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AMTL 3.13

 Post subject: AMTL 3.13
PostPosted: Wed May 20, 2009 3:36 pm 
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Quote: (Evil and Chaos @ 20 May 2009, 09:26 )

So, 3.13 has been out for three months now.

Everybody happy?


Surely the list can't be... *done* ???  :))

Sadly I think I've managed only a game or two. Real Life has interfered. The good news is I should have more time to play now. Also, I'm tentatively planning on playing AMTL for NEAT II.

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 Post subject: AMTL 3.13
PostPosted: Wed May 20, 2009 3:44 pm 
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I haven't tested the list but have used the costs to field Titans for other Imperial forces.

Things that struck me as odd:

-
The close combat weapon gives Imperial Titans one more TK(D3) attack than Eldar Titans. Considering their speed/grace/what-have-you I would think that the Eldar should be striking more times but with less overall damage as opposed to the Imperial Titans with less times but with more overall damage.

There were stats for the powerfist in the rulebook, +1EA TK(D6) I believe. Any thoughts on that?

-
The Laser Burner has no 15cm shooting attacks. Wouldn't something giving you that many extra attacks in FF give you a few shooting attacks as well?

-
The Melta Cannon got a bump to TK(D3) at 30cm and then went up 25 points, but I never found out why. I thought the old +25 points stats with TK(1) at 30cm fit melta fluff pretty well.

-
The Barrage Missile bit has a bunch of small missiles instead of one large one. Thoughts on giving a 5-7 2BP Disrupt Single Shots?

-
I still lament the loss of the Chainfist. :sad:

Other than those I think the stats and costs of the weapons are pretty good.

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 Post subject: AMTL 3.13
PostPosted: Wed May 20, 2009 3:58 pm 
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Other testing has gotten in the way of this list, but I'm happy with where it is at the moment.

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 Post subject: AMTL 3.13
PostPosted: Wed May 20, 2009 5:25 pm 
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I've gotten in a few games with the list and it seems to work alright. I'm hoping to get a 5k game in in a couple of weeks.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 1:15 am 
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We've played the list quite a bit and are really happy with it as is.
We certainly don't want to see any weapon stat/cost changes.

We haven't had a chance to trial the Emperor class Titans yet but hopefully, soon we will (it's being planned).

Cheers,
Steve.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 1:21 am 
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I'm still not keen on the "+25 points for two of the same" warhound rule. It's very awkward, and not particularly fair (Megabolter + Inferno is probably better than 2x Megabolter for example).

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 1:35 am 
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Quote: (zombocom @ 21 May 2009, 08:21 )

I'm still not keen on the "+25 points for two of the same" warhound rule. It's very awkward, and not particularly fair (Megabolter + Inferno is probably better than 2x Megabolter for example).

Ha, how could I forget that.

We don't use this rule at all and have found no issues with our Warhound's conquering all.
In one example, we played a game with 3 Warhounds, all using 2x Turbolasers and the opposing army was a Krieg list with either Reinforced armour War Engines or infantry in trenches/bunkers. The Warhounds were not effective in that setup and in no way should have had to pay a tax for it.

I agree with zombocom, the list can live without this rule.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:33 am 
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Given the traditional difficulties of an AMTL list (low activation number and limited movement), having customisably efficient warhounds is really not that big a deal.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:36 am 
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I'm willing to try dropping the surcharge, if people will promise to try and break the list with a bunch of twin-weaponed Warhounds...

...previous testing has definitely shown an advantage for the twin-weapon Warhounds...

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 4:29 am 
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Quote: (zombocom @ 20 May 2009, 20:21 )

I'm still not keen on the "+25 points for two of the same" warhound rule. It's very awkward, and not particularly fair (Megabolter + Inferno is probably better than 2x Megabolter for example).

I'm not crazy about it either. I haven't seen too much abuse with twin weapons.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 5:27 am 
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Are there links to those battle reports where the advantage is displayed? I'd be interested in reading them since it was before I started epic.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 1:52 pm 
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No batreps IIRC, though I did play a couple of games versus TRC where he demonstrated the power of twin-fit Warhounds.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 2:11 pm 
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I'm curious if the power differential came from any particular weapon combination or single warhounds?

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 2:15 pm 
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Twin Turbolaser, twin Plasma Blastgun, and twin Megabolter Warhounds were tested, and found to be more powerful than their 'Standard Configuration' cousin.

Each was enabled to go after a single target type, instead of being stuck on the middle ground like the Standard Config (with 1 weapon anti-infantry and 1 weapon anti-armour, it is a generalist Titan and simply isn't worth as much as a Specialised Titan).




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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:08 pm 
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Was this in a pack or just single titans? The reason I ask is that two standard configs in a pack have the same load out as a twin blastgun and twin megabolter in a pack so it makes me wonder why the latter pays 50 points more.

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