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Emperor's Children 3.5.2 - List Reviewed and Released

 Post subject: Emperor's Children 3.5.2 - List Reviewed and Released
PostPosted: Tue Jun 22, 2010 10:16 am 
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Updated 24 September 2011

======================================

Hi Everyone

Emperor's Children V3.5.2 Play document

After all the hard work, long hours and debates, here it is.

Everything should be updated and the document should have everything you need at your fingertips

Please post links to any battle reports, findings or thoughts as this thread will be used as the one place to refer to for future reviews.

Game on and.....Enjoy! :D

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Last edited by frogbear on Sat Sep 24, 2011 2:59 am, edited 11 times in total.

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Tue Jun 22, 2010 10:13 pm 
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I've got a game on thursday against my friends lost and the damned....ill let you know how it goes!!!!


cheers
matt


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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Tue Jun 22, 2010 10:15 pm 
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Cheers Matt. :)

Overnight there were some changes announced for the Black Legion and the LatD.

The changes saw a small increase in Raptors and Terminators.

I have reviewed the changes and am happy to state that they should have no effect on the costings in this list for the freeze period.

So game on.

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Thu Jun 24, 2010 3:04 pm 
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Latest Playtest: Emperor's Children vs Eldar


Errors Found in Playtest document:
- Decadent Weapon: Autocannon - Should read AP5+/AT6+

To be followed up in January 2011
- Dreadnought Armour at 4+
- Decadent Lord and Sonar Lord with Fearless - necessary?


Testing
- 2+ initiative on House Devine and Daemon Engines : Does not appear to be a major issue after 1 game. More play tests to come.



Cheers....

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Last edited by frogbear on Sat Jul 10, 2010 1:25 am, edited 1 time in total.

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Wed Jun 30, 2010 10:14 pm 
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EPIC UK have just released their Chaos List with Cult Marine Forces.

Upon initial view, there is nothing in there that makes me think we need to adopt anything for now.

The freeze will still remain in effect with no changes till 01 Jan 2011.

Regards...

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Fri Jul 09, 2010 11:01 am 
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Sorry its taken so long to get back to you,moving house and all that!!!

Anyways,i played against a LATD army,it consisited of 3 huge mobs of mutants with big mutants,spawn and leman russes mixed in,2plage towers,a formation of contagion towers,a DP,2 of the big khorne deamon engines(cant remember there names), a few stands of bloodletters and a blood thirster.

I took (as far as i can remember):6 formations of noise marines (1 was favoured),painlord,knights formation,2 quaestors,keeper of secrets,10 deamonettes and 10 seekers.

The end result was a win for me!!!!

It was a very bloody game,fortunatley his GD never showed,but his khorne deamon engined certainly made up for it,in the end the painlord finished them off and with the help of the Quaestors saw off his main formation of mutants........the painlord survived with 1 damage point remaining!!!!!

A few things for me to remember............its not 40K,to get into assault i dont have to get into base contact,especially being that the main body of my army is actually better at FF instead of CC.

Dont take as many seekers,sure they can move faster than deamonettes,but dont hit as hard,may give them another try though.

Lastly,still gotta try out the sonar formations(i have 2),terminators and bike formations and i need some predators or land raiders!!!!


cheers
matt


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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Fri Jul 09, 2010 11:50 am 
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Thanks for the update Matt.

That was a lot of points there. How many points did you play?

With the Daemons, how many actually got summoned in the game? I take it from the amount of Daemons you took, the inclusion of the Daemonic Pact in the base formation was definately an incentive to take daemons then ;)

Did you end up taking an Apostate or did you just buy a degenerate?

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Fri Jul 09, 2010 12:38 pm 
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I think it was 4k got it played in about an hour and a half.

I think all but 2 stands of deamonettes made it onto the field,definatley helps that deamonic pact comes as standard,definatley saved a few points.
I took both upgrades on the majority of the formations,I usually take the upgrade that allows 4d3 summoning but I took the other one cos I had spare points.

gotta admit dirupt helped a tonne to break up his huge formations.



cheers
matt


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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Fri Jul 09, 2010 3:54 pm 
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mattausten86 wrote:
I think it was 4k got it played in about an hour and a half.

I think all but 2 stands of deamonettes made it onto the field,definatley helps that deamonic pact comes as standard,definatley saved a few points.
I took both upgrades on the majority of the formations,I usually take the upgrade that allows 4d3 summoning but I took the other one cos I had spare points.

gotta admit dirupt helped a tonne to break up his huge formations.

cheers
matt


Hmm. It was over 4K with the units taken.

The saving on the Daemonic Pact is actually built into the points, so in effect, you do not save anything. It was done to help balance the points and add flavour.

Disrupt is a nice ability - when it works ;)

Thanks for the update

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Fri Jul 09, 2010 9:00 pm 
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It came to just under 4k cos I only had five noise marine retinues and the quaestors were actually subjegators (always get them mixed up,I took the ones with TK) and didn't take the dp it was lord of pleasure.

I wanna try the land raider formation,but don't want to pay £40 for them


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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Sat Jul 10, 2010 1:14 am 
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mattausten86 wrote:
I wanna try the land raider formation,but don't want to pay £40 for them


Wouldn't the old Plastic Rogue Trader Era Land Raiders with spikes added suffice? ;)

They are easy enough to find, but the Predators are the characterful ones in the army. It occured to me that a formation of EC Predators at 300 points is quite a good unit. When you get your head around the fact that they are not there to shoot, you realise that they have good armour (being AV), have a good Move stat, and have an extra FF attack. Use these to initiate FF combats in place of other INF units and you have quite an effective 'combat wombat' running across a table causing the opponent grief - just one of a few hidden gems in the list...

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Sat Jul 10, 2010 1:26 am 
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Errors Found in Playtest document:
- Hell Talon Bombs should be a 2BP weapon

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Sat Jul 24, 2010 10:19 am 
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How come the EC's can't take obliterators,as far as I'm aware there is no fluff that says cult marines never used them.

Its one of the main reasons why I'm thinking of using the BL list(that and the fact I've a handfull of deathwheels).

Cheers matt


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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Sat Jul 24, 2010 10:39 am 
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Well the Death Wheel is purely a Black Legion deal from what I understand so happy to have that be different.

As for Obliterators : I have a real issue with this unit (mainly due to their AA ability and FF potential). AA in this list is amply handled by the debasers and overall, Obliterators do not really have a place in the list. It is not a fact that there is no fluff against their exclusion, it is merely a 'role' issue. They would have no role in this list that is not already handled in other units or formations.

I see the Emperor's Children as a more elegant force that would not be bogged down by the 'Borg-like' Obliterators. In fact, I would have trouble seeing them active in any of the Cult lists. I see their role appearing in Black Legion or other chaos lists, however the centre stage for the Cult lists should remain with the Cult Marine forces themselves.

Each to their own really :)

Hope that helps

Cheers.....

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 Post subject: Re: Emperor's Children 3.4 - List Frozen till 01 Jan 2011
PostPosted: Thu Jul 29, 2010 3:07 pm 
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Played a game tonight.

Emperor's Children vs Imperial Guard (0-2, Take and Hold + Blitz)

Forces taken

Emperor's Children
Painlord
Predators x6
Predators x5 + Debaser
Sonars
Decadents
Noise marines + Rhinos
Noise Marines + Rhinos + Apostate
Bikes
Lesser daemons x7


Imperial Guard
Tank Co + Vanquisher
Storm Troopers + Valkyries
Manticores
Inf Co + Hydra
Shadowsword
Roughriders
Reg Hq
Thunderbolts
Flak Battery
Sentinels

==========

By turn 2 all units bar the Painlord were broken. I was able to rally all bar the Sonar (who did nothing all game) by Turn 3, and really stepped up the pace to turn the game around as I was in assault distance to various formations. It was a matter of activations and a few combats (dice offs) that really killed my chances. My fault was that I forgot to summon Daemons before assaults which really could have mattered - oh well.

Observations
- Formations of 6 are quite vulnerable (this is a good balancing factor I guess)
- If I was not fortunate on the rallies, the game was definately over Turn 2. I still believe I should bring the Ecstacy rule back (Ignores the -1 for enemy within 30cm when attempting to rally) to help with the reduced unit numbers.
- The Predator formations are quite useful and definately a treat when used to support via FF
- If you take Daemons, make sure you use them - dah!
- The Painlord does not have much going for it at range. I charged him up the table and realised his potential up close and personal. The Critical can be quite catastrophic especially combined with his reduced DC. See how it goes in future games
- Characters with Fearless - my opponent stated that they need them as the formations of 6 units get taken down pretty quickly. After todays game I tend to agree, however I will keep an open mind for future playtests.

Overall, the list appears balanced for what it is at this stage (well for the army I took anyway). The Noise Marine formations all being Fearless does not appear to have been an issue at all, however both of the formations taken did not really play an active role. More likley they were deterents for my opponent if anything - he stated he was scared of them.

Looking forward to some more games with these guys.

Cheers.....

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