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Author Topic: Siege Mantlet stats  (Read 3537 times)
TOLAR
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« on: September 20, 2005, 09:01:17 AM »

       Does anyone know what the stats are for the Dawn Tribe version of the siege mantlet? 
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joshuaslater
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« Reply #1 on: September 20, 2005, 11:01:23 AM »

I don't know the stats, but can those mantlets be used as by other armies?  I'm tired of my Dwarves gettin' shot full 'o arrows!
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TOLAR
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« Reply #2 on: September 20, 2005, 11:43:21 AM »

     Hopefully the Dwarves will have a version.  I think they are getting cannons, too.   It has been so long since I talked about Cerulean Mists that I may not be remembering correctly, though.
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« Reply #3 on: September 20, 2005, 08:30:35 PM »

Siege Mantlets

WD       MV      AR       DEF      SZ      CT
3            *       16      0/+2       3       20

* Movement:
1) The Siege Mantlets do not move themselves but require the impetus of   someone to move them. It requires a combined SZ value of 4 to move a Mantlet 1”.

A combined SZ of 6 will move a Mantlet 2” per action, and a combined SZ of 8 could move it 3” per action. Mantlets cannot move faster than the speed of the units moving it.

2) Mounted Units cannot move or be part of moving Mantlets.

3) Cannot run.

Special Rules:
1) Vulnerable to fire. Damage is increased by 2 for fire attacks.
2) Immune to hand-held missile weapons unless the attacks are fire-based.
3) Siege Mantlets block LOS to units (SZ 3 or less) directly behind it, though this is from the front facing only.
4) Siege Mantlets provide hard cover to units of SZ 4 behind it, though this is from the front facing only.
5) Siege Mantlets afford Soft Cover to models of SZ 5 behind it, though this is from the front facing only.
6) Siege Mantlets may be turned up to 45 degrees per action.
7) Siege Mantlets may accept one Modification.

Classification: War Machine, general

Initially Assigned: Blackbloods, Devout, Dwarves, Elves, Firstborn, Sons of Kronos

Restrictions: Stygians do not use Mantlets (except as ramps of course).

Modifications:
Shield Reinforcement (All)- Adds 2 to the AR value.
(+4 points)


Alchemical Balm (Blackblood)- Removes the Vulnerability to Fire above .
(+5 points)

Tortured Prisoners (Devout)- Adds 1 Wound.
(+10 points)


Iron Plating (Dwarves)- Adds 4 to AR value.             
(+8 points)


House Insignia (Elves)-
    Helios- Immune to fire attacks             
(+5 points)
    Crystal- Radiating cold adds +2 to the DEF of enemies in the front facing within 1” of the Mantlet.      
(+4 points)
    Blue- Adds 1 to the LD value of models behind it as pertains to Morale issues.             
(+2 points)
    Obsidian- Non-bludgeoning weapons are at ˝ DAM   
(+6 points)
   
    Jade- Attacks made against it must deal with a -2 DEF instead of the above listed values         
(+4 points)

Spikes (Firstborn)- Models attacking the Spiked Mantlet from the front facing must attack using their CC score less 4 points. Models caught under a falling Mantlet with this must make an AR save against a DAM 7 attack.
(+6 points)


Sturdy Timbers (Sons of Kronos)- For the cost of an action the Mantlet may be cast down and positioned to cross a gap no longer than the Mantlet length. It will act as a bridge in this case.
(+2 points)
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« Last Edit: September 21, 2005, 10:14:33 AM by E Prime » Logged

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joshuaslater
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« Reply #4 on: September 21, 2005, 08:49:15 AM »

Looks like I'll have to get'em.  Thanks Thom.
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TOLAR
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« Reply #5 on: September 21, 2005, 10:02:20 AM »

  Thank you, Thom!
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« Reply #6 on: September 21, 2005, 06:47:04 PM »

man those sound kool.
-steve
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dagorauk
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« Reply #7 on: September 21, 2005, 08:52:58 PM »

Ya know...of all the armies that can use siege mantlets...the one that would benefit most from it is the Sons of Kronos...and their specialized ability they can purchase is the weakest of the lot!  Angry
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« Reply #8 on: September 21, 2005, 09:08:50 PM »

Having been caught on the short end of a chasm once or twice I can see the benefit of the Sons ability
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dagorauk
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« Reply #9 on: September 21, 2005, 09:29:58 PM »

Barring fighting against an Obsidian army though, it's really kinda a moot ability, unless you put down terrain that would require bridging.
Really I would see that ability as more of a universal one.
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Topkick
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« Reply #10 on: September 21, 2005, 09:47:47 PM »

Granted you have a point there. I guess if you are in a home rules mood you could try and give the Sons some of the other abilities with an appropriate description. It wouldn't be legal in a tourney but for a friendly game it couldn't hurt.

- Green Wood Mantlet: mantlet  is built of freash green wood and gives the Blackblood ability (+5 points)

- Hide Covered Mantlet:  mantlet is covered with cushioned hides and gives the Obsidian House ability (+6 points)
   
- Spiked Mantlet: Same as Firstborn but with wooden spikes (+6 points)

I'm not sure how the others would work but these are a good start.
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« Reply #11 on: September 21, 2005, 10:43:42 PM »

Why not use horns and antlers for the spikes?
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« Reply #12 on: September 21, 2005, 10:48:39 PM »

Why not use horns and antlers for the spikes?

 Badda-bing!  Grin A most excellent idea sir
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« Reply #13 on: September 21, 2005, 11:35:12 PM »

there must always be people complaining things  Sad

The mantlets are a great addition to the Sok, and as said before in some cases the ability might come in handy.
Or simply only buy extra armor.
If it goes to weakness the House Helios and Blackblood ability is superspecial and only useful agianst
some opponents, but then can be really useful.

From the modelling aspect the devout ability would be most impressive i think. (anyone having started to fix some poor soul sto the mantlets right now ?)

Good job about these Thom
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« Reply #14 on: September 21, 2005, 11:56:56 PM »

Wow! Those are slower than Christmas! They are 'ard as nails though. I guess you'd have to watch out for infiltrators outflanking you, unless pivoting with a manlet is free.
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