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 Post subject: Bio vs Vehicles
PostPosted: Sat Jan 11, 2014 8:35 pm 
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Joined: Sun Nov 10, 2013 1:27 pm
Posts: 152
I would like to ask You what You think of a difference between Bio (Behemoth, Dragons etc.) and Vechicle units.

Bio seems to be much more fragile. Easier to get Critical Force tham Critical Dmg, wounds just sum-up not like for vehicles where You allocate them at different parts of a model. All weapons reduce Bio armour but only AVV really reduce AVV value (and blocks save re-rolls).

What do You think about it? i.e. Kunshu Dragons with 3 wounds seems to be much easier to kill than a Vulcan (well, be is bulky but still).


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 Post subject: Re: Bio vs Vehicles
PostPosted: Wed Feb 05, 2014 1:31 am 
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Posts: 76
Let's test that out. Go get a living creature, and go get a robot and shoot them up and see who dies or is destroyed faster. The outcome seems obvious, but you never know.


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 Post subject: Re: Bio vs Vehicles
PostPosted: Wed Feb 05, 2014 2:15 am 
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Joined: Tue Apr 16, 2013 11:33 pm
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Location: Bristol, UK
It's a good question. In the case of the Behemoth I think that's easier to answer - if he takes 4 wounds at once, he doesn't become crippled in some way (unlike most vehicles in the same class such as a Vulcan). His armour doesn't have a weak facing and since the Behemoth doesn't count as a vehicle (as far as I can tell) and since he doesn't have Bulky, he isn't going to have a problem if you want to move him through light cover. Combined with Unstoppable Mass, he's a real nightmare for small and medium based infantry.

For smaller, squishier bios such as the Dragonriders versus, say, the Purple Sharks, it's harder to say.


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 Post subject: Re: Bio vs Vehicles
PostPosted: Wed Feb 05, 2014 9:39 pm 
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Joined: Thu Feb 28, 2013 8:10 pm
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Arent warbeasts much more reasonable
through their buy and operating costs?


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 Post subject: Re: Bio vs Vehicles
PostPosted: Sat Feb 15, 2014 5:19 am 
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Location: Canada
Heavy bio units don't degrade in performance as they take damage. And with aimed shots giving you free selection on hit locations, it can be dangerous if the enemy has any kind of dedicated anti-tank firepower and can core out your powerplant in a couple hits. Vehicles tend to be more sturdy against pot-shots, but prone to getting the worst of it from aimed fire, monsters can eat hits until they die and keep functioning at peak efficiency. They also tend to be better suited for close combat without needing to specialize in it which can make 'em fairly versatile.


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 Post subject: Re: Bio vs Vehicles
PostPosted: Mon Feb 17, 2014 6:42 pm 
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Joined: Thu Feb 28, 2013 5:19 pm
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Location: Pais Vasco - Spain
This should be in rules discussion, hope some moderator moves it.

Bio units are really weak against focus fire actions, and vehicles are not.

I agree that Kunshu Dragonriders are weak compared to Purple Sharks, but compare Inquisitors to Razides, or Valkyries to Etoiles, etc...


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 Post subject: Re: Bio vs Vehicles
PostPosted: Tue Feb 18, 2014 1:01 pm 
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Posts: 371
Kunshu Dragonriders are poorly thought out unit. Clearly not finished and put into book without checking. Flyers that do not ignore terrain, 100 points for one and on 40 mm base?


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 Post subject: Re: Bio vs Vehicles
PostPosted: Thu Feb 20, 2014 7:42 pm 
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Joined: Sat Jul 06, 2013 7:38 pm
Posts: 288
Location: Gothenburg, Sweden
High HP Bios such as Behemoths can soak wound effects for warlords and squad leaders, vehicles can not. ;)


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 Post subject: Re: Bio vs Vehicles
PostPosted: Tue Feb 25, 2014 10:03 am 
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That is all true but Bio is much slower (2x MV if Engage vs 3x MV). Dragons seems to be very poor unit for 100pts each. I would love to use them a lot so I will give them a chance but Meka seems to be a better choice at the moment.

To sum up:

BIO:
- no Bulky skill
- can be given additional Action
- Special Engage Actions
- no fighting capacity lost when being wounded
- fewer Wounds vs SP points in total
- no armour save re-roll when hit with no AVV weapons
- weak against Focused Fire

VECHICLES:
- faster than Bio (MV x3 or even MVx3 +6"!)
- Bulky
- weak against Aim (still an Aim action has to be to ordered)
- loose fighting capacity when wounded
- light terrain can harm walkers


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 Post subject: Re: Bio vs Vehicles
PostPosted: Tue Feb 25, 2014 10:21 am 
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Joined: Sat Jul 06, 2013 7:38 pm
Posts: 288
Location: Gothenburg, Sweden
On the top of my head you can also add to Vehicles:

Pivoting (turning) cost AP (half exception is Walkers that can pivot either 45 or 90 degrees for free )
Total amounf of degrees possible to pivot is limited (45/90/180 degrees) to the total amount of AP (1/2/3) spent to MV.
All movement in light/heavy terrain (except for hovers and jet bikes) cause autohits (AVV 2 or 4 that may be rerolled if failed) to area 15-18.
Jetbikes must move at least half it's MV as a minimum, if not it takes a St 15 AVV10 autohit to area 1-10.


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