Tiny-Tim wrote:
I can see where you are coming from Matt and I'll be honest I don't think that you have gone with the worst builds yet.
You're more than welcome to add a couple if you have ideas.
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I guess the question is whether that's an issue or not. I kind of see it as being a bit situational. Sometimes it might wreck a list but whether it does or not isn't guaranteed. Guard has Deathstrikes and could smash a reaver t1
I agree that AMTL having the option isn't necessarily an issue; The difference is that Guard have A deathstrike, and AMTL can take up to 9.
Recommendation: 0-1 Deathstrike.The_Real_Chris wrote:
Does the army list let you field a 12 activation army at 3000 points? So 2x reaver, 4 x warhound, 6 x support? Or is the support intended to be against battle titans only?
Recommendation:
Change support allowance to be based on number of Battle titans fielded, rather than Scout Titans (Warhounds) also getting one support each
OR
Leave it as it is, but change:
Two Scout Titan Formations may be selected for each Battle Titan formation in the army to
One Scout Titan Formations may be selected for each Battle Titan formation in the army.This would tackle the 4 souped-up warhound lists, reducing them to 3 individual Warhound or 2 pairs.
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I feel like over half those lists are more an issue related to the support missiles than any of the "standard" battle titan weapons.
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I'd wager that the lists posted could be scary if you get blindsided after the game starts, but lists aren't secret so knowing you have a lot of incoming barrages would lead to placing troops in cover and spread out. Both of which makes the effects much less scary.
Yes and no; if blindsided by 30 to 60 BP of disrupt in turn 1, you'd probably be out of the game. Experienced players would probably deploy smarter, in cover, spread out, etc.
However, the experienced players would still be taking indirect unlimited range firepower that places 3 Blast Markers
before even rolling to hit. That means it's breaking Shadowswords and Warhounds and so on before dice are rolled, and with 3 templates each it shouldn't be too hard to find at least a couple of places where you can target 2 formations at once.
Experienced players will suffer less than newer ones who are learning the ropes, but the 3 BM are automatic. Then come 3 templates of sustaining disrupt, 3 times in turn 1 and 3 times in turn 2.
Recommendation: Each type of Support Missile becomes 0-1 per army, each
(In other words, you can have 0-1 Deathstrikes and 0-1 Vortex and 0-1 Warp Missiles and 0-1 Barrage, but not spam them. Most players won't even notice the difference, but it would stop the worst potential abuse)
Super Warhounds
Turbo-laser Destructor 60cm 4x AP5+ / AT3+ 25 pts.
Recommendation
Turbo-laser Destructor 45cm 4x AP5+ / AT3+ 25 ptsThis remains a far superior weapon to the Vulcan, but removes the ability to fire 4x AT4+ shots at targets 120cm away (when doubling). It would still do AT on 4+ at 105cm targets, but that might be enough to satisfy most people.
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Plasma Destructor 75cm 6x mw2+, Slow Firing 75 pts.
The damage caused by up to 18 MW2+ shots from a Reaver at that range has to be seen to be believed; eg On average dice it could kill 15 Predators or 7 landraiders if only their formations were that large

I've seen suggestions for the amount of shots to be reduced, which is probably the simplest.
Recommendation: Plasma Destructor 75cm 4x mw2+, Slow Firing 75 pts.Please note that are all just suggestions, and all intended constructively.