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Alternate Titan Plasma Generation System

 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Wed Aug 28, 2013 11:47 pm 
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Cheers Primarch, glad you approve!

Final question: I'm designing my Titan and am toying with the idea of throwing some kind of Plasma Weapon on to it. Did we change any of the points costs for the Plasma Weapons?

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Wed Aug 28, 2013 11:52 pm 
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The Bissler wrote:
Cheers Primarch, glad you approve!

Final question: I'm designing my Titan and am toying with the idea of throwing some kind of Plasma Weapon on to it. Did we change any of the points costs for the Plasma Weapons?


Hi!

I thought we did? Did I miss listing them.

They should be in the original thread with the ranges and to hit changes.

Primarch


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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Thu Aug 29, 2013 12:12 am 
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After a little rummaging...

"Plasma weapon hard points and costs.
Plasma Blastgun -any location cost 100
Plasma Cannon - carapace only cost 175 (or 150?)
Plasma Destructor -carapace only cost 225 (or 200?)"

With only 3k to play with and trying to stick to 900 points for my Titan, I'll probably not take Plasma Weapons this time. At the moment, I'm thinking of 2 Turbo Laser Destructors, 1 Volcano Cannon & a Vortex missile... With the +1 to First Fire in my alternative rules, TLDs may be interesting - as will Pulsars! 1 is always a fail, but the +1 will help negate those modifiers for troops hiding in cover!

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Thu Aug 29, 2013 12:20 am 
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The Bissler wrote:
After a little rummaging...

"Plasma weapon hard points and costs.
Plasma Blastgun -any location cost 100
Plasma Cannon - carapace only cost 175 (or 150?)
Plasma Destructor -carapace only cost 225 (or 200?)"

With only 3k to play with and trying to stick to 900 points for my Titan, I'll probably not take Plasma Weapons this time. At the moment, I'm thinking of 2 Turbo Laser Destructors, 1 Volcano Cannon & a Vortex missile... With the +1 to First Fire in my alternative rules, TLDs may be interesting - as will Pulsars! 1 is always a fail, but the +1 will help negate those modifiers for troops hiding in cover!


Hi!

Yes, those are the ones. Also, why not use the original prices and see how it goes?

Primarch


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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Thu Aug 29, 2013 7:32 am 
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primarch wrote:

Hi!

Yes, those are the ones. Also, why not use the original prices and see how it goes?

Primarch


Because I think it will be taking the mickey to use the original costs - the weapons are much better now (as intended) and I think your new points costs are realistic. Plus I don't want to push my nephew over the edge! He's never seen a plasma weapon in action so it would be a bit of an unfair surprise. Come to think of it, I don't think I've ever used one since the days of Adeptus Titanicus!

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Thu Aug 29, 2013 7:54 pm 
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The Bissler wrote:
primarch wrote:

Hi!

Yes, those are the ones. Also, why not use the original prices and see how it goes?

Primarch


Because I think it will be taking the mickey to use the original costs - the weapons are much better now (as intended) and I think your new points costs are realistic. Plus I don't want to push my nephew over the edge! He's never seen a plasma weapon in action so it would be a bit of an unfair surprise. Come to think of it, I don't think I've ever used one since the days of Adeptus Titanicus!


Hi!

Fair enough, looking forward to the commentary on the playtest. :)

Primarch


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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Sat Sep 14, 2013 1:58 am 
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Hi!

We probably touched upon this on the original thread but I'll recap it here since I'll test this in my game tomorrow.

I think the combined activation mechanic provides a nice opportunity to recreate the fluff regarding eldar titan holofields.

The faster is moves the better it is, but stand still may be quite dangerous. This means eldar titans are fearsome predators when on the move, but may not be the best ploy to hold ground with (i.e. hold objectives).

Thus in the combined activation scheme:

1. if the eldar titan moves its advance move or greater it gets a holofield save of 3+

2. Less than its advance move 5+

3. A stationary phantom receives no holofield save. You stop you die!

Mandatory scatter for artillery applies if holodfields are active.

This incentives movement as it should be for eldar titans.

This balances the eldar superiority of maneuver and stable plasma generation over its imperial counter parts (which are slow not agile and are at the mercy of their plasma reactors variability).

These rules will be used in test.

Primarch

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Tue Oct 15, 2013 3:57 pm 
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DS' damage table on the reactor states:

"The reactor has been damaged, reducing the output of plasma until repaired."

How much is the plasma reduced by? 1, 2, 3 per turn? Halved or quartered?

This isn't a criticism of DS' tables, I'm sure he intended for us to sort this out...

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Tue Oct 15, 2013 7:32 pm 
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The Bissler wrote:
DS' damage table on the reactor states:

"The reactor has been damaged, reducing the output of plasma until repaired."

How much is the plasma reduced by? 1, 2, 3 per turn? Halved or quartered?

This isn't a criticism of DS' tables, I'm sure he intended for us to sort this out...


I think they are meant to be generic statements and we need to add addendum intended for the alternate plasma rules.

Primarch

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Tue Oct 15, 2013 7:49 pm 
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Yep, we'll need to work something out about that. Let me know what you think and I can amend my Excel version of DS' tables accordingly.

Until there is a ruling, when I play this I'm going to go with it halving plasma and see how this works out.

Also, apologies Primarch, I had read your proposals above for the Eldar Titans and their holofields a while back but obviously forgot to respond. I think these rules are excellent and should be implemented immediately.

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Tue Oct 15, 2013 11:12 pm 
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primarch wrote:
The Bissler wrote:
DS' damage table on the reactor states:

"The reactor has been damaged, reducing the output of plasma until repaired."

How much is the plasma reduced by? 1, 2, 3 per turn? Halved or quartered?

This isn't a criticism of DS' tables, I'm sure he intended for us to sort this out...


I think they are meant to be generic statements and we need to add addendum intended for the alternate plasma rules.

Correct, generic statements. I started creating the alternate damage tables many years ago, before Primarch wrote the plasma generation rules. Feel free to tinker with the reactor damage table to mesh with plasma generation.

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Tue Oct 15, 2013 11:44 pm 
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Ah, no probs! I was jumping the gun assuming this was a reference to the Plasma Generation. I should have realised! :{[]

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Wed Oct 16, 2013 10:10 pm 
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While it is on my mind, Imperial Titans have to regulate their Plasma, Eldar their movement for their holofields, is there any rule we should be implementing for Gargants?

To be honest I don't see there being the need, Charge of 15cm combined with First Fire advantage hardly seemed overpowered* in my recent Evolution playtest. Thought it best to check though!

*Warhounds charing 50cm and First Firing their Inferno Guns certainly did make them incredibly powerful! Ouch!

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Wed Oct 16, 2013 10:22 pm 
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The Bissler wrote:
While it is on my mind, Imperial Titans have to regulate their Plasma, Eldar their movement for their holofields, is there any rule we should be implementing for Gargants?

To be honest I don't see there being the need, Charge of 15cm combined with First Fire advantage hardly seemed overpowered* in my recent Evolution playtest. Thought it best to check though!

*Warhounds charing 50cm and First Firing their Inferno Guns certainly did make them incredibly powerful! Ouch!


Hi!

Not really, they follow the rules associated with their orders. They are incredibly slow and unwieldy, however the lack of a reactor makes them incredibly durable.

A gargant that can charge and fire is incredibly powerful. Remember they do get to move and shoot on advance, that alone is VERY useful for a gargant. The gargant's power is in its resiliency. While all titans get a boost in durability with the newer rules, gargants would be off the charts hard to kill.

Thus, Imperials have shields, but plasma requirements. Eldar need to move to have holofields. Gargants have little flexibility and maneuver but the best durability of all titans. I think its balanced as is.

I'll try a game with some gargants, but what I saw with eldar and imperial titans, leads me to think that gargants need to stick with order counters to make them "fair" against the other two. A quicker moving gargant on shooting on first fire is a bit much.

Primarch

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 Post subject: Re: Alternate Titan Plasma Generation System
PostPosted: Wed Oct 16, 2013 10:55 pm 
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I concur - Gargants really don't need tinkering.

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