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Skitarii 2.05 (Approved Candidate version)

 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Mon Feb 19, 2018 6:28 am 
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Thanks Greg,

For reference, the massed support missile list doesn't seem to perform all that amazingly well to say it's OP. However it does create a somewhat boring list to play and play against so I floated limiting support missiles to 0-2. My rationale is that gives you the same number of Support Missiles as you'd find in an IG list but more flexibility due to warhead choice. That change would effectively end this style list and hopefully put emphasis back on other weapons options.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Mon Feb 19, 2018 7:06 am 
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Vaaish wrote:
Thanks Greg,

For reference, the massed support missile list doesn't seem to perform all that amazingly well to say it's OP. However it does create a somewhat boring list to play and play against so I floated limiting support missiles to 0-2. My rationale is that gives you the same number of Support Missiles as you'd find in an IG list but more flexibility due to warhead choice. That change would effectively end this style list and hopefully put emphasis back on other weapons options.


Np...I see where you are coming from...So maybe make it 0-4..

My rationale on the increase, would be that they would have first dibs over guard units for such items and more of it and more warhead choice ...Also, you can later on up the number of support missile, if it shows it's too low or lower it, if becomes to much of a issue.....It would be pretty simple change to put to the board for approval..

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Mon Feb 19, 2018 3:41 pm 
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Not sure about 0-4. Sure AdMech probably has better access to missiles, but doesn't the warhead choice already show this? With the list you were taking, it probably means 4x demi-centuries with support missiles and minorus and then the remaining 800 points on something else.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Tue Feb 20, 2018 7:16 am 
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Agree with a limit on them. I wouyld hate to drive 10 hours interstate to face support missile spam game 1.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Wed May 09, 2018 2:13 pm 
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Bit of threadomancy but it fits better in here than anywhere else...

How effective would 2 Minorus with CCW be as an area denial or nasty thing killer?
You wouldnt need to fire its weapons so you could quite happily march or double but between them they have 10 3+CC, TK(d3) for 350 pts?
Might make some people a bit more careful with terminators, landraiders or gorgons etc?

Plus i want to use this... go full on Robot Wars


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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Wed May 09, 2018 3:19 pm 
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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Fri Jun 08, 2018 5:00 pm 
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Surprised no one has tried with a a Laser Burner or similar before. You'll have to show us the end result, DaCone2.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Fri Jun 22, 2018 11:31 pm 
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FYI, I've put the Skitarii 2.05 list up for approval.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Sat Jun 23, 2018 1:23 pm 
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Great news! Thank you for your work, I hope it´s getting approved fast.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Sun Jul 29, 2018 10:26 pm 
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Any news?

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Mon Jul 30, 2018 2:04 am 
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None yet. I know it's been posted but no info past that

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Thu Aug 09, 2018 4:47 am 
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Just a quick question, curious really; late to the party.

Titans are permitted as allies for the list but not knights (or did I miss them?!). Was there discussion or any intention initially to include them but it was thought better to leave them out as an option?

Had fun throwing together formations from this version; that's when I noticed their absence.

Either way looking forward to playing a couple games using what you have created. So many options from different vendors for the formations/units available. Stoked.

Thanks,
Jason


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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Thu Aug 09, 2018 8:41 am 
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snacks wrote:
Just a quick question, curious really; late to the party.

Titans are permitted as allies for the list but not knights (or did I miss them?!). Was there discussion or any intention initially to include them but it was thought better to leave them out as an option?

Had fun throwing together formations from this version; that's when I noticed their absence.

Either way looking forward to playing a couple games using what you have created. So many options from different vendors for the formations/units available. Stoked.

Thanks,
Jason


Think the main reason is that the Skitarii / AMTL lists were designed before GW started working on Knights like they are today. The EUK Skitarii has limited access to Knights.

I've started to build a modern Knights list with some Skitarii and Titan support. It's called Questoris Mechanicus / House Raven and you can find a link to it in my sig.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Thu Aug 09, 2018 1:39 pm 
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At the time we developed the Skitarii, knight world wasn't well developed (a lot of flux on base knight stats) so I left knights out of the allies section. Knights were also left out of AMTL for similar reasons and instead the fan made forge knight option was used to represent them without giving them full stats. We're changing those to armigers, and eventually may revisit amtl and knights to integrate knights with the skitarii and Titans properly.

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 Post subject: Re: Skitarii 2.05 (Approved Candidate version)
PostPosted: Tue Sep 04, 2018 10:57 pm 
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I just heard back from the ERC and they've declined to approve the list. At this point we're going to go ahead with some of the points drops from the playtest changes thread and god from there. The goal is to get more of the long range firepower on the field by making minorus more attractive as upgrades and transport options.

We're also going give the Minrous company back the option to upgrade to a third minrous. This was originally removed due to the CLP making it too good and left out after we changed the CLP rules to make the majoris not quite as bad an option.

Thoughts?

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