. Surrendered forces will be permitted to withdraw freely.

Fair matchup? Which if any of the Imperium armies successfully take their objectives?

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Re: The Wargamers' Special: Battle of Tukayyid 40,000

Post by l33telboi » Wed Jul 02, 2008 1:31 pm

Jedi Master Spock wrote:small mecha
Just a small point that has nothing to do with the actual topic. But you generally don't want to mix up the terms mecha and mechs, lest you want to invoke the wrath of angry mech fanboys.

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Re: The Wargamers' Special: Battle of Tukayyid 40,000

Post by Jedi Master Spock » Wed Jul 02, 2008 7:42 pm

l33telboi wrote:
Jedi Master Spock wrote:small mecha
Just a small point that has nothing to do with the actual topic. But you generally don't want to mix up the terms mecha and mechs, lest you want to invoke the wrath of angry mech fanboys.
Is there really much of a distinction?

The Com Guard mechs, then, are 12 meter walking war machines; the Titans are 50m tall walking war machines. Both involve pseudomystical claptrap and machine-human bonds; both fall into the same size range as traditional anime giant robots fighters.

To me, the question of which of those are mechs or which mecha is a pointless one. I'm more interested in which would kick the other's tails in this particular scenario.

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Post by Gniops » Thu Jul 03, 2008 8:13 pm

Difficult to say without knowing how the ComGuard were deployed.

I doubt much is going to be surviving the attention of the Titan legion mind, assuming that that "support base" includes secondary units and so forth. (not many "pure" warlord Legions),although again, even without them, Twelve Warlords is pretty lethal, a dozen 15-60m tall "mechs" are probably going to route green comstar units without much actual combat, and it'll be unfortunate for veterans.

Unless there are significantly smaller numbers of troops at the targets the Preceptory and the Auxilia are required to take, I find it unlikely that they will take their targets. A thousand power armoured troops plus minimal heavy armour and limited artillery are unlikely to prevail, particularly since the Sororitas don't normally deploy in the armoured dropships and formations that major marine deployments do, i.e. no dropships or organic heavy fighters.

Inquisitors generally have "badass" as a generic feature, but its not exactly enough to allow a "small number" interpreted as say a handful at most, plus coterie, to do much against an entire army. Unless Eisenhorn is there with an unbound Cherubael and a bunch of Radicals, or Silas Hand with his Screaming Cage buff, they probably fuck off to interfere with the other armies progress. Since these are Sororitas, those scenarios are tremendously unlikely.

The Auxilia is a bunch of Ogryns with sharp sticks, so only tremendous levels of idiocy or dropping them directly ontop of the B-tech opposition via act of Plot should let them come out victorious.

There'll be a few scenes of hilarity mind, Ogryns can drag APCs around so its not beyond reason to expect a few lighter Mechs and tanks to get swarmed by nutso barbarians.

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Post by Jedi Master Spock » Fri Jul 04, 2008 3:53 am

I found several descriptions of Tukayyid and the Com Guard deployments through Google - see here, [url=ttp://everything2.com/e2node/Battle%2520of%2520Tukayyid]here[/url], and a little on Wikipedia. Wikipedia also tells me a Com Guard division is 216 individual mecha, tank, fighters, and/or infantry squads.

I think in most case, most of the 216 units in these divisions tend to be mecha.

So the Smoke Jaguars on Tukayyid split to take both cities at once. One was in the mountains, nailed one "green" division on its way in, and then got stopped by two other divisions. The other objective was in a river delta, and the Jaguars got stuck in the mud while being pummeled by heavy artillery, then ran into an ambush. This is what the "bog standard" Space Marines are facing.

The Titans, I think, are facing the nastiest situation, which is fair - they replace Steel Vipers on Tukayyid. The Steel Vipers got hammered really badly by artillery and air units, and then got ambushed by "elite heavy" Com Guard units while in some nasty geologically active nightmare mudpit/geyser region called "Devil's Bath." The Vipers beat the ambushing forces, but the Com Guards kept throwing more units at them while they were in Devil's Bath.

I think the Warlord is a much nastier piece of mecha than the BT mecha, but the question is how much better - they're a bit outnumbered - and what sort of support they would have in the mud pits. Apparently, some of these mud pits are deep enough to completely submerge BT mecha, which are about 12-15 meters, but I'm not sure if they could sink a 50-60 meter Warlord. Do Warlords have void shields?

The Sororitas have one of the easier matchups, but I'm not sure if they'd take it, since they have mainly powered armor with just light vehicle and artillery support. The Ghost Bears faced a green army of Com Guards at first, lost some kind of unit called a "Cluster" in a forest fire, and then took one of their cities and held it while the Com Guard pounded them with artillery.

It turns out that the Auxilia are taking the place of a reserve unit, but I apparently missed a Clan, so maybe they should take the place of the Jade Falcons. I agree with you that bloodthirsty and none too bright ogres with clubs would probably get massacred, though, barring a severe act of comedy, probably without getting close to either of their two targets.

The Clan Wolves, which are being replaced by the Space Wolves, faced what that one website describes as "the best" of the Com Guard. The Com Guards kept trying to outflank and ambush them and kept getting outflanked and ambushed. By the way, the Lexicanum seems to be uncertain on how many Space Wolves there are. It says "1440 or more" and says the numbers in each of the twelve Great Companies are (a) 120 and (b) somewhere between 150 and 1,000.

Which of those figures should we be running with? I suspect that might make a big difference.

The Cadians are taking the place of the Nova Cats, who had a lot of trouble with minefields, artillery, air, and "armor" harassment on their way in. They fought in and around a foggy lake, and the Com Guards ran them out of ammunition.

The websites I linked to have a little more information than I've summarized. I don't think either side would really have much in terms of air support if Q is barring space forces from participating, though - let's assume this is a purely ground battle, artillery, tanks, infantry, and mecha - and we'll assume this isn't a surprise for either side.

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Post by Gniops » Fri Jul 04, 2008 11:47 am

So the Smoke Jaguars on Tukayyid split to take both cities at once. One was in the mountains, nailed one "green" division on its way in, and then got stopped by two other divisions. The other objective was in a river delta, and the Jaguars got stuck in the mud while being pummeled by heavy artillery, then ran into an ambush. This is what the "bog standard" Space Marines are facing.
The marines are unlikely to deploy in a similar fashion to Smoke Jaguar, their target is to occupy and secure the city, not engage Comstar forces in a fruitless hunt for glory. Indeed, it'd probably be a really unfortunate turn of events if the Marines did got through the mountains or detect the Precentor Martials command base, 20m granite walls aren't going to stop them storming the command bunker!


I'd expect a drop-pod assault, including a hefty seeding of decoy and Deathwind pods to counter defensive fire, strategic bombing from Thunderhawks, with a chapter scale landing of armour and personnel directly on or around the target cities using Landing Craft and Thunderhawks.

The Titans, I think, are facing the nastiest situation, which is fair - they replace Steel Vipers on Tukayyid. The Steel Vipers got hammered really badly by artillery and air units, and then got ambushed by "elite heavy" Com Guard units while in some nasty geologically active nightmare mudpit/geyser region called "Devil's Bath." The Vipers beat the ambushing forces, but the Com Guards kept throwing more units at them while they were in Devil's Bath.
To roughly quote Hereticus, by Dan Abnett, "Titans are designed to operate in Hell", and even low end, 25-60metre tall Warlords tower over the largest Battlemechs, and can be sealed tight enough to operate in any environment. Given that battle-titans, and Imperial tech in general is not as prone to overheating as the Comstar equipment, its unlikely the enviroment will pose an issue for the Warlords.

The Legio Titanicus has its own fair share of morons I'm sure, but the fact is, Steel Viper didn't even need to enter the Devils basin, but were forced to by their "conservative drop, well away from the target cities" (Battle for Tukkyid, pg 79) and the taunting of Precentor Yekel (same source), which forced the main thrust of SJ forces to basically charge into the Devils Basin and get stuck into a close quarters battles.

Warlords have multi-layered shields as standard which can be adjusted in various ways, the addition of heavy shield generators is also an upgrade.

I'd expect with Warlords operating in close proximity they will probably be combining shields as well, maybe coveriing Skitari support units.


The Clan Wolves, which are being replaced by the Space Wolves, faced what that one website describes as "the best" of the Com Guard. The Com Guards kept trying to outflank and ambush them and kept getting outflanked and ambushed. By the way, the Lexicanum seems to be uncertain on how many Space Wolves there are. It says "1440 or more" and says the numbers in each of the twelve Great Companies are (a) 120 and (b) somewhere between 150 and 1,000.
Assume the Space Wolves are the same as any other Chapter numbers wise, i.e "officially" a thousand strong, but with marines in support roles not accounted for on their official TOE. As opposed to a larger Scout company, the Wolves are likely to have individually larger great companies due to their "scouts" operating as assault troops (Blood Claws) I see no real evidence that the Space Wolves are vastly larger in the same vein as the combined Crusades of the Black Templars might be (5k+).

Again, the Wolves will probably just assault directly onto the target cities, there is no gain for them in engaging Comstar on open ground, although their fondness for Annihilator pattern predators would probably make life distinctly unpleasant for opposing Mechs.

Teleport assaults and drop-pod attacks initially, not neccessarily in that order, with simultaneous thunderhawk and Landing craft deployment. A classic Space Marine assault will bypass not only the majority of inner Sphere forces, it will also remove from play the fortified positions and terrain that allowed Comstar to hold back the Wolves as long as they did due to them dropping the more retarded Clan traditions.
The Cadians are taking the place of the Nova Cats, who had a lot of trouble with minefields, artillery, air, and "armor" harassment on their way in. They fought in and around a foggy lake, and the Com Guards ran them out of ammunition.
The only reason the Cat's fought around the lake was that they got their arses kicked and withdrew back to the lake, pursued by Comstar forces.

in any case, I doubt 6000 mechanised infantry are going to do much, most Imperial guard formations are designed to operate in conjunction with others on this sort of scale. the Shocks would lack appropriate anti-air, dedicated armour, artillery and essentially the entire Imperial apparatus that would go along with a mission to take a city.

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Post by Jedi Master Spock » Fri Jul 04, 2008 4:05 pm

Gniops wrote:The marines are unlikely to deploy in a similar fashion to Smoke Jaguar, their target is to occupy and secure the city, not engage Comstar forces in a fruitless hunt for glory. Indeed, it'd probably be a really unfortunate turn of events if the Marines did got through the mountains or detect the Precentor Martials command base, 20m granite walls aren't going to stop them storming the command bunker!

I'd expect a drop-pod assault, including a hefty seeding of decoy and Deathwind pods to counter defensive fire, strategic bombing from Thunderhawks, with a chapter scale landing of armour and personnel directly on or around the target cities using Landing Craft and Thunderhawks.
Splitting their forces between both cities?

IIRC, the Com Guards had at least a division stationed in each city, and probably static gun emplacements - call that 200 mobile firing units (mecha and tanks) plus some fixed units. Dropping through enemy fire is going to produce some serious casualties, and then - probably in no more than 1-2 hours at most - the rest of the Com Guard will be showing up, and they might all concentrate on one or the other city to defeat the Space Marine invaders in detail.

Reading through the drop pod rules, it doesn't look like dropping into cities is SOP:
If a pod lands on top of a building, its retros will not have slowed it enough for a safe landing. The pod and anything it contains is automatically destroyed, and the building takes D3 critical hits (i.e. roll 1D6 and halve the result, rounding fractions down).
It's quite possible that bad drops would take out as many units as enemy fire, even with decoys.

If we weren't making this strictly a ground forces battle, they would also have to worry about Com Guard air assets, which IIRC were very active. Enemy air, AA, and artillery assets - not some misplaced sense of idiocy - seem to be the reasons why all the Clans landed tens of kilometers from their objectives.

A question: If the Sororitas and the Space Marines are both elite power-armored forces, why would there be much difference between the Sororitas and Space Marines in effectiveness? More heavy equipment?
To roughly quote Hereticus, by Dan Abnett, "Titans are designed to operate in Hell", and even low end, 25-60metre tall Warlords tower over the largest Battlemechs, and can be sealed tight enough to operate in any environment. Given that battle-titans, and Imperial tech in general is not as prone to overheating as the Comstar equipment, its unlikely the enviroment will pose an issue for the Warlords.

The Legio Titanicus has its own fair share of morons I'm sure,
Do you have some example in mind?
but the fact is, Steel Viper didn't even need to enter the Devils basin, but were forced to by their "conservative drop, well away from the target cities" (Battle for Tukkyid, pg 79) and the taunting of Precentor Yekel (same source), which forced the main thrust of SJ forces to basically charge into the Devils Basin and get stuck into a close quarters battles.

Warlords have multi-layered shields as standard which can be adjusted in various ways, the addition of heavy shield generators is also an upgrade.

I'd expect with Warlords operating in close proximity they will probably be combining shields as well, maybe coveriing Skitari support units.
What are Skitari?

And how much blasting can the void shields take? I know the Warlords are about five times as tall as BT mecha, but they're also outnumbered something like 60:1 by the enemy mecha, and (especially given the size target they are) pummeled with artillery.
Assume the Space Wolves are the same as any other Chapter numbers wise, i.e "officially" a thousand strong, but with marines in support roles not accounted for on their official TOE. As opposed to a larger Scout company, the Wolves are likely to have individually larger great companies due to their "scouts" operating as assault troops (Blood Claws) I see no real evidence that the Space Wolves are vastly larger in the same vein as the combined Crusades of the Black Templars might be (5k+).

Again, the Wolves will probably just assault directly onto the target cities, there is no gain for them in engaging Comstar on open ground, although their fondness for Annihilator pattern predators would probably make life distinctly unpleasant for opposing Mechs.

Teleport assaults and drop-pod attacks initially, not neccessarily in that order, with simultaneous thunderhawk and Landing craft deployment. A classic Space Marine assault will bypass not only the majority of inner Sphere forces, it will also remove from play the fortified positions and terrain that allowed Comstar to hold back the Wolves as long as they did due to them dropping the more retarded Clan traditions.
I mentioned above the probable reasons for dropping well outside the target rather than straight on top of the target. Teleport assaults, however, are not vulnerable to incoming fire. What's the drawback to using a teleporter, and why would you ever use a drop pod if you could teleport?

The Annihilator looks like a fairly normal light tank. A pair of lascannon doesn't look like a spectacular weapon - is the lascannon really that impressive by BT standards? I recall the highball figures for lasgun being around 19 megajoules, and I don't believe the lascannon is more than an order of magnitude or so stronger. Given that BT energy weapons melt a half ton of some kind of nasty thermally resistant armor per shot, I don't believe that makes the lascannons exceptional weapons by BT standards.
The only reason the Cat's fought around the lake was that they got their arses kicked and withdrew back to the lake, pursued by Comstar forces.

in any case, I doubt 6000 mechanised infantry are going to do much, most Imperial guard formations are designed to operate in conjunction with others on this sort of scale. the Shocks would lack appropriate anti-air, dedicated armour, artillery and essentially the entire Imperial apparatus that would go along with a mission to take a city.
OK, so a regiment of shock troopers isn't enough to take two cities from 800-1000 mecha plus support forces. What Imperial forces would we want to add to make it a "fair" match, with sensible bookies being willing to give even odds on a bet?

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Post by Gniops » Fri Jul 04, 2008 6:41 pm

IIRC, the Com Guards had at least a division stationed in each city
I'm not sure you do actually remember correctly, the Com-Guards engaged the two Galaxies that Smoke Jaguar bid well outside the cities with division strength, and withdrew later on, as well as driving the Jag's back to their drop point.

They wouldn't have any expectation of an assault as rapid as a marine deployment without being able to detect dropships moving into position.
Dropping through enemy fire is going to produce some serious casualties
Doubtful, its something the Marines do all the time, hence the use of decoy pods, armed deathwinds, as well as infiltrating ground troops and scouts deployed to suppress groundfire. Thunderhawk or other gunship passes are to be expected as well. Besides, its not like they have to drop directly on top of the city.

Landing craft and pods don't slowly glide to the ground, Landing Craft, the larger scale vehicle deployment ships are described as going from orbit to deployment in 30 seconds. Drop pods can be set to literally smash into the ground like kinetic energy weapons, in Warrior Brood the impact of Deathwatch pods is described as "liquifying" hundreds of swarming tyranids!

If we weren't making this strictly a ground forces battle,
Strictly ground forces battle ? Then frankly the entire Com-Guards force can wander around and defeat in detail each army at horrendous cost, particularly if they are forced to deploy in the same retarded fashion as the Clans.

You do realise that the Wolves and the Ghost Bears were the only guys more or less who didn't do the deeply stupid "calling out" crap, and even then, the Clans operated as distinct formations, without any co-ordination, while the Precentor Martial sat in a Star League command base under a mountain!
they would also have to worry about Com Guard air assets, which IIRC were very active. Enemy air, AA, and artillery assets - not some misplaced sense of idiocy - seem to be the reasons why all the Clans landed tens of kilometers from their objectives.
Dropships are the behemoths of the B-tech battlefield, if they hadn't dropped days travel away from their targets in some cases, they wouldn't have had to crunch through the entire military arm of Com-star to capture their targets.

The Clanners wanted to fight MECHS, not city defences. They literally didn't consider anything else worth fighting in some cases.
A question: If the Sororitas and the Space Marines are both elite power-armored forces, why would there be much difference between the Sororitas and Space Marines in effectiveness? More heavy equipment?
For a start, then you add organic air support, Thunderhawks are essentially capable of taking the role of MBT, anti-superheavy gunship, dropship and strategic bomber. Marine power armour is also simply better, as are the Marines themselves, their guns are larger and more powerful, they have more tanks, and better tanks.

Sororitas are too specialised, and doctrinally predicated towards close range combat, without the ludicrous deployment speed or overall uberness of marines. Badass enforcers for the Ecclesiarchy and power armoured, absolutely loyal muscle for the Inquisition. Great for cleansing heretics, garrisoning a shrine world, or stiffening up an Inquisitors, heh, coterie, or in a heroic stand against Daemons and Heretics, not so hot in a major land war/assault.
Reading through the drop pod rules, it doesn't look like dropping into cities is SOP:
Why do they have to drop "into" the city ? its not like they can't pick their targets a little more precisely!

Besides, how do you go from it being in the rules that hitting buildings at high speed is kinda dangerous, to it not being SOP to drop-pod anywhere near them ?
Do you have some example in mind?
Of a moron Princeps ? Um, not really, I'd question the tactics of one in Storm of Iron, but his mistakes aren't really applicable, given the Comguard don't have an Imperator Titan and its pals waiting to jump out and attack the twelve warlords.
It's quite possible that bad drops would take out as many units as enemy fire, even with decoys.
Based on what ?
If we weren't making this strictly a ground forces battle, they would also have to worry about Com Guard air assets, which IIRC were very active. Enemy air, AA, and artillery assets - not some misplaced sense of idiocy - seem to be the reasons why all the Clans landed tens of kilometers from their objectives.
The Clanners were fucking morons, who competed to see who could bring the smallest military force.

Thats pretty much all the rebuttal I need to that.
What are Skitari?
basically high tech Imperial Guard.
And how much blasting can the void shields take? I know the Warlords are about five times as tall as BT mecha, but they're also outnumbered something like 60:1 by the enemy mecha, and (especially given the size target they are) pummeled with artillery.
Heh, the Warlords could drop-pod in if they wanted to LOL

Void shields repel most of the stuff your average Imperial Guard regiment can throw at one, although ingame its vaccillated between each layer takes a single hit and only weaponry of a ceertain level affecting them, to invulnerable saves and so forth. Dark Apostle has an Imperator, which is twice as heavily shielded as a Warlord, be essentially invulnerable to the combined fire of a Word Bearer host, (3000 marines plus dozens of daemon engines, space marine armoured vehicles etc). an Apostle comments that they "can't even bring down its shields" at one point.

Compared to a scout titan, which could have its shields dropped temporarily by repeated fire from 3 Land Raiders (12 Lascannons in total)
. Teleport assaults, however, are not vulnerable to incoming fire. What's the drawback to using a teleporter, and why would you ever use a drop pod if you could teleport?
Your ship might not have a teleporter, or it might not be sufficient to transport a thousand marines at once into combat, or the target zone was warded, too well shielded for accurate large scale teleportation, or you didn't know exactly what was in there.

Hundreds of drop pods on a space marine ship, versus one or two rooms for teleporting people from.

The Annihilator looks like a fairly normal light tank. A pair of lascannon doesn't look like a spectacular weapon
Uh, Annihilators have four lascannon.
Given that BT energy weapons melt a half ton of some kind of nasty thermally resistant armor per shot, I don't believe that makes the lascannons exceptional weapons by BT standards.
Thermally resistant armour? BT armour is made of solidified bullshit, its utterly impossible to reconcile its performance, a laser slagging half a ton of armour should have generated enough heat to make a Battlemech explode! In Flight of the Falcon, set well after Tukkyid, a clanner Mech is dangerously heated by being drenched in burning gasoline!

OK, so a regiment of shock troopers isn't enough to take two cities from 800-1000 mecha plus support forces. What Imperial forces would we want to add to make it a "fair" match, with sensible bookies being willing to give even odds on a bet?
To make it fair you have to handicap the Imperial forces, equal tonnage in armour and equal numbers of personnel is a win for the Imperials, the twelve titans and their support forces are expected to deploy against forces grotesquely outnumbering them. On Vivaporous, the Nids destroyed all trace of over 3 million Imperial Guard, the Imperium responded by sending 3 Warlord titans and a Warhound to hunt them down. Volcano cannons (laser arm mounts) produce shockwaves that cause nearby Tanks armour to buckle when they fire (Battle for Armageddon).

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Post by Jedi Master Spock » Sat Jul 05, 2008 10:01 am

Regarding drops and deployments:
Gniops wrote:I'm not sure you do actually remember correctly, the Com-Guards engaged the two Galaxies that Smoke Jaguar bid well outside the cities with division strength, and withdrew later on, as well as driving the Jag's back to their drop point.

They wouldn't have any expectation of an assault as rapid as a marine deployment without being able to detect dropships moving into position.
In most cases, you had one division engaging first. Each Clan was facing more than one division of troops.

Note the Nova Cats met most of their opposing mechs five kilometers from the target, after landing ten kilometers away. I'm going to contend that the Com Guards almost certainly had at least one reserve division stationed in each designated target at the time of landing.
Doubtful, its something the Marines do all the time, hence the use of decoy pods, armed deathwinds, as well as infiltrating ground troops and scouts deployed to suppress groundfire. Thunderhawk or other gunship passes are to be expected as well. Besides, its not like they have to drop directly on top of the city.

Landing craft and pods don't slowly glide to the ground, Landing Craft, the larger scale vehicle deployment ships are described as going from orbit to deployment in 30 seconds. Drop pods can be set to literally smash into the ground like kinetic energy weapons, in Warrior Brood the impact of Deathwatch pods is described as "liquifying" hundreds of swarming tyranids!
Incoming ballistic drop pods are easy to track and target for their speed. Predictable paths, wake of fire, and all that. They are also (as the rules point out) vulnerable to attack on the way down, and before opening.

Marines may do it all the time, but that doesn't mean you won't take heavy casualties dropping into an area with air defenses - and the way WH40K drop pods work out, you're going to aim drops for clear areas within a city at least.

From the Codex Titanicus:
Suddenly a hail of fire lore through the Ultramarines. Those who had not got clear of the landers were mown down. Assault pods were caught at their most vulnerable, while airborne, and burst into flames.
Emphasis added. Drop pods in the process of landing are highly vulnerable to enemy fire.
Why do they have to drop "into" the city ? its not like they can't pick their targets a little more precisely!

Besides, how do you go from it being in the rules that hitting buildings at high speed is kinda dangerous, to it not being SOP to drop-pod anywhere near them ?
Kinda dangerous in the rules? It's instantly lethal, and the drop pods aren't very precise.
Dropships are the behemoths of the B-tech battlefield, if they hadn't dropped days travel away from their targets in some cases, they wouldn't have had to crunch through the entire military arm of Com-star to capture their targets.

The Clanners wanted to fight MECHS, not city defences. They literally didn't consider anything else worth fighting in some cases.
Dropships may be behemoths and the size of Titans or larger, but they are still vulnerable to air defenses while landing. Com Guard fighters took down a Nova Cat dropship on the way down... most likely because the Nova Cats dropped so close.

I'm going to point something out. The Clans dropped 10-70 kilometers away from their objectives. Top speed for most of these mechs is over 60 kph in most cases. Even accounting for difficult terrain, the Clan troops weren't more than a couple hours' travel away from their targets... if not opposed. In the case of the Nova Cats, who didn't have difficult terrain in the way, they were maybe ten minutes outside of their first target.
The Clanners were fucking morons, who competed to see who could bring the smallest military force.

Thats pretty much all the rebuttal I need to that.
No, it isn't. As I pointed out, incoming drops are vulnerable to anti-air fire, enemy fighters, et cetera, all of which will be most heavily concentrated (with certainty) in and around the target cities.
Your ship might not have a teleporter, or it might not be sufficient to transport a thousand marines at once into combat, or the target zone was warded, too well shielded for accurate large scale teleportation, or you didn't know exactly what was in there.

Hundreds of drop pods on a space marine ship, versus one or two rooms for teleporting people from.
OK. Well, even that is a moderate help. The Com Guard forces clearly have no shielding or warding against teleporters


Regarding ground forces:
Strictly ground forces battle ? Then frankly the entire Com-Guards force can wander around and defeat in detail each army at horrendous cost, particularly if they are forced to deploy in the same retarded fashion as the Clans.

You do realise that the Wolves and the Ghost Bears were the only guys more or less who didn't do the deeply stupid "calling out" crap, and even then, the Clans operated as distinct formations, without any co-ordination, while the Precentor Martial sat in a Star League command base under a mountain!
I'm not saying they have to deploy in the same fashion as the Clans. I am saying Q seals the planet after they make their drop, and that Q has informed the commanders of this information. Q has also strictly forbidden orbital bombardment.

Note, for the record, that the Clans did not all lose, and that the different objectives of the different Clans were not necessarily that close together on the planet. There was very little cross-support by Com Guards from objective to objective, although there were some reserve forces that did come to support one battle or another.

Sororitas:
quote]For a start, then you add organic air support, Thunderhawks are essentially capable of taking the role of MBT, anti-superheavy gunship, dropship and strategic bomber. Marine power armour is also simply better, as are the Marines themselves, their guns are larger and more powerful, they have more tanks, and better tanks.

Sororitas are too specialised, and doctrinally predicated towards close range combat, without the ludicrous deployment speed or overall uberness of marines. Badass enforcers for the Ecclesiarchy and power armoured, absolutely loyal muscle for the Inquisition. Great for cleansing heretics, garrisoning a shrine world, or stiffening up an Inquisitors, heh, coterie, or in a heroic stand against Daemons and Heretics, not so hot in a major land war/assault.[/quote]
Fair enough. Do you think they would inflict significant casualties going down?

Regarding Titans:
Of a moron Princeps ? Um, not really, I'd question the tactics of one in Storm of Iron, but his mistakes aren't really applicable, given the Comguard don't have an Imperator Titan and its pals waiting to jump out and attack the twelve warlords.
basically high tech Imperial Guard.
How many?
Heh, the Warlords could drop-pod in if they wanted to LOL

Void shields repel most of the stuff your average Imperial Guard regiment can throw at one, although ingame its vaccillated between each layer takes a single hit and only weaponry of a ceertain level affecting them, to invulnerable saves and so forth. Dark Apostle has an Imperator, which is twice as heavily shielded as a Warlord, be essentially invulnerable to the combined fire of a Word Bearer host, (3000 marines plus dozens of daemon engines, space marine armoured vehicles etc). an Apostle comments that they "can't even bring down its shields" at one point.

Compared to a scout titan, which could have its shields dropped temporarily by repeated fire from 3 Land Raiders (12 Lascannons in total)
I'm reading this as "strongly inconsistent," and starting to get suspicious of the Imperium Titan.

Now, the game mechanics seem to be nowhere near the first, although maybe closer to the second. They only have a Warlord having 5-6 void shields vs a Warhound (scout) titan having 2. They even have a section where they detail how a skimmer *might* be able to bring one down in a ramming attempt.

Filing away this quote for future reference:
Plasma weapons (i.e. plasma cannon and light and heavy plasma guns) require a great buildup of energy in order to fire on maximal. For Titans, this energy can be tapped direct from the plasma reactor, but the power drain limits the Titan’ freedom of movement.
I'd like to start taking down some hard numbers here, namely the mass and speed of a Warlord titan.

If a 2 ton skimmer at 100 m/s can drop a void shield, that's a 10 megajoule kinetic impact. If 12 lascannons can, and lascannons are an order of magnitude above lasguns, and we use the 19 MJ figure for lasguns, then it's a couple gigajoules of laser energy to make a void shield flicker.

If a Warlord titan has the same mass and leg power/mass ratio as a human athlete in proportion to its size, and is 25 times as tall, then it would be something like 1500 tons with its legs in the 30 megawatt range. (Call our human athlete 2m, 100 kg with 2 kW legs.)

If a Warlord is ten times the mass of a similarly scaled-up human body, and has twice the acceleration, that's still only 600 megawatts. Funny that firing plasma weapons requires even that bit of power (divide by reactor efficiency and we might hit a gigawatt of raw power.)

Now, I'm not too sure yet how all this ties together, but I'm going to lay out three things.

One, I don't think a Titan can take a whole Com Guard division of heavy mechs by itself.
Two, I think it's going to take at least ten mecha banging on it at once to bring it down.
Three, the actual margin by which the Titans are outnumbered is between those two fenceposts, and I'm not more than 80% confident in either of those fenceposts.

Now, Warhammer tanks:
Uh, Annihilators have four lascannon.
And how many millimeters of steel armor?
Thermally resistant armour? BT armour is made of solidified reasonable, its utterly impossible to reconcile its performance, a laser slagging half a ton of armour should have generated enough heat to make a Battlemech explode! In Flight of the Falcon, set well after Tukkyid, a clanner Mech is dangerously heated by being drenched in burning gasoline!
Because of the heat generated, or because heat was being generated everywhere and it was unable to drain off heat?

Like it or not, it seems that BT armor does just that. It also supposedly made the guns used on main battle tanks at the time of the mech's invention obsolete, which makes it pretty funky stuff in a good way.
To make it fair you have to handicap the Imperial forces, equal tonnage in armour and equal numbers of personnel is a win for the Imperials, the twelve titans and their support forces are expected to deploy against forces grotesquely outnumbering them. On Vivaporous, the Nids destroyed all trace of over 3 million Imperial Guard, the Imperium responded by sending 3 Warlord titans and a Warhound to hunt them down. Volcano cannons (laser arm mounts) produce shockwaves that cause nearby Tanks armour to buckle when they fire (Battle for Armageddon).
The 6,000 strong shock regiment already outnumbered the defending Com Guards. Assuming one thirty ton armored vehicle per 6 troops, that would be 30,000 tons of armored vehicles. If the average Com Guard mech is 60 tons, and there are 800 of them, that's 48,000 tons of armored vehicles. Maybe throw in another 12,000 tons of tanks and APCs and the Imperial Guard have a 2:1 disadvantage in armored vehicles, and something like a 3:1 advantage in numbers of personnel.

I'm not so sure the Titan legion is grossly out-tonnaged. It may, in fact, have a tonnage advantage.

How are the Imperium armored vehicles better, ton for ton? Do I recall correctly when I suspect that most of them have basically thin steel armor?

The lascannon is a heavy anti-tank weapon. Now, if a BT laser slags a half ton of thermally resistant armor, and the lascannon "only" is an order of magnitude more powerful than the high lasgun figures, as I've been suggesting (making it a freaking strong weapon by modern standards, btw) it's going to take three lascannon hits to match up to a BT laser.

Let's dice that against a powered armor unit in BT. PBA in BT can take one hit from a BT laser and keep walking. It's in the fluff, and it looks like it's in the mechanics, too. So call that at least four lascannon hits to kill one PBA suit if we just ported the lascannon into BT. Maybe 5-6. Not all PBA suits are created equal.

Now, let me pull out some game statistics computed for the last edition of Warhammer. I'm going to use them to reassure myself of what lascannons are supposed to do. Look here. Now, the lascannon has a 50% chance of hitting. If it actually hits, a 1 in 9 chance of a destroying hit on the most heavily armored targets available in the non-Epic scale game (2 in 9 chance of a "glancing hit," which hurts). Expected lifespan of a Leman Russ tank if 1 in 9 hits kill is between 6 and 7 hits. Expected lifespan for AV 13 is ~5 hits. Expected lifespan for AV 12 is a bit under 4 hits. AV 11 is a bit under 3, and AV 10 a bit over 2. I'm not sure how much this has changed with 5th edition (if any), but we get the general feel.

Against any WH40K tank within a similar tonnage range as BT mecha, the lascannon is a dangerous weapon. Right? Four lascannon hits means your target has a substantial chance of being destroyed, even if it's a heavy tank. (That's supposed to be the beauty of the Annihilator variant, right? Nasty offensive power.) If it's not a really tough target, the odds become very good it isn't working anymore.

So we'd call a BT PBA suit AV 12-13.

Now, the Leman Russ is a 60 ton tank. I tried to look for something the same size in BT. I found seven of the dang things in one list. LRM carrier, SRM carrier, AC/2 carrier, Po, Pike, Manticore, and Bulldog. All of them are at least as well armored as a PBA suit, most have at least twice the armor.

The Manticore's got over four times the armor value. The Manticore's going to take something like 16 hits from a lascannon to destroy, since that stuff is linear (WH40K AVs are definitely not linear, but 16 hits from a lascannon would be like... AV 15?). These things have multi-gigajoule endurance. WH40K tanks don't.

I don't realy think BT tanks are short on firepower or speed, either.

For them to be even-stevens between the endurance of the Leman Russ and the Manticore, I need to have the lascannon be energetic enough to melt a half ton of magic-wank BT armor... and from what I'm seeing, and what you're saying, that's beyond lascannon yields. They're outmatched ton-for-ton.
Last edited by Jedi Master Spock on Sat Jul 05, 2008 10:51 am, edited 1 time in total.

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Post by l33telboi » Sat Jul 05, 2008 10:21 am

Please, stop using the word mecha.

See, mecha are things that are roughly human shaped, they have arms (with hands), they have legs, a torso and head. They basically resemble a huge robotic human. They can usually fly and dance ballet in the air. They often use swords and shields as weapons and fight with other mecha at melee ranges. And if they have a weapon, it's an energy rifle that shoots funky colored energy. When fired the pilot usually screams something like "SUPER MEGA GIGABEAM OF ULTIMATE JUSTICE ATTACK!!". The beam usually ends up obliterating a planet or a small moon. Said pilot is almost always a 13 year old kid with serious mental problems.

This is mecha.

So please, for the sake of my mental health, refer to mechs as mechs. :(

The issue has nothing to do with size or anything like that. It's just that mecha are what you usually see in anime, and they almost exclusively share the same traits. While mechs are the product of western culture. Large bipedal tanks.

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Post by Jedi Master Spock » Sat Jul 05, 2008 11:01 am

l33telboi wrote:Please, stop using the word mecha.

See, mecha are things that are roughly human shaped, they have arms (with hands), they have legs, a torso and head. They basically resemble a huge robotic human. They can usually fly and dance ballet in the air. They often use swords and shields as weapons and fight with other mecha at melee ranges. And if they have a weapon, it's an energy rifle that shoots funky colored energy. When fired the pilot usually screams something like "SUPER MEGA GIGABEAM OF ULTIMATE JUSTICE ATTACK!!". The beam usually ends up obliterating a planet or a small moon. Said pilot is almost always a 13 year old kid with serious mental problems.

This is mecha.

So please, for the sake of my mental health, refer to mechs as mechs. :(

The issue has nothing to do with size or anything like that. It's just that mecha are what you usually see in anime, and they almost exclusively share the same traits. While mechs are the product of western culture. Large bipedal tanks.
I'll try.

Although... both WH40K and BT have their mechs using melee stuff. Wikipedia tells me "Mecha" came to English through RoboTech, and also that there is a Japanese BatteTech. I'm not sure the distinction is very hard and fast aside from genre - wargame vs teenage cartoon.

Am I allowed to call Transformers mecha? They're in the cartoon genre...

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Post by l33telboi » Sat Jul 05, 2008 12:35 pm

Jedi Master Spock wrote:I'll try.
Great!
Although... both WH40K and BT have their mechs using melee stuff. Wikipedia tells me "Mecha" came to English through RoboTech, and also that there is a Japanese BatteTech. I'm not sure the distinction is very hard and fast aside from genre - wargame vs teenage cartoon.
>:(
Am I allowed to call Transformers mecha? They're in the cartoon genre...
They're just giant robots. Not mechs or mecha.

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Post by Gniops » Mon Jul 07, 2008 8:49 pm

Note the Nova Cats met most of their opposing mechs five kilometers from the target, after landing ten kilometers away. I'm going to contend that the Com Guards almost certainly had at least one reserve division stationed in each designated target at the time of landing.
It's a pity we were talking about Smoke Jaguar.

I can tell you for a start that Comstar explicitly did have reserve divisions in the cities targeted by Nova Cat, in fact the opposition facing Nova Cat was the 7th army vets (6 divisions presumably) and the green remnants of the 12th army split between the two cities. Two divisions for each presumably, as two veteran Comstar divisions had been split off to fight Jade Falcon and Wolf, with the 6 divisions of the 7th army to engage the Nova Cats in the field. (Invading Clans Sourcebook, Clan Nova Cat, Battle of Tukkyid)

Note the Nova Cats met most of their opposing mechs five kilometers from the target, after landing ten kilometers away. I'm going to contend that the Com Guards almost certainly had at least one reserve division stationed in each designated target at the time of landing.
Clan Nova Cat deployment is a completely different issue to Clan Smoke Jaguar deployment, see above for the correct Nova Cat information.

Where are you getting your information from ?

Please stop answering a statement about one thing, with something unrelated.
Incoming ballistic drop pods are easy to track and target for their speed. Predictable paths, wake of fire, and all that. They are also (as the rules point out) vulnerable to attack on the way down, and before opening.
Drop-Pods aren't ballistic, they are controlled from orbit and with onboard guidence systems. (Epic Armageddon, Imperial Armour)

Hence why they aren't easy to track and target, and also happen to be fairly tough.
and the way WH40K drop pods work out, you're going to aim drops for clear areas within a city at least.
So what ? This sort of assault is completely beyond the ken of Comstar, they aren't going to have guys in each city waiting for an assault like this.


Emphasis added. Drop pods in the process of landing are highly vulnerable to enemy fire.
I've always thought that little segment odd, since drop-pods are actually most vulnerable when they are sitting still on the ground with their armoured shells open.

I'm amused to see that you carefully avoided posting the following sentence, which mentioned the Landers and Drop-pods were under fire from 3 Warlord Titans.

I'd also like to point out that you are looking at very old rules. Rules that are 20 years old in fact. Epic Armageddon and Imperial armour state that drop-pods "count as" being lost when they land on impassable terrain, can actually physically destroy vehicles they land in, and have sophisticated and "highly accurate" guidance systems that mean if they are going to land on a building or units for example, they move to the nearest clear space.

This is simply an interesting addendum to the examples of drop pods smashing into the ground as kinetic energy weapons, killing hundreds in the process, or deploying slow enough to allow normal humans to survive.
Kinda dangerous in the rules? It's instantly lethal, and the drop pods aren't very precise.
What, because you say so ? Kbollocks, Imperial Armour 2, "..can make slight adjustments to the drop pod's flight through control of its retro-rockets and control fins, making for a high degree of accuracy"

Emphasis added.
Dropships may be behemoths and the size of Titans or larger, but they are still vulnerable to air defenses while landing. Com Guard fighters took down a Nova Cat dropship on the way down... most likely because the Nova Cats dropped so close.
Comstar took out the Nova Cat dropship because they had achieved local air superiority, due to outnumbering the dumbass Nova Cats, and then a suicide run with a Hammerhead fighter.

If you think this event is meant to support your static city defences claim, I'm sorry, but it doesn't, the Nova Cat dropships didn't LAND in the initial assault, they descended low enough to avoid having to "hotdrop" i.e drop with heat shields, then deployed jump-equipped mechs and got ass-raped by aerospace fighters, losing almost an entire Cluster to the suiciding Hammerhead

It also goes back to the obvious to anybody but you point, that the Clanners were tradition bound morons, who under-bid their forces in a political strategy to try and nerf Clan Wolf, as well as being heavily Mech-oriented and doctrinally akin to a warband of blokes issuing individual challenges on a battlefield.

Hence why they ended up without air-superiority in their own drop-zone, despite having a bunch of dropships with them. It even states this in the first dozen pages of the sourcebook IIRC.

Oh, and giant hovering dropships, disgorging plasma spewing battlemechs ?

Not exactly the same thing as hundreds of pods, landers and fightercraft, or the heavily armed thousand meter long Titan transports, or indeed the craziness that is a Titan drop-pod.

closest thing that comes to mind for the imperials in this scenario is a bunch of Broadsword dropships with anti-grav generators deploying the Cadian Shock without parachutes, as even the Imperial Guard assault dropships don't sit gently in the air waiting to get kamikazied.


I'm going to point something out. The Clans dropped 10-70 kilometers away from their objectives. Top speed for most of these mechs is over 60 kph in most cases. Even accounting for difficult terrain, the Clan troops weren't more than a couple hours' travel away from their targets... if not opposed. In the case of the Nova Cats, who didn't have difficult terrain in the way, they were maybe ten minutes outside of their first target.
What do you base these claims on ?
No, it isn't. As I pointed out, incoming drops are vulnerable to anti-air fire, enemy fighters, et cetera, all of which will be most heavily concentrated (with certainty) in and around the target cities.
Heh, so now the aerospace fighters are back in the game ?

Nice ;)
OK. Well, even that is a moderate help. The Com Guard forces clearly have no shielding or warding against teleporters
The Space Wolves don't really like using teleporters anyway, they'll assault the cities directly, or one after the other if forced by OP fiat to fight like the Clans.

And what do you mean, "even that" is a moderate help ?
I'm not saying they have to deploy in the same fashion as the Clans. I am saying Q seals the planet after they make their drop, and that Q has informed the commanders of this information. Q has also strictly forbidden orbital bombardment.
Then its highly doubtful the Imperial forces would deploy as seperate disparate "armies", although to be honest, its a pretty ludicrously unlikely scenario to begin with, 10k uncontrollable barbarian ogres with sharp sticks, 2 entire marine chapters? zero airsupport beyond the Marine thunderhawks ?

Its a mess.
Note, for the record, that the Clans did not all lose, and that the different objectives of the different Clans were not necessarily that close together on the planet. There was very little cross-support by Com Guards from objective to objective, although there were some reserve forces that did come to support one battle or another.
For the record. Clan Wolf won both objectives, Jade Falcon got a draw, Ghost Bear won one, Steel Viper, Nova Cat, Smoke Jaguar and Diamond Shark lost, with Nova Cat and Smoke Jaguar getting creamed. I can't remember which clan it was, but one only made it back to the Dropships with a single Trinary, or something ridiculous like that.
Fair enough. Do you think they would inflict significant casualties going down?
If they land and quickly garrison unoccupied Spanac, yes, Sororitas can do dogged defence.

If they fight as part of a combined Imperial offensive, all bets are off.

How many?
*shrug* how many do you want there to be ? Codex Titanicus describes the troops of a Titan legion at war thusly, Emperor Class titans are command units, Warlord weight Battle Titans form the bulk of the force, usually in groups of three Reaver weight Battle Titans tend to operate in a long range support role, again in groups of three, Scout class titans...scout and provide telemetry, usually in pairs.

Imperial Knight households (Battlemechs essentially) and Tech-Guard (heavily mechanised cyborg Imperial Guard regiments, with access to higher overall tech but smaller regiments) operate in support of these forces. Occasionally the Centurio Ordinatus gets involved, but since Comstar doesn't get access to nuclear weapons, its probably a touch unfair.
I'm reading this as "strongly inconsistent," and starting to get suspicious of the Imperium Titan.
I'm beginning to get the impression that you are a tremendous prat, who has read one 20 year old rulebook, and thinks that the rules for Void shields have remained the same for the last near two decades.

The most current ruleset is one point of damage per shield, regardless of what inflicts that point of damage, then in each end phase, the highest roll of 2D6 is allocated for raising shields. This contrasts with Titan Legions which required a saving throw modifier before shields could be dropped, or Codex Titanicus.

As I said however, Dark Apostle makes it fairly clear that 12 shields is enough to hold off the offensive firepower of a Word Bearer Host.

If a 2 ton skimmer at 100 m/s can drop a void shield, that's a 10 megajoule kinetic impact. If 12 lascannons can, and lascannons are an order of magnitude above lasguns, and we use the 19 MJ figure for lasguns, then it's a couple gigajoules of laser energy to make a void shield flicker.
Except that we have an example from, y'know, the last 15 years in Imperial Glory, with a 3.5 ton landspeeder hitting a Gargant Power field, (exactly the same as Void shields, except more unreliable) at full whack, and not even bringing it down.
If a Warlord titan has the same mass and leg power/mass ratio as a human athlete in proportion to its size, and is 25 times as tall, then it would be something like 1500 tons with its legs in the 30 megawatt range. (Call our human athlete 2m, 100 kg with 2 kW legs.)

If a Warlord is ten times the mass of a similarly scaled-up human body, and has twice the acceleration, that's still only 600 megawatts. Funny that firing plasma weapons requires even that bit of power (divide by reactor efficiency and we might hit a gigawatt of raw power.)
My god, are you selectively reading Codex Titanicus ? "warlords incinerating hundreds in fusion fire" (thats hundreds of power armoured marines) and blokes exploding into clouds of superheated steam ?

A gigawatt of power ? Don't take the piss. Particularly when the effects on movement and other weapons have been removed from the rules except for the Plasma Destructor.

Never mind trying to scale up the old "beetleback" version of the Warlords for this...this..nonsense . Did you seriously look at the front cover of Codex Titanicus and think, " hmm, this scales proportional to a human!"
And how many millimeters of steel armor?
Unless they've been made on Bumfuck Alpha, in the Armpit sector, they don't use normal steel, and Imperial plasteel isn't exactly the same as our "conventional steel armour". Predator hulls have 55mm of bonded unobtanium, impregnated with heat dissipation mesh on their hulls.
Because of the heat generated, or because heat was being generated everywhere and it was unable to drain off heat?
Because it was drenched in burning fuel....?
Like it or not, it seems that BT armor does just that. It also supposedly made the guns used on main battle tanks at the time of the mech's invention obsolete, which makes it pretty funky stuff in a good way.
The dreaded Mackie test, written from the perspective of the guy who built a sensor for the mech , and performed by Merkava's using armour piercing shells with IIRC one third of their actual, real world penetration capabilties, and controlled by guys who pissed themselves while playing what amounts to a computer game.

The less said about that little gem the better I think!
The 6,000 strong shock regiment already outnumbered the defending Com Guards. Assuming one thirty ton armored vehicle per 6 troops, that would be 30,000 tons of armored vehicles. If the average Com Guard mech is 60 tons, and there are 800 of them, that's 48,000 tons of armored vehicles. Maybe throw in another 12,000 tons of tanks and APCs and the Imperial Guard have a 2:1 disadvantage in armored vehicles, and something like a 3:1 advantage in numbers of personnel.
Pardon ?

What makes you think the Cadians have a 30 tonne vehicle for every 6 troopers ? The basic troop transport is the Chimera, which transports 12!

Note that equal tonnage of APC's certainly is a dishonest way to go about things, but not unexpected.

Where on earth do you get your numbers for any of the 40k and B-tech stuff anyway ?

I'm not so sure the Titan legion is grossly out-tonnaged. It may, in fact, have a tonnage advantage.
Since I didn't claim it was out done in tonnage, whats your point ?
How are the Imperium armored vehicles better, ton for ton? Do I recall correctly when I suspect that most of them have basically thin steel armor?
Um, not really.

The lascannon is a heavy anti-tank weapon.
No, a Lascannon is a heavy weapon, included under that aegis are many different weapons. A heavy anti-tank weapon in 40k is a turbo-laser or something similar.
Now, if a BT laser slags a half ton of thermally resistant armor,


These are the same lasers which have to be supercharged to set wooden buildings on fire right ?

Or te same armour which can be chewed off by machine guns.
it's going to take three lascannon hits to match up to a BT laser.
Remind me what this is all based on again? the melting of half a ton of armour, which provides you with ?
Let's dice that against a powered armor unit in BT. PBA in BT can take one hit from a BT laser and keep walking. It's in the fluff, and it looks like it's in the mechanics, too. So call that at least four lascannon hits to kill one PBA suit if we just ported the lascannon into BT. Maybe 5-6. Not all PBA suits are created equal.
As far as I recall, to build a battle armour using the rules to build a mech, a battle armour actually can't mount the laser, or the heat sinks required, as well as the armour tonnage.

That should tell you everything you need to know about battle armours, they don't actually work legitimately in their own ruleset, whichever version you are using.
Now, let me pull out some game statistics computed for the last edition of Warhammer. I'm going to use them to reassure myself of what lascannons are supposed to doSNIP NONSENSICAL WEEBLING OVER GAME MECHANICSV 11 is a bit under 3, and AV 10 a bit over 2. I'm not sure how much this has changed with 5th edition (if any), but we get the general feel.
The Manticore's got over four times the armor value. The Manticore's going to take something like 16 hits from a lascannon to destroy, since that stuff is linear (WH40K AVs are definitely not linear, but 16 hits from a lascannon would be like... AV 15?). These things have multi-gigajoule endurance. WH40K tanks don't
You realise when you work from a mish-mash of two different game systems, then stir in some bull-shit, the end result is still bull-shit right ?

We have officially arrived at "farce" again.

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Post by Jedi Master Spock » Mon Jul 07, 2008 10:26 pm

Gniops wrote:It's a pity we were talking about Smoke Jaguar.

I can tell you for a start that Comstar explicitly did have reserve divisions in the cities targeted by Nova Cat, in fact the opposition facing Nova Cat was the 7th army vets (6 divisions presumably) and the green remnants of the 12th army split between the two cities. Two divisions for each presumably, as two veteran Comstar divisions had been split off to fight Jade Falcon and Wolf, with the 6 divisions of the 7th army to engage the Nova Cats in the field. (Invading Clans Sourcebook, Clan Nova Cat, Battle of Tukkyid)
But the information on whether or not the Com Guards had reserve divislons in the Smoke Jaguar targets at the time the Jaguars landed are missing.

I'm suggesting it was probably SOP for all the Com Guard deployments to start off with at least a division in each city until enemy forces actually landing, based on the deployment the Nova Cats met when they came screaming right in.
Where are you getting your information from ?
Mainly the websites mentioned above.
Drop-Pods aren't ballistic, they are controlled from orbit and with onboard guidence systems. (Epic Armageddon, Imperial Armour)

Hence why they aren't easy to track and target, and also happen to be fairly tough.
Hence why they are described as "at their most vulnerable" (to quote the Codex Titanicus fluff text again)
So what ? This sort of assault is completely beyond the ken of Comstar, they aren't going to have guys in each city waiting for an assault like this.
Battletech does combat drops too, actually.

Perhaps not as often or with the sort of total force commitment you describe, and it would probably come as a mild surprise, but you can bet that there will be about a division of mobile units, possibly more, along with any static air defenses the Comstars have.
I've always thought that little segment odd, since drop-pods are actually most vulnerable when they are sitting still on the ground with their armoured shells open.

I'm amused to see that you carefully avoided posting the following sentence, which mentioned the Landers and Drop-pods were under fire from 3 Warlord Titans.
And being under fire from two hundred mechs will be much better?
I'd also like to point out that you are looking at very old rules. Rules that are 20 years old in fact. Epic Armageddon and Imperial armour state that drop-pods "count as" being lost when they land on impassable terrain, can actually physically destroy vehicles they land in, and have sophisticated and "highly accurate" guidance systems that mean if they are going to land on a building or units for example, they move to the nearest clear space.

This is simply an interesting addendum to the examples of drop pods smashing into the ground as kinetic energy weapons, killing hundreds in the process, or deploying slow enough to allow normal humans to survive.
Thank you for the correction. I don't have the more recent rules on hand at the moment. As I've said before, I'm not an expert on WH40K - which is why I like your occasional visits to come argue with me about it.

Terminal guidance that avoids buildings does mean lower drop casualties. Now they mainly have to worry about being shot at, which is still a problem. Counting decoys, I think we're talking about less than 1,000 pods, correct? So if half the mobile units manage to peg a pod on its way down, or while it is in the process of opening up, that's 10+% percent casualties right off the bat "free" - 20% if we have 500 pods dropping in each city. This is then followed by a street-to-street fight between whatever was stationed in the city and the slightly weakened chapter, while the rest of the Com Guard army converges to try and reinforce/recover the area. Sound reasonable?
Comstar took out the Nova Cat dropship because they had achieved local air superiority, due to outnumbering the dumbass Nova Cats, and then a suicide run with a Hammerhead fighter.

If you think this event is meant to support your static city defences claim, I'm sorry, but it doesn't, the Nova Cat dropships didn't LAND in the initial assault, they descended low enough to avoid having to "hotdrop" i.e drop with heat shields, then deployed jump-equipped mechs and got ass-raped by aerospace fighters, losing almost an entire Cluster to the suiciding Hammerhead
The "hotdrop" with heat shields sounds a lot like the older drop pod descriptions from the Codex Titanicus to me. As I said, the BT people will not be unfamiliar with screaming pods from the sky that will disgorge enemies.
It also goes back to the obvious to anybody but you point, that the Clanners were tradition bound morons, who under-bid their forces in a political strategy to try and nerf Clan Wolf, as well as being heavily Mech-oriented and doctrinally akin to a warband of blokes issuing individual challenges on a battlefield.

Hence why they ended up without air-superiority in their own drop-zone, despite having a bunch of dropships with them. It even states this in the first dozen pages of the sourcebook IIRC.

Oh, and giant hovering dropships, disgorging plasma spewing battlemechs ?

Not exactly the same thing as hundreds of pods, landers and fightercraft, or the heavily armed thousand meter long Titan transports, or indeed the craziness that is a Titan drop-pod.

closest thing that comes to mind for the imperials in this scenario is a bunch of Broadsword dropships with anti-grav generators deploying the Cadian Shock without parachutes, as even the Imperial Guard assault dropships don't sit gently in the air waiting to get kamikazied.
The whole "bid" process may have been a spectacularly stupid idea strategically, and the Clans definitely made some stupid mistakes - but the Imperium forces aren't engaging the Clans. Nor would anybody say that the Clan mechs are not dangerous; poorly commanded, perhaps, and poorly deployed, perhaps, but quite dangerous war machines by BT standards.
What do you base these claims on ?
The deployment distances listed on that website, and the speeds listed in mech stat-blocks, which seem to be widely available online.
Heh, so now the aerospace fighters are back in the game ?
Aerospace fighters are one of the reasons why the Clans mostly chose to drop further away. I'm not really interested in going into the aerospace comparison, as it's going to have to involve dealing with several more systems, nor have I been talking about the aerospace fighters regarding the Space Marine drops.

Otherwise I would be positing heavier casualties for the combat drops. Coming in with a division shooting up at your drop pods, plus any static defenses the Com Guards might have, is not great.
The Space Wolves don't really like using teleporters anyway, they'll assault the cities directly, or one after the other if forced by OP fiat to fight like the Clans.
No reason they can't split their forces.
And what do you mean, "even that" is a moderate help ?
Even being able to teleport a few squads - unseen and unheard - into any location of your choosing can be of help.

Especially if one of those locations is, say, a munitions depot or headquarters.
Then its highly doubtful the Imperial forces would deploy as seperate disparate "armies", although to be honest, its a pretty ludicrously unlikely scenario to begin with, 10k uncontrollable barbarian ogres with sharp sticks, 2 entire marine chapters? zero airsupport beyond the Marine thunderhawks ?

Its a mess.
So was the original, right? Q-fiated trial by combat. Six essentially separate engagements, testing six different pieces of the Imperium war machine against the Comstar standard-bearers.
If they land and quickly garrison unoccupied Spanac, yes, Sororitas can do dogged defence.

If they fight as part of a combined Imperial offensive, all bets are off.
Ok.
*shrug* how many do you want there to be ? Codex Titanicus describes the troops of a Titan legion at war thusly, Emperor Class titans are command units, Warlord weight Battle Titans form the bulk of the force, usually in groups of three Reaver weight Battle Titans tend to operate in a long range support role, again in groups of three, Scout class titans...scout and provide telemetry, usually in pairs.

Imperial Knight households (Battlemechs essentially) and Tech-Guard (heavily mechanised cyborg Imperial Guard regiments, with access to higher overall tech but smaller regiments) operate in support of these forces. Occasionally the Centurio Ordinatus gets involved, but since Comstar doesn't get access to nuclear weapons, its probably a touch unfair.
I think Comstar probably does have access to nuclear weapons, but I think rules of engagement barring nuclear weapons are appropriate. The goal is to take the cities, not destroy them.
I'm beginning to get the impression that you are a tremendous prat, who has read one 20 year old rulebook, and thinks that the rules for Void shields have remained the same for the last near two decades.

The most current ruleset is one point of damage per shield, regardless of what inflicts that point of damage, then in each end phase, the highest roll of 2D6 is allocated for raising shields. This contrasts with Titan Legions which required a saving throw modifier before shields could be dropped, or Codex Titanicus.
So how many shields on average are being raised? Are we talking about 1-6 (top weighted), or do the D6 rolls have a particular target to raise a shield, or what? I'm curious.
As I said however, Dark Apostle makes it fairly clear that 12 shields is enough to hold off the offensive firepower of a Word Bearer Host.
And Warlords typically have six, and scouts two, right? It was a scout whose shields were dropped temporarily on the low end from twelve lascannons. We can quantify this using several models, not necessarily just through game mechanics.

I think the Titans do have a very powerful advantage here, and probably would even if they deployed ala the Clan, but I'd like to run the figures on what the Com Guard would have to do to take a Warlord down.
Except that we have an example from, y'know, the last 15 years in Imperial Glory, with a 3.5 ton landspeeder hitting a Gargant Power field, (exactly the same as Void shields, except more unreliable) at full whack, and not even bringing it down.

My god, are you selectively reading Codex Titanicus ? "warlords incinerating hundreds in fusion fire" (thats hundreds of power armoured marines) and blokes exploding into clouds of superheated steam ?

A gigawatt of power ? Don't take the piss. Particularly when the effects on movement and other weapons have been removed from the rules except for the Plasma Destructor.
It's a good thing they have. Because a gigawatt should not make a difference for a Titan scale plasma weapon.
Never mind trying to scale up the old "beetleback" version of the Warlords for this...this..nonsense . Did you seriously look at the front cover of Codex Titanicus and think, " hmm, this scales proportional to a human!"
It's a very rough approximation.
Unless they've been made on Bumfuck Alpha, in the Armpit sector, they don't use normal steel, and Imperial plasteel isn't exactly the same as our "conventional steel armour". Predator hulls have 55mm of bonded unobtanium, impregnated with heat dissipation mesh on their hulls.
Bonded unobtanium? Actual term used?
Because of the heat generated, or because heat was being generated everywhere and it was unable to drain off heat?
Because it was drenched in burning fuel....?
I'll put that one down as unclear, and revisit it if you change your mind about knowing why that posed a heat problem.
The dreaded Mackie test, written from the perspective of the guy who built a sensor for the mech , and performed by Merkava's using armour piercing shells with IIRC one third of their actual, real world penetration capabilties, and controlled by guys who pissed themselves while playing what amounts to a computer game.

The less said about that little gem the better I think!
Really?
Pardon ?

What makes you think the Cadians have a 30 tonne vehicle for every 6 troopers ? The basic troop transport is the Chimera, which transports 12!
Shock regiments have also been known to use heavy tanks according to the Lexicanum.

They need a 30 ton vehicle per 12 groundpounders, and those probably have a crew of 2-3, which is more like 15 troops for one thirty ton vehicle, but I'm under the impression they also have other vehicles.

So how many tons of vehicles would the average 6,000 strong (full complement) Cadian shock regiment have with them?
Where on earth do you get your numbers for any of the 40k and B-tech stuff anyway ?
Mysteeeeerious... Lexicanum, Games Workshop website, assorted fansites and reference sites, SB.com archives.
Since I didn't claim it was out done in tonnage, whats your point ?
You did say grossly outnumbered, to be fair, and talked about tonnage re: the Imperial Guard in the same link. I'll hope you forgive me for connecting the two.
No, a Lascannon is a heavy weapon, included under that aegis are many different weapons. A heavy anti-tank weapon in 40k is a turbo-laser or something similar.
I was under the impression that Lascannons were some of the best crew-served (or Space Marine-wielded) ranged weapons for use against enemy armor units.
These are the same lasers which have to be supercharged to set wooden buildings on fire right ?-

Or te same armour which can be chewed off by machine guns.
Not familiar with the wooden building reference. I do believe that accidental fires are possible collateral damage from BT weaponry. I doubt that it's difficult for a mech to demolish heavy industrial buildings given they're slinging around gigajoule-range weapons.

I also believe that BT has borrowed the "overloading phaser" mechanism from Star Trek. Would you like me to look into that?

BT armor is destroyed by both kinetic and thermal attacks, although a quick search shows that there's serious dispute on how high the velocity is on BT mech-scale kinetic weapons.
Remind me what this is all based on again? the melting of half a ton of armour, which provides you with ?
Which, given that BT armor is at least as hard to slag as steel, gives us around 600 megajoules to melt a half ton on the low end. Given that it's designed to resist these sorts of attacks, it could easily be up to twice that. I've read several threads on SB.com hashing over that figure.

The lascannon, you may remember, I ballparked many posts ago as being probably one order of magnitude better than a lasgun, which are generously placed at 19 megajoules. Note that this should produce noticeable blast effects on the ground on a close infantry scale. That gives us three [maybe up to six] lascannon hits for the BT laser. It is certainly not a stronger weapon.

I can see that this is the large laser we're talking about, by the way. There seems to be an important difference, which has bearing in the next section.
As far as I recall, to build a battle armour using the rules to build a mech, a battle armour actually can't mount the laser, or the heat sinks required, as well as the armour tonnage.
I recommend you examine the official battle armors listed on Chaosmarch.com. Almost all of them mount one or more lasers, and almost all, it appears, can take the 8-damage hit of the large BT laser. However, they only mount the small and medium lasers.

It appears the small BT laser does about one third the damage of a large BT laser, which means that the small BT laser mounted on the Clan Elemental is roughly equivalent to the lascannon a Space Marine can carry. The Elemental needs to be hit four times by a small laser to die, making its expected value vs the roughly equivalent lascannon four hits.

The Cavalier performs similarly, but is missing a missile pack that the Elemental carries.
That should tell you everything you need to know about battle armours, they don't actually work legitimately in their own ruleset, whichever version you are using.
They appear to indeed. My apologies for any confusion regarding different sizes of BT lasers.
You realise when you work from a mish-mash of two different game systems, then stir in some bull-shit, the end result is still bull-shit right ?

We have officially arrived at "farce" again.
The "half ton of armor melted" is neither unreasonable nor game mechanics, and remains a very adequate benchmark. It is that benchmark - not the details of game mechanics, or coming up with a conversion to illustrate that gap - that tells us BT stuff has in general more firepower and more durability than WH40K stuff of the same size.

Although, now that you mention it, I think one of the SB.com threads mentioned something about game mechanics actually being the high canon of BT. I can go dig it up and see if it had an actual quote, but it's not going to help us nail down the WH40K side of the equation. Might be of some help on the BT side, though.

As I said, for them to be about on par, we need the lascannon to match the BT large laser, and indications are that it falls short of that yield. By how much, I'm not really sure, but my guess would be a factor of 3-6. It's more matching the BT small laser, if even that.

We could benchmark the lasgun directly, since we know its yield better than the lascannon (even if 19 MJ is a highball figure). A little quick math gets us a lasgun being worth 1/32 of the BT large laser.

Want the mechanics? At 8 damage points for the large laser on a linear scale, that's a quarter damage per lasgun. Unfortunately, it seems that BT conventional unarmored laser infantry get a half damage each if they hit ("rifle" infantry get a quarter point each). It's not as dramatic as calculating the WH40K AV for a BT PBA suit, but the comparison still favors the BT side.

I'm in particular not seeing how we can justify your earlier claim that, regarding the fairly conventional forces of the Imperial Guard:
equal tonnage in armour and equal numbers of personnel is a win for the Imperials
The balance seems to be tipped the other way.

Thanatos
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Post by Thanatos » Tue Jul 08, 2008 7:13 am

Game stats do not reflect canon in the slightest in 40K. You're wasting your time using them, because nobody with even a passing familiarity with the universe is going to take you seriously if you base your calcs on the result of a staggeringly large and complex series of variables crammed into a D6 game that has been balanced.

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