Imperial Guard / T3 Super-unit variant

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flixlix10
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Imperial Guard / T3 Super-unit variant

Postby flixlix10 » Wed 15 Apr, 2015 10:18 pm

Many races have 2 super-units (by super-units, I mean a T3 unit that can only be deployed on the battefield one at a time, such as the Land Raider variants of the Chaos Space Marines, Space Marines and the Doom of Malan'tai of the Tyranids).

That made me wonder if one of the many Baneblade's variants could be added to the Imperial Guard's army. It could be a variant that is specialized for the killing of one particular type of unit like infantry, super heavy infantry or vehicules. It could be the Stormlord for the infantry or the other version that has a massive plasma canon for super heavy infantry.
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Torpid
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Re: Imperial Guard / T3 Super-unit variant

Postby Torpid » Wed 15 Apr, 2015 10:26 pm

Chaos and tyranids are the only races with two units that have a cap of 1 excluding subcommanders.
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ChrisNihilus
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Re: Imperial Guard / T3 Super-unit variant

Postby ChrisNihilus » Thu 16 Apr, 2015 11:58 pm

If IG will ever get another Super-Unit (and i doubt that), it will not be another Baneblade for sure.

Too similar to what already have. It will not be interesting.
An Imperial Knight would be far more credible, even if it's not technically IG, just because it's not a Tank.
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Kithrixx
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Re: Imperial Guard / T3 Super-unit variant

Postby Kithrixx » Fri 17 Apr, 2015 6:17 am

If anything would be an appropriate foil to the Baneblade considering the Imperial Guard's nature, I figure it would be some form of artillery.
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Asmon
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Re: Imperial Guard / T3 Super-unit variant

Postby Asmon » Fri 17 Apr, 2015 11:04 am

Torpid wrote:Chaos and tyranids are the only races with two units that have a cap of 1 excluding subcommanders.


Eldar have Avatar and Seer Council (which is cap'ed to one, because getting more than one would lose you the game; getting one already is quite a challenge on its own).
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Torpid
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Re: Imperial Guard / T3 Super-unit variant

Postby Torpid » Fri 17 Apr, 2015 2:12 pm

Asmon wrote:
Torpid wrote:Chaos and tyranids are the only races with two units that have a cap of 1 excluding subcommanders.


Eldar have Avatar and Seer Council (which is cap'ed to one, because getting more than one would lose you the game; getting one already is quite a challenge on its own).


Lol, that's true, my bad. Not to mention they do have quite a similar role to the avatar anyway.
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egewithin
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Re: Imperial Guard / T3 Super-unit variant

Postby egewithin » Fri 17 Apr, 2015 2:16 pm

Well, other variants of Baneblade are designed to hunt down titans. If they can fit Titans in DoW2, we will call you back.
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fankater
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Re: Imperial Guard / T3 Super-unit variant

Postby fankater » Fri 17 Apr, 2015 4:09 pm

We can put in the game some heavy tank (not super heavy like baneblade) like Macharius.
Image
It can be also hard caped to one but cheaper and with less hp.
750 req 170 energy - 2000 hp
He can be an option if you want something better than Leman but you don`t have enought money for BB :P
It`ll be really hard to make nice model (Malcador chassis looks like bigger chimera chassis) but this guy that made dreadknight can try :) (ofc if he wants)
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egewithin
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Re: Imperial Guard / T3 Super-unit variant

Postby egewithin » Fri 17 Apr, 2015 6:17 pm

fankater wrote:We can put in the game some heavy tank (not super heavy like baneblade) like Macharius.
Image
It can be also hard caped to one but cheaper and with less hp.
750 req 170 energy - 2000 hp
He can be an option if you want something better than Leman but you don`t have enought money for BB :P
It`ll be really hard to make nice model (Malcador chassis looks like bigger chimera chassis) but this guy that made dreadknight can try :) (ofc if he wants)


Imperial Guard deserves a Banablade as a super unit. Expensive or not.
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Swift
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Re: Imperial Guard / T3 Super-unit variant

Postby Swift » Fri 17 Apr, 2015 6:49 pm

There's not really any need. And sorry Flix, but Ic an see you as the type who will make a thread expressing how each faction is in "dire need" of a new super unit.
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flixlix10
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Re: Imperial Guard / T3 Super-unit variant

Postby flixlix10 » Sat 18 Apr, 2015 5:19 am

Indeed! it's always good to add some variaty to the units instead of seeing the generic same units over and over again!
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Jes
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Re: Imperial Guard / T3 Super-unit variant

Postby Jes » Sat 18 Apr, 2015 7:08 am

This mod isn't about variety though - as a competitive friendly mod, interfactional balance is the undisputed ruler of what can and cannot be added.
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Swift
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Re: Imperial Guard / T3 Super-unit variant

Postby Swift » Sat 18 Apr, 2015 11:06 am

flixlix10 wrote:Indeed! it's always good to add some variaty to the units instead of seeing the generic same units over and over again!

Yeah, but the generic units are balanced and the additional ones aren't/aren't necessary.
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