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AMTL vs Orks

 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 4:35 pm 
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(Evil and Chaos @ Mar. 31 2008,15:18)
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Heavy weapons with long range mean that you can constrain your opponent's movements on turn 1, if only by laying blast markers.

In a sense this would mean me dropping a Gatling Blaster and replacing it with a Volcano Cannon on say two of my Reavers and losing a Sentinel formation as suggested. I would be alittle be concerned that the Reavers are trying to be too much of everything and not enough of something.

Two of my Reavers would be armed with 1 long range Volcano Cannon, 1 medium Gatling & 1 short range Las Blaster - it doesn't feel right.

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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 4:48 pm 
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Then specialise, for example:

Reaver with 2x Volcano Cannon, 1x Gatling Blaster

Reaver with 2x Las burner, 1x Gatling Blaster


Same cost, but now your Titans will have specific jobs to undertake on the battlefield.

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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 6:39 pm 
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(Chroma @ Mar. 31 2008,15:26)
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Your battlefield is littered with ruins and forests, but I don't think I've seen any pictures with your Titans *in* them! ?They should be ending their movement in the ruins to get that all important -1 to be hit by enemy AT (and MK and TK!) fire! ?It makes a *huge* difference, especially as AT fire tends to be at a lower value than AP fire for most generalist weapons. ?It's only a 1-in-36 chance of taking 1DC damage, well worth the protection cover affords!

I thought, and always played that it was a roll per DC.

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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 6:41 pm 
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It is entirely unclear; Strict WYSIWYG would be a single re-rollable D6, and if you come up snake-eyes, the Titan is destroyed.

That is, of course, daft.

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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 7:07 pm 
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(Tiny-Tim @ Mar. 31 2008,14:58)
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I actually played both sides ?:blush:

Thanks for your comments, I need to workout where I'm going wrong with AMTL and it might be that I am being too aggressive.


Urghs, as in practive game.
Brilliant me... :D

That?s what you get when fixating on the army lists... so you are playing with yourself? Tsk, tsk... interesting approach though, haven?t done that myself since teaching me the BFG rules.



(Tiny-Tim @ Mar. 31 2008,14:58)
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Thanks for your comments, I need to workout where I'm going wrong with AMTL and it might be that I am being too aggressive.


I?m obviously quite fond of the Marshall action ... doing something moderately useful while shedding BM is nice by itself, with Titans it is a matter between life and death ... say when those pesky Vultures downed all your shields for the 10000 time and the Deathstrikes thankfully failed their activation, and there are Shadowswords all over just waiting to nail you BTS formation.

Might force them to send in the Russes! ? :;):





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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 7:30 pm 
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(Evil and Chaos @ Mar. 31 2008,18:41)
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It is entirely unclear; Strict WYSIWYG would be a single re-rollable D6, and if you come up snake-eyes, the Titan is destroyed.

That is, of course, daft.

Here are the rules:

1.8.1 Dangerous Terrain Test
Roll a D6 when you enter dangerous terrain, or when you start to move if already in dangerous terrain. On a roll of 1, the unit is destroyed with no save allowed, but the formation it is part of does not receive a Blast marker.


And:

3.1 WAR ENGINE MOVEMENT
War engines follow the same movement rules as any other unit. War engines that fail a dangerous terrain test suffer a hit (see the damage rules below).


No multiple rolls per DC nor complete destruction if failed... so, grab some cover!  :D

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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 8:19 pm 
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Doh.

I R Phail.

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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 8:49 pm 
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Thanks for the report, it was a good read. It didn't seem as if the AMTL got too badly trashed in that one?


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 Post subject: AMTL vs Orks
PostPosted: Mon Mar 31, 2008 8:51 pm 
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Tim is also an undoubted expert with the Orks, whilst a newbie with AMTL.

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 Post subject: AMTL vs Orks
PostPosted: Tue Apr 01, 2008 12:03 am 
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Hmm strictly by this wording the War Engine suffers only a hit...which can be saved with a succesful armour save. It doesn't say that this hit can't be saved. Does it?

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 Post subject: AMTL vs Orks
PostPosted: Tue Apr 01, 2008 8:29 am 
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(Irondeath @ Mar. 31 2008,19:07)
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I?m obviously quite fond of the Marshall action ... doing something moderately useful while shedding BM is nice by itself, with Titans it is a matter between life and death ... say when those pesky Vultures downed all your shields for the 10000 time and the Deathstrikes thankfully failed their activation, and there are Shadowswords all over just waiting to nail you BTS formation.

Now that is what I can understand.

Interestingly enough my IG force has Vultures, Deathstrikes and a company of Shadowswords in it.

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 Post subject: AMTL vs Orks
PostPosted: Tue Apr 01, 2008 8:43 am 
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So I was thinking about E&C's comments about needing longer ranged weapons and have decided to look back ti some units that I have previously used. This then gives me this as a future list to try.

1-Reaver- 2x Gatling Blasters LasBurner & Carapace Multi Lasers
2-Reaver-2x LasBurners, Gatling Blaster
3-Warhound Pack-2 x Plasma Blastgun each (Using this after Chroma's game)
4-Warhound-1x Vulcan Mega-Bolter & Turbo Lasers
5-Sentinals
6-Skitarii Quattro-Century
7-Skitarii Quattro-Century
8-Ordinatus Minorus + Volcano Cannon (+50pts)
9-Ordinatus Minorus + Volcano Cannon (+50pts)
10-Thunderbolts

I might still be too light on air cover and have to drop the twin turob laser and a formation of Skitarii for a second pair of Thunderbolts. Thoughts?

I am still having a problem with needing to run my forces between cover all the time. I feel that I have a decent amount of terraine on my table, but with careful placement of objectives by my opponent the objectives on the AMTL half of the table can be placed in relatively open locations.

Can't get image to post here.





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 Post subject: AMTL vs Orks
PostPosted: Tue Apr 01, 2008 9:35 am 
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(BlackLegion @ Apr. 01 2008,00:03)
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Hmm strictly by this wording the War Engine suffers only a hit...which can be saved with a succesful armour save. It doesn't say that this hit can't be saved. Does it?

Umm.

I think if you re-read 1.8.1 posted by Chroma, you will see that no save is allowed, so no, you cannot save the dangerous terrain test on your armour.

Also, don't forget to roll for the critical :p  

If you are unlucky, the single hit from the dangerous terrain test could end up destroying your titan, though the chances are remote.

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 Post subject: AMTL vs Orks
PostPosted: Tue Apr 01, 2008 10:07 am 
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(Ginger @ Apr. 01 2008,09:35)
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though the chances are remote.

Unless you are Ginger or Rug playing in the last round of a tournament and then the chances are about even  :D

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 Post subject: AMTL vs Orks
PostPosted: Tue Apr 01, 2008 10:28 am 
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Wel inever intended to allow an armour save anyway :D
But isn't it silly that the Titans reactor blows up because he stepped on a gigantic foxhole? :D

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