S&P 46...

Can't really say more than that. people asked for extra cards for units we haven't yet done or didn't intend to do in the foreseable future, so we did them. There will be more coming as well.

All those who have pointed out they are third party and thus not compulsory are quite right. They are for you to enjoy the game, which is, after all, the plan is it not?

Anyway, use or not as you like, but enjoy! :)
 
just got my anti tank bits through today, il be putting them on the spare command squad modles i got. should make games interesting.
 
No, it's just that there is no pleasing some people. I see this with every new game that comes out... someone has to step in to "save the game" because if only the idiot game designers would listen to The Game's Savior (TM) everything would be great and the company would sell billions of dollars worth of merchandise.
This was true when Mechwarrior and Heroclix (from Wizkids) came out, it was true of the last few releases of Warhammer 40K and Fantasy Battle, it's going on right now with WotC's new Star Wars rules, and of course it's happening here. It's just a game. If it's not fun, don't play it... or better, play it the way you want to and stop telling the rest of us how MGP has to "make the game better" or watch it die.
The Old Soldier said:
As for all the fanboys out there that are crying about my comments. It is guys like you that keep things from improvements by blowing smoke up MP arse. Hell they could have gave you any card no matter how far fetch and you would be all licking thier boots and saying thank you.

Well thanks, but NO thanks.
 
Having read the thread, a lot of people are worried about helicopters.

If you have 2-3 AA capable things in your army (PLA AA trucks and AA rockets on troops, USMC Stinger teams, MEA AA rockets and Tunguska) then helicopters are not very frightening. They move onto the board as their first action and you may well get to react with more than one unit. They are cheap in points because their survivability is poor. Once we get to wave 6 or 7 and everyone has 1 or 2 AA options to play with helicopters won't scare anyone.

And because people were asking for it, I present the stats for the....

EFTF Landraider Mark III 750 Points
Landraider Mark III w/2 dual Lascannon sponsons, twin-linked heavy bolter and pintle mounted storm bolter.

Due to demands from EFTF players that their opponents shouldn't stand a lost japanese schoolgril in tentacle monster cities chance, Mongoose authorised the production of a number of EFTF Landraiders to satisfy the slavering EFTF players.

Size Move Close Combat Target Armour Kill
5 6” 6xD10 9+ 2+ 15+

Twin linked lascannon Sponson
Range: 72” Damage: D10+6

Twin linked Heavy Bolter
Range: 30” Damage: 6xD6+2

Storm Bolter
Range: 24" Damage 2xd6+1

Unit Type: Armour

Special Rules
Twin linked lascannon sponson: This weapon causes a –4 penalty to Armour rolls. It may only be fired once per turn. If a model of Size 3 or greater is within the Fire Zone, you may opt to roll this weapon’s Damage Dice against that model, rather than allocate normally. Each lascannon sponson may ony fire in an arc of 180 degrees from the centre of the model, the left sponson firing at targets within the left 180 degree arc and the right at targets in the right 180 degree arc. Both sponsons may fire at a target centre lined by the Landraider.

Twin linked heavy bolter: This weapon causes a –2 penalty to Armour rolls. It may be fired with the Lascannons in the same Shoot action and can generate a seperate Fire Zone. It may only fire in a 60 degree arc to the front of the vehicle. In addition, every Damage Dice this weapon rolls will count as two for the purposes of Suppression only.

Pintle mounted storm bolter: This weapon causes a –1 penalty to Armour rolls. It may be fired with the Lascannons in the same Shoot action and can generate a seperate Fire Zone. It may fire in a 360 degree arc. It may be fired as a reaction. In addition, every Damage Dice this weapon rolls will count as two for the purposes of Suppression only.

Armoured: The Landraider Mark III will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression. The Landraider may never make any reactions except to Shoot with it its Pintle mounted storm bolter. It will also ignore the effects of smoke (see main rulebook).

Transport: The Landraider Mark III may carry up to 10 Size 1 models. Alternatively it may carry one size 2 model or 5 Royal Marine Terminators. Models may mount the Landraider Mark III simply by moving on to it, and may leave with a Move action in the same way. If models either enter or leave the Landraider Mark III, than both the models and the Landraider Mark III may only take a single action in that turn. The MG may not fire if any models are being carried. If the Landraider Mark III is destroyed, every model on board will immediately suffer a D6 Damage Dice.

Tough: The Landraider Mark III will ignore the first five failed Armour rolls. An attack that rolls its Kill score will destroy it as normal.


You may now commence blowing smoke up my a$$.
 
3am + cold + lots of booze + photoshop = success :P

:shock:

haxorevolandradiereftfcms9.jpg




hang on... why did i do this.... :shock:

*runs\stumbles away*
 
You know somebody is going to play using it... there is always one.

:lol:


Wasn't there a game like that back in the 80's though? OGRE or something about a giant Russian supertank. Anybody remember?
 
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