Vaaish wrote:
You might want to double check that. The reaver is allowed because the datafax specifically states it can select from both the scout and battle titan lists while the ordinatus limits it only to the battle titan list which excludes it from scout weapons.
The problem lies in the heading for the lighter weapons. They are designated as "Scout or Battle Titan Weapons." RAW, that could be interpreted to mean that a Reaver (Which is allowed to pick 3 "Scout or Battle Titan Weapons") is restricted to just the same 4 weapons which are supposed to go on a Warhound, and the Scout Titans can't take any weapons at all.. That's pretty firmly not the intent, which means the heading for the former implies that they are the only weapons Scout Titans can take, but that any Titan which can take Battle Titan weapons can choose from the "Battle Titan Weapons" list, or the "Scout or Battle Titan Weapons" list. If the intent is to exclude the Ordinatus from taking the Scout Titan weapons, that header needs to be redefined as "Scout Titan Weapons," and all Titans need to be ensured to properly contain Scout and/or Battle Titan restrictions.
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Sigil:
That's fine, we need feedback to make a good list. I will say though that Secutors and Sagitarii are known AdMech units, hence the inclusion and desire to make them useful additions. There really isn't a whole lot of information regarding what admech fields so when we have stuff that's named and described it becomes a priority to incorporate it in a useful manner. And blame GW for naming everything starting with "S" and "C"

Alright, fair enough

Do you have the sources for their fluff? I'd be interested in reading what we do have. And apologize for not putting the blame on GW where it belongs

It's a big pet peeve of mine when everything has similar names, as it's guaranteed confusion for someone who's never fought against them before to remember which units are which.
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Crusaders.
I understand the concern, however, they aren't in any way crippled in their scout screen role. They might be a hair underpowered which is why the next step is to give them AV6+ to make them a bit harder to take out. I've also played with spamming them and the 50 point increase didn't seem to seriously affect things. I don't feel that they are too far out of line at the moment though so changes are very limited.
The durability increase might help a little, but I don't really see how a 50% points increase isn't a massive hit to their utility as a scout screen. Could I suggest perhaps removing the MW notation from their Extra Attack, which might be suitable justification for dropping their points total back down to 100, or at most 125?
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Colossus.
Ok. These guys are primarily a garrison support unit. They are AV which helps cover unmounted infantry and they have a large amount of weapons for the unit size which bolsters shooting anything assaulting when they are on overwatch. As an added bonus they get a decent FF value\. Alternatively they can move up with troops and provide mobile cover. Right now they are fragile, but they just got their armor changed to 3+ and depending on how they perform, they may be getting fearless. The step after that is to drop the cost of the unit.
If they're intended as a garrison support unit and infantry force-multiplier, wouldn't they make more sense as an upgrade for the hypaspists? As a separate formation of just 4, they're very vulnerable to breaking. Most other small-sized units tend to either have special rules, (ATSKNF) are War Engines, (SHT Co) are dirt cheap, (Sentinels) or aren't intended to be close to the enemy. (Hydra Co, Arty) I understand your intent a little better now (thanks

) and can see you're intending for them to play the same role as Hellfire Dreadnoughts in a SM list. (minus Air Assault/Drop Pod capability) My comment on their durability was actually intended to reflect their 3+ Armor statistic. It's very useful against most shooting, but given that their formation is composed exclusively of Colossi, MW shooting is horrifically devastating. Against combined formations (like SM with Dreadnoughts) MW hits will get allocated to the nearer units regardless of their composition, meaning that the Dreadnought armor is mostly required to stand up against the deluge of AT hits they'll be experiencing. A unit of Land Speeders which advance up to a Colossus formation and fire at it will cause 1.6 dead robots, giving them a greater than 50% chance of breaking them into ineffectiveness. Incorporating them with the Hypaspists would present an opportunity for an ablative screen and breaking resistance for the robots.
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Secutors.
Read up on the fluff of these guys, if anything is a terminator equivalent, it's secutors. TBH, you are using these guys wrong if your plan is to take them as a primarily shooting force. The weapons are there to add a nice punch if your out of range, but their best aspect is a nice engagement unit with reinforced armor to soak hits and the leader attribute to shed BM when needed. I debated back and forth between fearless and not, but with all the other benefits they have including their weapons and durability I decided against it. I need to see how they perform on the table a bit more before I decide on any changes to them.
That still doesn't really help their excessive points cost :p Additionally, without any resistance to being killed by combat resolution, this big expensive durable close combat unit is very likely to find itself among the closest surviving units, and thus destroyed without recourse. Taking one also means that the host formation can no longer be transported in an organic Minoris, meaning the Hypaspist formation must be packed into Chimedons.this spreads out the formation a fair bit, and also requires the Secutor to be in a Chimedon near the front of the wave (so it has a hope of reaching CC range) which also makes it fairly likely to lose its transport. To be fair, the number and speed of Chimedons you get does allow you a fair amount of depth to your front if you keep the troops embarked, but that cuts out your shooting capability and makes you very vulnerable to MW/TK hits on the transports.
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Sagitarii.
Your concerns with the mortars are noted and it's another point where I've gone back and forth with. Initially I thought it would be best to let the sagitarii swap 1:1 so they'd end up with two mortars per stand, but I was unsure if a total of 8 would be a bit much for the points. If the current stats end a problem I'll give each stand 2x mortars.
You still end up with a unit that's paying for two contradictory roles :p Packing the Mortars into the Sagitarii is going to result in them using them not as mortars, but as Heavy Bolters with Disrupt/Ignore Cover as preparation to lending supporting fire. That's pretty potent, sure, but it defeats the concept of the mortar. Can you elaborate on why you're opposed to the idea of a separate mortar formation?
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Of course now that you've said all of this, is it simply theoryhammer or have you had a chance to try anything on the table?
I'd only just begun putting together my Skitarii list when the 'alternate' rules hit, and haven't played any games with the changes. I find myself having a hard time putting together a list I feel confident in with the new units. I should have some suitable proxies available soon, and once Finals are over I should be able to get a few games in.