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Quake Cannon

 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 2:09 pm 
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I've had plans to split up my minorus coy. and attach them to various formations as the upgrades. It's partly why the CLP is the only one magnetized since it's rather useless to attach to a bunch of infantry :) I've not had a chance to fiddle with much play time for my skitarii yet though. The 90cm MW barrage is attractive though without the CLP. In my Titan legions games I find that taking 2x quakes and a CLP on a reaver usually makes it a huge target and it gets taken out early on. Using just a Quake adds a nice punch but doesn't attract nearly as much attention.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 2:50 pm 
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pretty much no i dont believe anyone has been keeping a database
i know I've used direct fire quake cannons on reavers once or twice (upgraded the AML because i had points spare and wasnt taking warlords at the time) but for the most part, indirect fire is very useful in the same roles as quake cannons are, the two mesh well. i dont think thats a problem, and i certainly dont think we need to make quake cannons or CLPs suffer to adjust it. if i could use CLPs to give volcano cannons i'd probably do that too, because i like artillery.
i guess it might suck if you where restricting yourself to not taking CLPs for one reason or another, but as covered earlier, i dont support that as a plan regardless. it certainly doesnt indicate a problem with quake cannons or CLPs

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 3:32 pm 
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Evil and Chaos wrote:
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The answer is yes.

Really? I simply haven't seen it done.

Really? Well I guess it never happens then. ;) :D

Just because an option is rarely used, doesn't mean it needs to be fixed.

I really don't see anything that needs adjusting here.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 7:44 pm 
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1. It seems this has been discussed before...

2. I agree with most here saying its fine

3. I hate Slow Firing and cannont ever support...ever ::) ;)


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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 8:30 pm 
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Can't say I'd be a fan of slow firing either.
Speaking of which, did titans ever have manticore missiles? Why not? (well, besides the aforementioned slow firing problem)

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 8:54 pm 
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I'd rather it stays as is, rather than that.


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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 8:13 am 
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I've played AMTL a few times, and invariably take a Warlord with 2x QC, CLP and a Deathstrike. It's a huge points sink, but it just sits on my blitz and denies Blitz and BTS while shelling anything it pleases. It doesn't nearly kill its cost in points, but the side benefits make up for that, in my opinion.

It is usually derided as "cheesy" and a "no-brainer", but I really think the AMTL needs something like it for power projection - there are no deep strike or other fast assault options available, and no normal artillery either.


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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 9:32 am 
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SpeakerToMachines wrote:
It is usually derided as "cheesy" and a "no-brainer", but I really think the AMTL needs something like it for power projection - there are no deep strike or other fast assault options available, and no normal artillery either.


No normal artillery weaknesses either. Ask an IG player if he'd rather have an artillery company or an artillery titan.

Not saying that it's broken, but an artillery titan would be a major strength for an AMTL list, and not something to shore up a weakness in deep strike/fast assault?


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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 10:20 am 
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Ulrik wrote:
SpeakerToMachines wrote:
It is usually derided as "cheesy" and a "no-brainer", but I really think the AMTL needs something like it for power projection - there are no deep strike or other fast assault options available, and no normal artillery either.


No normal artillery weaknesses either. Ask an IG player if he'd rather have an artillery company or an artillery titan.

Well, it does come at a premium cost too. An artillery Warlord cost about 1000pts, which is as expensive as four IG artillery Batteries. An artillery Reaver is cheaper, but becomes a target, as vaaish mentions - many an opponent just don't try to take out a Warlord; a Reaver is a more edible proposition.

Ulrik wrote:
Not saying that it's broken, but an artillery titan would be a major strength for an AMTL list, and not something to shore up a weakness in deep strike/fast assault?


I agree that the possibility of having artillery titans is a major AMTL strength; my point was the list needs it, since it has significant weaknesses in other areas (no deep strike, no cheap long-range indirect fire)


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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 10:39 am 
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Quote:
I agree that the possibility of having artillery titans is a major AMTL strength; my point was the list needs it

Some recent playtesting reports I've received on the Legio Destructor list (Which has no CLP) have actually opined that:
A - The list doesn't need the CLP to remain strong
B - The list is actually more fun to play without the CLP as maneuver becomes more important.

YMMV.

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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 11:09 am 
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Evil and Chaos wrote:
it's just the direct fire Quake Titan that doesn't seem to get chosen.
How would adding Slow Firing make the Quake Cannon more appealing?

A twin Quake/CLP Reaver cannot win a game without something in the army to maneuver.

We should be cautious making decisions for weapons used in the core list based on a few test games using an unapproved variant list.

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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 11:12 am 
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Quote:
We should be cautious making decisions for weapons used in the core list based on a few test games using an unapproved variant list.

A- There's no such thing as a Core list.

B- I have in no way said that the CLP should be removed from the War Gryphonnes list, only that there seems to be little/no usage of direct fire Quake Cannons in the War Gryphhones list. Apparently this isn't a problem for the fans of the WG list so we'll likely just leave the direct fire Quake Cannon as an inferior / rarely used choice in the WG list.

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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 12:26 pm 
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I see only two ways to fix the perceived problem of the paucity of DF Quakes.

1) Remove CLP. Let's face it, you'll see too much pushback and I'm not sure it's justified.

2) If Quakes are only being taken as Indirect, then their costing reflects this. Ditto for the AML and possibly Inferno Gun. The problem would then be that CLP may be undercosted, and the BP weapons overcosted. Perhaps drop the points on each BP weapon by 25, and make the CLP 25pt per Indirect Fire Weapon. Assume a cost of 50 for the Skittles. This would make a quad-Quake cheaper than a triple with CLP, and might change things somewhat.

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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 1:58 pm 
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Spectrar Ghost wrote:
I see only two ways to fix the perceived problem of the paucity of DF Quakes.

1) Remove CLP. Let's face it, you'll see too much pushback and I'm not sure it's justified.

2) If Quakes are only being taken as Indirect, then their costing reflects this. Ditto for the AML and possibly Inferno Gun. The problem would then be that CLP may be undercosted, and the BP weapons overcosted. Perhaps drop the points on each BP weapon by 25, and make the CLP 25pt per Indirect Fire Weapon. Assume a cost of 50 for the Skittles. This would make a quad-Quake cheaper than a triple with CLP, and might change things somewhat.

On the premise of Keep it Simple, if we are going down this road can I suggest simply upping the base cost of CLP by 25 points (rather than having it as 25 points per Indirect Fire Weapon).

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 Post subject: Re: Quake Cannon
PostPosted: Wed Oct 12, 2011 2:25 pm 
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ok, its really rather simple. if you're paying the extra points for a quake cannon, you might as well pay the extra extra points for the CLP. neither is over or undercosted, quake cannons without a CLP are not overpriced, they're certainly not underpriced with the CLP

so leave it alone

the one change i could see being interesting, is to move it to an upgrade slot (like CMLs) since these days it more often represents improved sensors/comm arrays rather than an actual pad, and it tends to look goofy. that might be worth a price rise on the CLP. otherwise just leave it the way it is.

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