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Playtest Changes

 Post subject: Re: Playtest Changes
PostPosted: Tue Oct 01, 2013 6:39 pm 
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in the unit data set - the majoris stats are wrong, the summary are correct?

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 Post subject: Re: Playtest Changes
PostPosted: Tue Oct 01, 2013 6:44 pm 
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Can you be more specific?

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 Post subject: Re: Playtest Changes
PostPosted: Wed Dec 25, 2013 9:52 pm 
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What's about giving the Apoc Launcher Disrupt and the GB 5 Shots? Simple and that wuld be very elegant IMO. Those two weapons will then be on par with the TLD which would be very fine.


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 Post subject: Re: Playtest Changes
PostPosted: Thu Dec 26, 2013 12:03 am 
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Koshi wrote:
What's about giving the Apoc Launcher Disrupt and the GB 5 Shots? Simple and that wuld be very elegant IMO. Those two weapons will then be on par with the TLD which would be very fine.


I agree with this, and would like to see this change on all Imperial Lists that include Reavers and Warlords.


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 Post subject: Re: Playtest Changes
PostPosted: Thu Dec 26, 2013 2:33 am 
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These are both changes that have been brought up and are off the table for the moment. I'm curious to see how the EUK titan legions list goes but I'm hoping it might open the door for some changed to the AMTL weapons.

Right now the difficulty lies with changing weapons that are part of the default titan load outs from the rulebook since they require more than just me making a change to the list to go through.

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 Post subject: Re: Playtest Changes
PostPosted: Thu Dec 26, 2013 11:53 am 
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Vaaish wrote:
These are both changes that have been brought up and are off the table for the moment


Still wishing for it. It's that time of the year, after all.


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 Post subject: Re: Playtest Changes
PostPosted: Thu Dec 26, 2013 1:12 pm 
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Well, the argument with the other lists are good, that is rigtht.

But, on the other hand both titans concerned could handle this small boost well.

Reaver: This one barrage template now with disrupt? Doesn't matter that much.
Warlord: one 4+ AP/AT shot more. See Reaver.

Well, those are my opinions.

I've fielded one Reaver with mit Minervans sometimes in games above 4k. It's always quite fun to play with, but for the same points I get one russ coy, which will perform better. I don't own a warlord but I wouldn't field one at 3k with my Minervans for the same reasons about the the reaver.

The version with point adjustment is weird. Insthead maybe change the surcharge to TLDs only?


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 Post subject: Re: Playtest Changes
PostPosted: Thu Dec 26, 2013 2:01 pm 
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madd0ct0r wrote:
in the unit data set - the majoris stats are wrong, the summary are correct?


I can't remember the exact issue now, but I think it was a copy paste error. One version of the stats has the same stats as the minoris and only heavy bolters, the other had better firefight and lascannons too.

could you also add a "1x Ordinati weapon" FxF line to their summaries. The information is in the list, but can be missed the first time.

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 Post subject: Re: Playtest Changes
PostPosted: Thu Dec 26, 2013 4:40 pm 
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mad: I'll look into it when I get home.

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 Post subject: Re: Playtest Changes
PostPosted: Sat Jan 04, 2014 11:09 pm 
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Updates for testing:

Quote:
CLP updated to read: One weapon in the same formation as the CLP gains Indirect Fire

Pulling this from the eUK list. elegant solution to strictly artillery titans or minorus Coy.

Quote:
Delete AdMech Gothic cruiser


This option is now redundant in light of the changes to the Ark Mechanicus

Quote:
Ark Mechanicus: Gains Transport: 40 Infantry or Light Vehicles AND 20 AV or War Engines, PLUS 4 Tetrarch Landers. Praetorians and Rapiers take two slots per unit. War Engines require one slot per DC., loses Slow and Steady


Updated to allow planetfall for the Tetrach and make the unit have a bit more purpose. Cost will likely need to increase a bit, but this does allow for some interesting combinations with the Cataphractii list. Tentatively removed Slow and Steady to show the more advanced nature of AdMech ships.

Quote:
Change compasition of demi-century: 8x hypaspist units and 2x Secutor units. Effectively two maniples led by a secutor unit.


The goal here is to help add a bit more resilience to the Demi-century and to bump up their firepower a bit.

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 Post subject: Re: Playtest Changes
PostPosted: Sun Jan 05, 2014 12:05 am 
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Vaaish wrote:
Quote:
CLP updated to read: One weapon in the same formation as the CLP gains Indirect Fire

Pulling this from the eUK list. elegant solution to strictly artillery titans or minorus Coy.

Oh great. Thanks for invalidating one of the few fully glued titans I have >:( I fail to see why "strictly artillery titans" need a solution at all.


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 Post subject: Re: Playtest Changes
PostPosted: Sun Jan 05, 2014 12:13 am 
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SpeakerToMachines wrote:
Vaaish wrote:
Quote:
CLP updated to read: One weapon in the same formation as the CLP gains Indirect Fire

Pulling this from the eUK list. elegant solution to strictly artillery titans or minorus Coy.

Oh great. Thanks for invalidating one of the few fully glued titans I have >:( I fail to see why "strictly artillery titans" need a solution at all.


Yes, i don't see the problem either. Where does this come from?

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 Post subject: Re: Playtest Changes
PostPosted: Sun Jan 05, 2014 12:16 am 
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The Tetrach gonna cost even more??! Thats crazy! We don't need more expensive formations in the Skitarii and Catapracti list!

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 Post subject: Re: Playtest Changes
PostPosted: Sun Jan 05, 2014 12:30 am 
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Quote:
Oh great. Thanks for invalidating one of the few fully glued titans I have >:( I fail to see why "strictly artillery titans" need a solution at all.


The goal is to shift AMTL off of a static run then stand play style and into something more move and shoot. There are a lot of pure arty titans out there that don't do much other than just stand and shoot. These are just playtest changes, so no guarantee they will even make it to the list. If this works and we can shift AMTL to a more dynamic play style, isn't that worth cracking off one or two weapons?

Quote:
The Tetrach gonna cost even more??! Thats crazy! We don't need more expensive formations in the Skitarii and Catapracti list!


No, the Tetrarch price isn't changing. Due to the added transport capacity and removal of slow and steady, the Ark Mechanicus might need to cost more than just 150 points.

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 Post subject: Re: Playtest Changes
PostPosted: Sun Jan 05, 2014 3:10 am 
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Maybe T2 arrival bur T1 seems to be busting convention up a bit much, no?

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