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Halkron Marines and Crucible tanks
Posted: Sun May 09, 2010 7:53 pm
by james+burgundy
I updated the old Crucible tank and made two more (kept the old one because its "classic")
Forgot to add the Total CP is 302
Stats
Marines
Move: 5"
Armour: 6+1 +(1d6*)
Skill: 1d6
CP: 12+1 CP
Weapons
Gyro Rifle
CP: 6
Range: 16"
UR: 3
Damage: 1d6+3
Gryo Carbine
CP: 4
Range: 10"
UR: 2
Damage: 1d6+1
Javelin**
CP: 10
Range: 20"
UR: 5
Damage: 2d6+3
Crucible tank
Move: 10"
UR: AI***
Power: 30
Armour: 2d6 +6
CP: 69
Weapons:
BL mk1
Whd mkII
* this is becouse of the body armomr.
** Must have 4" of cleanse in front of to fire and 2" be hide or will shooter suffers full damage of weapon and does not hit target.
*** AI has UR of 10 so UR is not a problem.
Posted: Sun May 09, 2010 9:58 pm
by trebnos1
Absolutely sweet. What I wouldn't give for about ten of those helmets...
Love the tanks, especially their names. I'm presuming they're remote-controlled or something, doesn't look like you could fit a minifig in there.
Just one thing though, isn't 12 armor a bit much for the commandos? Or am I reading that wrong (actually, 13+1d6)?
Posted: Mon May 10, 2010 1:10 am
by dilanski
trebnos1 wrote:Absolutely sweet. What I wouldn't give for about ten of those helmets...
Love the tanks, especially their names. I'm presuming they're remote-controlled or something, doesn't look like you could fit a minifig in there.
Just one thing though, isn't 12 armor a bit much for the commandos? Or am I reading that wrong (actually, 13+1d6)?
I thought Armour adds +2? unless Burgundy is using some quikwars mod?
Posted: Mon May 10, 2010 1:52 am
by Warhead
Not bad, I like the troops as much as I did the last time I saw them. I see you took on board everyone's criticism that the turrets looked too tall and sorted them... oh, wait. Anyway, a few points games wise.
* Wow, power-gamer on you crazy fucked up dude, even the gorgonzola has a beard. What kind of armour is that. 12?+1(WTF!)+(1D6... Aw, C'mon!) So, they're just dudes... these are just you know, troops, nothing special... h'mm veeeeery interesting. That's Armour 14+ for a trooper...
I hear you like tanks, so I put tanks in your tank so you could be a total tank, dawg!
** I think, and can't be certain as I'm no expert in gibberish (Try Engrish)but you might be referring to a BACK BLAST, I take it the main gun is a Recoilless Canon of some kind.
*** Well, there's a surprise. Another problem solved. You didn't even bother making a back-story to cover up your gamer greed. I would hope that being so intelligent these tanks would realise that the human condition is flawed and would begin to kull all humans including it's makers.
Posted: Mon May 10, 2010 1:52 am
by Magic Soap
When I saw them riding the tank like a skateboard, I just switched off.
Posted: Mon May 10, 2010 7:46 am
by RunsWithLegos
nice work.
Posted: Mon May 10, 2010 8:20 am
by BFenix
totally awesome, their like transport platforms and tanks at the same time! didnt they have a machine gun btw? anyways, good job!

Posted: Mon May 10, 2010 2:34 pm
by masterMISICK
awesome army and tank things but not very good for a battle as it makes all the men a moving target
Posted: Mon May 10, 2010 2:49 pm
by Bragallot
Suggestions:
Decrease troopers armour to 6, it's about what I give guys in my armies with heavy armour and helmets and gives a good idea of a heavy troop while keeping em killable. The only problem is it makes handweapons about useless so I give them +1 (makes no difference against the heavies but I have a lot of troops with 5 armour too because I thought large weapons were a bit overpowered against figs with standard armour 4).
Don't put the guys on the tanks.
Custom guns? Not mandatory but might finish the whole picture.
Comments:
Great looking doods and nifty little tanks, I always like seeing more of the same build

Posted: Mon May 10, 2010 3:23 pm
by RoC77
Looking good, I'm usally not a big fan of that hemet, but it seems to work here. I know you've posted different armies before, it this going to be your offical army?
The turret looks better here than the original, but does it also have that extra compartment for extra missiles also?
http://www.brikwars.com/forums/viewtopi ... viewresult
Posted: Mon May 10, 2010 4:06 pm
by james+burgundy
For RoC77:
The new tanks were made for mass production ( I know two is not mass production but its more then one so..) so I got rid of the internal compartment and a few other minor changes have been made. I also removed the machine gun to allow for the AI control.
This is almost certainly going to be the main line for my army being that I can mass produce these men and tanks with less cost then other army concepts I have made. The thing really holding me to this is I can make 1-3 more of these tanks and have parts to make about 5-10 more of the marines all with out having to order more parts.
For Bragallot:
My reason for the high armour is multifaceted. One is mass production beneath all that armour is Lego soccer bodies so I can use "generic" bodies and make more guys. Two Looks most people will agree that a bunch of guys with armour just looks beast. Three more violence, instead of my guys being killed by bullets you now need to use explosives or hundreds of bullets. So the violence index is increased tenfold and the battles become more colourful and lasts longer.
The guys are on the tanks to get to the battle but once they get there they get off. As an added plus if the tanks get blown up beneath them before they get off then most will get blown all over with some living because of the armour and others not creating a "cool" sequence of fire and death.
I have some BA but the piece of these guns is way lower so again as part of the mass production I go for what is cheapest. That being said the basic rifle is highly customisable within Lego and will likely experiment on variations later.
For masterMISICK:
I think it makes the battle all the better as stated with Bragallot the marines have enough armour to survive a half decent explosion from say a tank and If they don't then all the better. Its just more blood gore and entrails.
For BFenix:
I took it off for the AI and for mass production costs.
For Magic Soap:
not sure what you mean by that but I think you might be talk about the impossibility of them doing that in "real life". They need to all stand up in order to on the tank, once or if I make more tanks then I can have them sitting down. Also tho these are Hover tanks not tracked tanks to the ride is not near as rough.
For Warhead:
I did not even look back to see if people like or did not like the turret I could really careless as I have said several times this is mainly mass production and at that point in the tank rebuild/upgrade I did not feel very creative.
The high stats was a mess up I did when posting stats, I am basing all these of the 01 rules and the TL is added to armour and for some reason I got 6 TL messed with 12.
The ** for the Javelin is based on the very very little I know of the weapon but form what I know when it is fired it goes form word a few feet and the vertical to hit its target and I figured since I was adding a penalty for front shooting I might as well add in that the fire blast will kill those if it does not have room in back.
The AI is a very very quick fix for the Tank stats these stats I will almost certainly go back and fix up a little. Being that the tanks are controlled else were I was not sure just how you might to the UR and so just slapped down AI as a quick fix but I will go back and figure all that up later.
For dilanski:
I am using the 01 rules and it said that "plate" armour adds 1d6.
For trebnos1:
the helmets were one of those bricklink steal deals same with the armour just a right place right time thing. The other questions I believe have already been answered the post.
Hope this answers your questions guys.
Posted: Mon May 10, 2010 5:33 pm
by Warhead
The AI is a very very quick fix for the Tank stats these stats I will almost certainly go back and fix up a little. Being that the tanks are controlled else were I was not sure just how you might to the UR and so just slapped down AI as a quick fix but I will go back and figure all that up later.
Fair enough on all points. This one above, I might have an idea, see I intend to do the same AI vehicle thing for my Iron Golumn army. The AI operates the vehicle but it can multi task, like taking it's mind apart and assigning each part a job. So, say your UR of 10 would be divided by the number of jobs needed. 1) Driving, 2) Main Gun, 3) Anything other, okay? So then you split the 10 points between the jobs in the amount you want. It should provide you with fairly typical crewmen stats without having to make space for them.
Not sure what problems would be encountered though as I've hardly used vehicles yet, let alone even looked at AI's.
Posted: Mon May 10, 2010 6:38 pm
by trebnos1
Okay, I get the armor now. Nicely done

Posted: Mon May 10, 2010 6:39 pm
by james+burgundy
Love the idea warhead will use it probably.