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AMTL 3.24 (Approved)

 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Tue Aug 11, 2015 2:01 pm 
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No. The tournament pack list is pretty messed up. Use the PDF in the first post of this thread. The PDF always supecedes the site if there is a discrepancy

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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Tue Aug 11, 2015 2:10 pm 
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Ah brilliant, thanks for clearing that up :D

I love the tower!


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Wed Oct 14, 2015 8:42 am 
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Played a 6k AMTL game last night the Warmonger is pretty useless now with only a 10cm movement rate, unless it stays at the Blitz (pointless as it can only fire a Missile per turn) its pretty defunct. True could treble it, so by turn 3 might be able to get line breaker - unless playing corners


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Wed Oct 14, 2015 11:37 am 
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Perfect BTS & Blitz Guard combination. Thats effectivly 2 goals that your opponent can't have.

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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Wed Oct 14, 2015 12:41 pm 
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mordoten wrote:
Perfect BTS & Blitz Guard combination. Thats effectivly 2 goals that your opponent can't have.


1250 points for nothing basically loss of an activation, oh and fire a DS missile per turn lol


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Wed Oct 14, 2015 1:48 pm 
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I think you found a typo on the reference sheet. Both the Imperator and Warmonger are 15cm movement. It's correctly listed in the unit data card but it's listed as 10cm on the sheet. I'll make a note to fix that on the next release. Thanks!

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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Wed Oct 14, 2015 2:09 pm 
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Vaaish wrote:
I think you found a typo on the reference sheet. Both the Imperator and Warmonger are 15cm movement. It's correctly listed in the unit data card but it's listed as 10cm on the sheet. I'll make a note to fix that on the next release. Thanks!


yay cheers buddy


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Wed Oct 14, 2015 6:13 pm 
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junkstar wrote:
1250 points for nothing basically loss of an activation, oh and fire a DS missile per turn lol


You do realize that this game revolves around objective grabbing? Denying an opponent 2 out of 5 objectives is not "nothing". But i can agree that it is an expensive unit which is hard to justify in a list. I would never use it in anything less than a 5K game. But in 6K i think it could be very usefull...

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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Thu Oct 15, 2015 3:16 pm 
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I use him 3k games now & then and he's awesome! That denial goes a long way, not to mention the psychological factor involved for you opponent when facing down either of the Emperor Class variants :D


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Thu Oct 15, 2015 3:34 pm 
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Couchmonster wrote:
I use him 3k games now & then and he's awesome! That denial goes a long way, not to mention the psychological factor involved for you opponent when facing down either of the Emperor Class variants :D


Hmmm... Thats very interesting! Might have to try it out!

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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Sun Nov 08, 2015 12:48 pm 
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mordoten wrote:
junkstar wrote:
1250 points for nothing basically loss of an activation, oh and fire a DS missile per turn lol


You do realize that this game revolves around objective grabbing? Denying an opponent 2 out of 5 objectives is not "nothing". But i can agree that it is an expensive unit which is hard to justify in a list. I would never use it in anything less than a 5K game. But in 6K i think it could be very usefull...


not when using the 10cm movement rule as was a typo - doubling or marching to an objective is 1 thing but not firing for 2 turns - if he survives of course


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Fri Dec 04, 2015 2:34 pm 
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Hi - I haven't seen this come up much in battle reports, but aret AMTL players finding this rule to be a big drawback, particularly in games with smaller engines like warhounds:

'SPECIAL RULE : GOD MACHINES The Mechanicus worship Titans as icons of the machine god and the loss of any Titan is devastating.
If any Scout or Battle Titan formation is destroyed, then any friendly formations within line of sight receive one blast marker.'

And as a follow up question, has it been come up much in areas that use true line of sight (ie where tall units are more likely to see one another over terrain).
Thanks


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Sat Dec 05, 2015 1:23 am 
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I've not seen the God Machines rule have that much of an effect of games honestly. It mostly serves to make single warhounds less attractive because of the potential for them to start adding BM to the bigger titans. It's also a bit of a boost to armies that might not be as capable at taking on large numbers of war engines in that it helps them whittle down the larger formations if they can take the smaller titans.

On your followup question, I've played with TLOS and it doesn't seem to make that much of a difference.

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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Sat Dec 05, 2015 2:29 am 
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Good to hear, the way it treats them all like an exploding Avatar sounds pretty harsh on paper.


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 Post subject: Re: AMTL 3.24 (Approved)
PostPosted: Fri Jan 08, 2016 9:57 am 
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I'm going to be honest with you, I often genuinely forget this rule and until reading this, have only just noticed that warhounds give BM to Reavers.

That indeed is slightly harsh.

But in saying that, AMTL are a tough army to face and i'm yet to see Marines deal with them effectively.

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