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Eldar Titans in CC.

 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 1:05 am 
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I think I have read a note about the lack of a good CC weapon for the eldar titans. Today the eldar titans are getting whipped big time by any other titan with a CC weapon that charges it.

Perhaps a sword? Or anything else that gives it an extra d6.

Ideas? thoughts?

/P-man

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 1:10 am 
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Ok! ok, I'm doing it as fast as I can!  :tongue: I wanted to send it to Zap and have him cast a critical eye over it first. Be patient.

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 1:14 am 
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Spendid. Post it here so we all can have a crack at it!  :D

:whistle:

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 6:16 am 
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How about having a 50% chance to make a autohit before the CC takes place and to get the D6 extra in CC? Could make a double wielding titan feared.

With penetrating +1

Or something else nasty. It should be better than the no-good hand anyway since you can actually shoot with latter.

/P

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 10:12 am 
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Quote: (Pettan @ 12 Jan. 2009, 06:16 )

How about having a 50% chance to make a autohit before the CC takes place and to get the D6 extra in CC? Could make a double wielding titan feared.

With penetrating +1

Or something else nasty. It should be better than the no-good hand anyway since you can actually shoot with latter.

/P

I'm strongly opposed to a autohit weapon before CC. Obviously, a double swords arms titan would mean the the opponent would be ALWAYS hit before the CC (2 hits 4+ is statistically always successful)...A charging Eldar titan and its 2+ holo field save and dual wielding would become just unstoppable.

I'm ok for a weapon that would give a +D6 to CAF but no more extra stats. Eldar army has some great equipment to destroy titans/praetorians:  revenants with pulse-lasers, pulsar, tremor canon, cobras, scorpions...) they may not need a so great CC Weapon.




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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 11:55 am 
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Ok, I'll throw you a bone... though I know I'm in for a hard time. I would have preferred Zap having looked over them first but...

These are only ideas and while all are up for criticism not all and maybe not any will be suitable for NetEpic.

Witch Blade
I think of this as a Titan sized Singing Spear or Wailing Doom type thing. Very arcane.
35cm x1 3+ -0/-2 * Ethereal attack, Daemons –2 TSM vs. Shooting. Returns to hand.
OR
+3 Caf, +1 Penetrate, Damages buildings –2TSM.
Shooting or close combat (Warlock Titan only, Arm weapon)

Dire Sword
+D6 to Caf, Damages Buildings –2TSM.
(Arm weapon)

Eldar Titan Power Fist c/w Shuriken Cannon
This is in place of the Power Fist already in place. Block/Grapple is an option I've been wanting to try for all Titans/Gargants. Grapple alone isn't very exciting IMO.
50cm x4 -4+ -1
OR
*Block/Grapple +2*, Destroys buildings -4,
Shooting or close combat (Arm weapon)

*Block/Grapple +X*
Upgrade to all? Titan/Gargant Weapons that use Grapple: You may only Block or Grapple in a turn.

Block: You may block an attacking opponents Close Combat weapon rendering it useless for this turn. Before close combat is rolled, roll a D6 for both models adding the total in Block/Grapple modifiers of each titan. The model with the highest score has blocked one close combat weapon of his opponent, winners choice. This allows the Close Combat to be rolled as normal without the opponents Close Combat weapons Special Ability or Bonus.

Grapple: If you won the Close Combat this turn (and have not needed to Block this turn) you may attempt to tear off one of your opponent’s locations. Both models roll a D6 adding the Block/Grapple modifiers. If the winner of the Close Combat rolls higher than his opponent then the location suffers maximum damage. Otherwise the opponent escapes unharmed from the Grapple.

You may not Grapple in the same turn you have Blocked.


I can imagine you all staring blankly at the screen so here is an example...

Chaos Titan with Chain Fist attacks an Imperial Titan with a Power Fist. The Imperial Titan try's to Block the Chaos Titans Chain Fist and both roll a D6 before close combat. The Imperial Titan gets a +2 Block/Grapple bonus to the roll and succeeds to block the Chaos Titans Chain Fist. The Close Combat still gets to go ahead but now the Chaos Titan does not get the benefit of his Chain Fist (+1D6 to his Caf) and the Imperial Power Fist is busy fending off the Chain Fist so also does not get the benefit of the Grapple.

Yes, yes... I know the picture is a 40K Wraithlord but use your imagination damn it! The pic is off the Net and not mine.

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 12:16 pm 
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I like the version with +D6 CAF, damage building (-2 TSM). You even could add a +1 Penetrating.

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 12:18 pm 
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Yeah, someone else said the same thing.

*sigh* Go on, what do you think of the others? :sigh:

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 6:02 pm 
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The block/Grapple feels abit like the Ripper Tentakle of a tyranid titan:

2) When engaged by multiple superheavy or knight opponents, the bio-titan may elect to grab one of these opponents and prevent it from joining the others while attacking in Close Combat. The grabbed model resolves its Close Combat as a completely separate attack against the bio-titan and will not contribute additional dice to the ‘other’ Close Combat against the bio-titan.
3) If engaged by a titan or Gargant, the ripper tentacles may be used to grab one enemy Close Combat weapon and prevent its use. Should the bio-titan win the Close Combat, roll for damage against a selected location as normal and additionally roll for damage against the trapped weapon location, with a +2 modifier on both damage rolls. If the enemy has no Close Combat weapons the ripper tentacles subtract 1D6 from the enemy CAF, and if the bio-titan wins the combat the player selects and rolls for damage against two locations (both with the +2 modifier).
If the bio-titan is in base-to-base contact with buildings the player may elect, in addition to any other attacks, to automatically hit the building once. The building must make a save with a 0 TSM or be destroyed.


I do think its a good idea though. More flavour for titan CC.  :wow:

The Chainfist works like this.

Chain Fist: This weapon, also called a Power Saw, is a motorized blade capable of ripping apart the toughest opponent. Chain Fists add +D6 CAF and add +2 to any hit location damage rolls.
Additionally, titans in base-to-base contact with a building may elect, in addition to other attacks, to make an automatic hit on the adjacent building. The building must make a save at –4 TSM or be destroyed.

I don't think that the Dire Sword should be that much worse that this. I mean the eldars do have better technology.

The Witch Blade looks really cool. Dont know if you meant it but it could have the same power as a Warlock Titan in CC. (deamons cant you the "didnt hurt" thingie)

/P

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 7:33 pm 
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Thanks Pettan,

Yeah the Block/Grapple is not dissimilar from the Bio-Titan Tentacles. But don't forget this rule would even allow it and the Bio-Titan Claw the same Block/Grapple ability. I just wanted to see more close combat options being taken other than Chain Fists and thought this a good way to attract interest.

The Dire Sword is as I have it as although the Eldar have better tech they are more about subtlety and not brute force, I think. I gave into the +D6 to Caf reluctantly as a way of more directly addressing the Chain Fist imbalance. I guess that was why I tried to change the Block/Grapple thing. Perhaps if that was only for Eldar who are Agile... hmmmm...

Yeah, I like the possibility of the fluff for the Witch Blade for Eldar Titans however remember only the Warlock can use it and they would already kill Daemons in Close Combat. I didn't think allowing Phantom Titans this option was a good idea. Just didn't sound right. Warlocks do get to chuck the thing though. Extra short ranged Ethereal attack, that's kinda' neat.

I wanted to take the Mandiblaster Head out of the Eldar Titan Upgrade/Skills and represent it as a physical choice on the Titan head but I couldn't think of a way to do this well.

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 8:27 pm 
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I wanted to take the Mandiblaster Head out of the Eldar Titan Upgrade/Skills and represent it as a physical choice on the Titan head but I couldn't think of a way to do this well.


Not sure I understand this. Are you talking about making heads for the eldar titan. I dont have the upgrade you are talking about. I might very well have read it though. In an old incoming Issue?

I´ve never used a experience points for titans/troops. I am very interested in doing so though..

/P-man

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 8:37 pm 
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The Mandiblaster was an Upgrade you could buy with experience from the list of crew skills, Commander skills or Titan Upgrades. I messed about with these way way back and they are tops in campaign games. If you do not know them then you have seriously missed out.

I will have a look and find out the name of the rule book. I think they may even be in NetEpic v4 or v5's optional rules so I could maybe post them. I will try. They had Orks, Imperial and Eldar but I had worked out Chaos and Tyranid too and made some of the hard to work upgrades changed.

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 8:44 pm 
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I know I missed out. Have some plans about a campaign though.

I would like an overhaul of the experience system for troops/titans and have them in the options book.

From Incoming issue 3: Couldnt find it there.. Might it be from titan legions? I know there were some experience pages there.

Eldar

TITAN UPGRADES
Increased Speed 3 XP +100 pts +1 VP
Add +5 to base movement. Units firing at a titan with this skill receive -1 to hit if it’s on advance and -2 to hit if it is on charge orders.
Wraithbone Armour 4 XP +200 pts +2 VP
The external hull has been laminated with psycho -active wraithbone armor with repairs itself from damage very efficiently. A successful roll of 2+ on a D6 will repair damage.
Gate 2 XP +200 pts +2 VP
The external hull has been laminated with psycho -active wraithbone armor with repairs itself from damage very efficiently. A successful roll of 2+ on a D6 will repair damage.
Reinforced Structure 4 XP +200 pts +2 VP
Weapon damage modifiers are ignored.
Psychic Defences 3 XP +100 pts +1 VP
The titan receives a 2+ save versus non-physical psychic attack.
Emergency Fail-Safe 3 XP +100 pts +1 VP
Any time a meltdown occurs roll a D6. If a 4+ is rolls the titan is shutdown but avoids explosion. The reactor must be repaired in the normal fashion before any shields or weapons may function.
Psychic Assault 4 XP +200 pts +2 VP
The titan’s attacks count as non-physical psychic attacks (demons can not save with chaos cards). When charging into close combat it can emit a piercing war cry that reduces the opponent’s CAF to half its normal value. The effects may be avoided by rolling 5+ on a D6 (of psychic save if higher).

CREW AND COMMANDER SKILLS
Pinpoint Accuracy 4 XP +200 pts +2 VP
One crewmember’s weapon system now receives a -1 to save modifiers and +1 to damage rolls. This skill may be acquired multiple times up to the amount of weapons the titan possesses.
Hipshooting 5 XP +300 pts +2 VP
The titan’s crew is unusually skilled in firing on the run. They may fire all weapons normally while on charge orders with a -1 penalty to hit.
Sidestep 3 XP +100 pts +1 VP
A titan with this skill can NEVER be pinned in close combat. It may abandon close combat against other titans during the turn engaged or following turns (if it moves second or survives close combat).
Dodge 5 XP +300 pts +3 VP
When attacked by a weapon with a barrage template it may totally avoid the attack by rolling 4+ on a D6. The titan is place at the template edge by the owning player.
Lightning Reflexes 5 XP +300 pts +3 VP
Princeps has an uncanny ability to out-guess and outmaneuver the enemy.  He moves as if on charge orders and fires in the first fire phase.
Evade 4 XP +200 pts +2 VP
All firing at the titan is done with -1 penalty.
Tactical Genius 3 XP +100 pts +1 VP
The titan may choose to move/fire first/last regardless or initiative order.
Damage Limitation 3 XP +100 pts +1 VP
Titan ignores the first penetrating hit during a battle. Can be used once per game.

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 9:03 pm 
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Quote: (Pettan @ 12 Jan. 2009, 14:44 )

From Incoming issue 3: Couldnt find it there.. Might it be from titan legions? I know there were some experience pages there.

Yes, it was originally in Titan Legions.

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 Post subject: Eldar Titans in CC.
PostPosted: Mon Jan 12, 2009 9:16 pm 
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Thanks DS Yup that be the ones. For some reason the words "Titan Legions" just wouldn't come... Superglued to my tongue again.

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