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AMTL 3.23.1 (Approved)

 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 7:14 am 
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That hole-poking seemed perfectly okay when i did my batrep, but maybe that was another completly different thing.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 7:34 am 
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Ok, here are my thoughts for the PD.

First of all it's pretty clear that terrain is making a huge difference here. I feel that we tend to play with fewer open fire lanes, more hills and other LOS blocking terrain. This might be because we play against titans fairly regularly and we've grown accustomed to different considerations so it's harder for a titan to really unload at full range.

I can't ask that everyone change how they set up their boards even though it might happen naturally as more titans show up and opponents are loathe to have as many fire lanes open. Changes here are a bit awkward because it seems results are all over the board. Testing the PD myself didn't show much of an issue and we have games where it owns everything and games where the expense of fielding them costs AMTL the game T2.

Here's what I see as potential options:

1. We swap in Crusaders for Sentinels. The effect will be maxing out on PD will leave you with 6 activations maximum. three 150 point activations and three 850 point titans. 2x PD and a free weapon will give you a bit more range but still a max activation cap of 7 formations.

2. We add "Reaver: Carapace Only" to the PD and reduce it to 5x shots. This gives us a relatively linear power increase from PBG > PC > PD and drops the max plasma shots on a Reaver to 12x (2x PC and a PD). It also puts the PD back to where it was in ages past.

3. We do both 1 & 2.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 7:44 am 
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Vaaish wrote:
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So, you think it's reasonable that the Plasma Destructor is 50% more killy than an Imperator's Plasma Annihilator? (against non-WE targets). That stands out as horribly wrong to me. Just increasing the range to 90cm (like Epic-UK have) makes the PD a good choice without it being stupidly overpowered.


Ok so lets say we have two identical tanks we are firing at. We have two different weapons. One weapon is an anti-tank missile. The other is a tactical nuke. The AT missile hits the first target and blows the turret off. The nuke vaporizes the tank entirely. The end result is the same, both tanks are dead. Just because one is completely vaporized doesn't make it any "more" dead than the one that got the turret blown off.

The point is that the Plasma Annihilator is the nuke. It is quantifiably more powerful per shot than the Plasma Destructor. The PD has more shots while the PA has more damaging shots. Just like you wouldn't have a different result despite the disproportionate power of the weapons above, you don't get one with the PD and PA until you start shooting RA.

I played Epic a lot during the 2nd edition Titan Legions era though and the Plasma Annihilator could kill WAY more targets than a Plasma Destructor. The Plasma Annihilator's firepower varied depending on many 'plasma counters' you had at the time but a fully charged Plasma Annihilator fired 12 shots compared to the Plasma Destructor which fired only 4. I'm not suggesting we need follow this that closely and I'm happy with how the other Plasma weapons are statted now, but when you give the Plasma Destructor 50% more shots than the Plasma Destructor can you see how wrong this feels to veteran players familiar with the older edition?

Also I checked the Space Marine / Titan Legion era rulebooks and Reaver Titans were not allowed to take Plasma Destructors. It says quite clearly on the Reaver Titan's datasheet that “A Reaver Titan cannot mount either a Plasma Cannon or a Plasma Destructor as it is unable to provide enough power for these weapons.” I think we should probably disregard the Plasma Cannon limitation but that the Reaver should loose access to the Plasma Destructor.

Reaver's also weren't allowed to take Carapace Landing Pads or Corvus Assault Pods either. Perhaps these too should be switched to Warlord only. Saving certain support weapons for Warlords only gives a bit more reason to take Warlords (which is good as they're actually meant to be the most common type of titan in the legions by the background not Warhounds like are seen more commonly in epic).

Vaaish wrote:
Four shots and +15cm range is just too little for 75 points and reducing it to 50 points messes with the other 50 point weapons.

I agree it's too much for 75 but please try a 4 shot PD at 50? How exactly would a 50 point PD mess with the other 50 point weapons? If you think it would be too good relatively then (and I'm not clear if this is actually your meaning or not) then it could also drop to 90cm 4 x MW3+ (like Epic-UK have done with their Plasma Destructor)

To get the most out of it then a titan would stay still and sustained fire - staying still going a bit towards the old 2nd ed rules for it where the Plasma Destructor took so much of a Warlord Titan's energy that when firing it it wasn't allowed to move in it's next turn.

One last thing - when I suggested the PD have 90cm range before Vaaish you said something along the line that that 'felt like a bit much' for it. I see back in 2nd edition the Volcano Cannon, Quake Cannon and PD all had the same range, so having it the same now shouldn't be a problem.


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 9:32 am 
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My concern about the PD is this.
Its a long firing weapon, it hits on 2+, it is MW and it is several shots in the same weapon. To me lowering the to hit to 3+ or making it a 60 cm weapon (or both if needed :) ) would be a better solution. Right now you need double with a titan and shoot into cover to get some "randomness" on the outcome. To me the "boring" stuff is the "autokill" that is happening every time. On other weapons you could have a bad day but you will "never" roll six 1's.

Lowering it to 4 shots might also do it but then it need to drop to 50 points. Most units will at least have a fair chance of surviving with one member then...


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 10:13 am 
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To get around the weapon spam altogether, why not tweak the identical-weapon surcharges instead? Eg,

2 identical weapons: +25pts
2x2 identical weapons: +50pts
3 identical weapons: +75pts
4 identical weapons: +100pts

The effect for Warhounds is the same as now, and it would give an incentive to kit Battle Titans as all-rounders.

From a fluff perspective, it seems reasonable that highly specialized Titans are rarer and more seldomly requisitioned by a particular taskforce.


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 11:04 am 
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mordoten wrote:
That hole-poking seemed perfectly okay when i did my batrep, but maybe that was another completly different thing.
hehehe, so true :)


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 12:07 pm 
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Quote:
That hole-poking seemed perfectly okay when i did my batrep, but maybe that was another completly different thing.

hehehe, so true :)


Lol true, there'll never be a perfect battrep or a perfect game :D
But as long as we all assume each player in each report was trying their best to win the game, the reports are reflective of games the played everywhere. I recommend we don't make this complicated thread any more complicated by 'poking' too much further, please :D

Vaaish wrote:
Here's what I see as potential options:

1. We swap in Crusaders for Sentinels. The effect will be maxing out on PD will leave you with 6 activations maximum. three 150 point activations and three 850 point titans. 2x PD and a free weapon will give you a bit more range but still a max activation cap of 7 formations.

2. We add "Reaver: Carapace Only" to the PD and reduce it to 5x shots. This gives us a relatively linear power increase from PBG > PC > PD and drops the max plasma shots on a Reaver to 12x (2x PC and a PD). It also puts the PD back to where it was in ages past.

3. We do both 1 & 2.


I don't think you'd need to do both 1 & 2. I personally don't want to see the AMTL nerfed, the PD issue is a very specific one and changing that and the potential activation count simultaneously would (IMHO) be an over-large change. Making it 5 shots and carapace weapon would get rid of the PD-Spam while hardly affecting the majority of AMTL player's army lists.
From what I've seen of lists posted, it really looks like most people would hardly notice.


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 2:59 pm 
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I also don't think you need to do all of that.

Crusaders instead if Sentinels is good and fluffy.

Why do several changes to PD right away? Isn't it better to start with 1 change, test that for a while and then proceed? Start with dropping it to 5 shots and see what that does.

Let the practical evidence speak for itself...

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 3:45 pm 
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Also agree on just doing the crusaders first. It seems to be the most demanded and least controversial. It may help balance more than we know after some BRs.

If it doesn't, try the 5x shots for PD next.

Finally try the carapace only for PD if none of the above work.


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 4:43 pm 
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Quote:
To me lowering the to hit to 3+ or making it a 60 cm weapon (or both if needed :) ) would be a better solution. Right now you need double with a titan and shoot into cover to get some "randomness" on the outcome. To me the "boring" stuff is the "autokill" that is happening every time. On other weapons you could have a bad day but you will "never" roll six 1's.

Lowering it to 4 shots might also do it but then it need to drop to 50 points. Most units will at least have a fair chance of surviving with one member then...


3+ opens a whole can of worms since it would require us to rebuild the entire plasma family to keep the stats related. We did bump the GB but it was one weapon and I'd rather not do that here.

Dropping it to 50 points puts it in competition with the Melta, LasBlaster, and Volcano. Mostly it makes it direct competition for the Lasblaster and I'd rather not see the PD at 50 points.


@Speaker: I think the increase surcharge is too general of an approach. It puts a weird surcharge on the standard pattern reaver which I don't think is necessary and 2x GB or LB or even 2x Volcano cannons aren't really an issue.


@everyone:

Ok, we can go that route. Crusdaders first and reduce PD to 5x then finally restrict to carapace on the Reaver. Crusaders are already listed in the playtest changes thread so if you want to help out that way swap them for sentinels in your games.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 5:01 pm 
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Another wild idea is to break down the battle titan weapons into more categories. Things like the Gatling blaster go into a standard group that has the surcharge charge as is. The more rare, specialized stuff (like the PD/PA and Support Missiles) goes into a separate group where each use after the first gets the surcharge. That also gives a nice way perhaps to designate the carapace restrictions or other ideas if needed in a more targeted fashion. I too like to echo the point above that the PD/PA are explicitly stated to be not able to be equipped on anything smaller than a Warlord (I expect that counts for ordinatus as well perhaps) and shouldn't be allowed on them.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 5:44 pm 
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Well, if we're gonna go by fluff before anything theres alot of lists to go thru and change i guess...

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 5:53 pm 
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IDK. The list feels AMTLy to me outside a few incongruent combos that are available. Anything specific you want to see/feel/point out that's not fluffy (sentinels not withstanding)?

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 6:24 pm 
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Making the offending weapon 3+ to hit would change the dynamic, would be a point to sustain for one thing and units could flank the titan to get shot less.


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 09, 2014 6:56 pm 
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jimmyzimms wrote:
Another wild idea is to break down the battle titan weapons into more categories. Things like the Gatling blaster go into a standard group that has the surcharge charge as is. The more rare, specialized stuff (like the PD/PA and Support Missiles) goes into a separate group where each use after the first gets the surcharge. That also gives a nice way perhaps to designate the carapace restrictions or other ideas if needed in a more targeted fashion. I too like to echo the point above that the PD/PA are explicitly stated to be not able to be equipped on anything smaller than a Warlord (I expect that counts for ordinatus as well perhaps) and shouldn't be allowed on them.

This is kinda what I'm saying too, but I don't think it's a wild idea. Just stop thinking of it as a surcharge and instead just think of weapons as standard upgrades, which can be priced independently and taken once. So
some upgrades could be like "1 or 2 for 25 each" and others like "1 for 25, 2 for 75 or 3 for 125" even. Decide for each weapon firstly whether it CAN be taken on reavers in 3's, and then how much it should cost.

For me it's the surcharge system that is more "out there".

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