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AMTL 3.08

 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 8:22 pm 
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I think the Catastrophic Damage table is a good idea.  Simple to use, but it adds an entertaining detail.  

For results 4 - 6, or possibly just result 6, maybe a note to place a crater where the Titan was standing before it blowed up real good.


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 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 8:24 pm 
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[Thanks for the quick replies, looks like you are going to be busy for a few days.

On a practical note, I can't really fathom how a big fist wreathed in eldritch powers, and a big fist with chainblades on the side, would have any different an effect on the infantry scampering around their feet.


Have you seen the size of my chainblade? ?:p

I have also noticed that melta weapons have more shots (and if my wine fuzzed brain can do the maths) and a better chance of doing damage at long range compared to short range.  shouldn't they be more effective at shorter range, keeping in with the rest of the melta family.

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 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 8:28 pm 
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I agree on the Melta weapon, there's possibly a case for calling its shots MW at range, TK in firefights?

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 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 9:38 pm 
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I think that TK(1) should be about right for the melta cannons FF ability.  I have used the 2x TK(D3) FF that hwas suggested a while back but found them to be very powerful (even at 130pts a shot in the old modular weapons cost system).

With the Ordinatus Minoris, I would recommend dropping ther void shields.  The only referance to them doesn't imply that they have voids.

I would also have them at 1-4 per formation, or if they go to 3DC then 1-3.

I was plannoin on having simialr vehicles in my now aborted ordo reductor list and ideas I had for them, which you can steal if you want, included

having one of the formation having the carapace landing pad, allowing the others to use indirect fire.

Allowing 0-1 per formation to have some sort of AAA weapon instead of a titan class weapon.

Finally allowing each of my ordo reductors had the ability to transport 2 skitarri units, but if this option was taken then all transport slots were taken up.

So in your system this set up could allow a 4 ordinatus minoris formtaion to have 2 MRL/quake cannons, a CLP a AAA system and 8 infantry guards.

With the knights, I would go for a simple very generic version with a CC weapon and a ranged weapon and have the knight shiled factoredinto the armour value.

Finally, on a more serious note, with the CC weapons I see titans having two different types of close combat weapons.  the normally sen powerfist and chainfist are anti titan wepoans which they use on (guess what) other titans, the other are long reach weapons, such as chain blades or electro whips (hmm their is a conversion idea) whoich they use on close combat orientated armoured vehicles, such as Dreads, Kans and  Fexii, but can be used to some success on titans.

If you are not adverse to special rules, I would even go as far as saying the anti titan CC weapons can only be used against WE, or even WE or a certain DC to represent their short range (an idea shamelessly stolen from apocalypse).

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 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 9:47 pm 
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(an idea shamelessly stolen from apocalypse).


Which was in turn shamelessly stolen from earlier versions of Epic.

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 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 9:50 pm 
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(Evil and Chaos @ Mar. 07 2008,20:47)
QUOTE
Which was in turn shamelessly stolen from earlier versions of Epic.

If it came from Epic to begin with it must be a good idea :D

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 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 10:07 pm 
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Greetings Evil and Chaos,

First let me say that I like the way this list is developing.

However, I do have a few questions.

Why the need for a triple barelled version of the tubo-laser?

I like the ranges and to hits that you have assigned to the plasma weapons..but would like to hear your reasons for making the changes.

Will your Quake Cannon be using the AP to hit for all targets?

Given that Appocalyspe has restrictions on where certain weapons may be mounted...have you considered that as a possible direction for this list to move in?

Thanks for listening...and thanks for the list!

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 Post subject: AMTL 3.08
PostPosted: Fri Mar 07, 2008 10:21 pm 
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First let me say that I like the way this list is developing.


Thanks.

Why the need for a triple barelled version of the tubo-laser?

Because in a month or two, a 40k scale Reaver Titan will be released by Forgeworld with two triple-barrelled Turbolasers on the arm mounts, and an 'apocalypse' rocket launcher on the carapace.

I like the ranges and to hits that you have assigned to the plasma weapons..but would like to hear your reasons for making the changes.

I wanted a clear progression of power and a clear relationship between the different types of Plasma weapons.

Will your Quake Cannon be using the AP to hit for all targets?

It will follow whatever happens with the core rules, and may have its points costs / stats ajusted accordingly.

I have assumed that the MW-AP ajustment *will* take place (Personally I'm in favour of it for logical reasons).

Given that Appocalyspe has restrictions on where certain weapons may be mounted...have you considered that as a possible direction for this list to move in?

I've considered it, and need to have a closer look at the weapons restrictions in Apocalypse.

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 Post subject: AMTL 3.08
PostPosted: Sat Mar 08, 2008 12:30 am 
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Thanks for the list, I like how it's looking.

The catastrophic damage table is a nice idea, and I think it's certainly worth giving the different weapon costs a go. As the army has relatively few thing to pick from, it's a nice way to bring in some flexibility, without adding in loads of other support formations that don't really belong.


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 Post subject: AMTL 3.08
PostPosted: Sat Mar 08, 2008 1:04 am 
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Greetings Evil and Chaos,

Two more quick questions for you.

There has been some discussion of limiting the number of plasma weapons a titan may carry due to the power constraints of fueling them from the titan's reactor. ?

Have you considered this? ?Personally, I like that approach, but don't see a problem in using the plasma weapons in this list as is.

On the subject of AAA weapons.

Given the Admech's penchant for specialized weapons...some sort of super hydra built on a ordinatus minorus hull might be just the sort of solution the AdMech might come up with to suplement carapace lasers on titans.

Perhaps allowing such a unit..with say 2 hydra turrets and a limit on the number allowed might do the trick. ?As to the actual number and its cost...I leave to you.

Oh and one other thing!

For completeness sake...this list badly needs to include the ordinatus "cabbage" :p

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 Post subject: AMTL 3.08
PostPosted: Sat Mar 08, 2008 1:15 am 
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I like the way this list is approaching :)
Big thumbs up for the catastrophic damage table :)

Now...ok i guess no one really wants to hear this but....have you considered the titanweapon stats i came up with my Wh40k-to-Epic tranlsation system? :D

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 Post subject: AMTL 3.08
PostPosted: Sat Mar 08, 2008 1:22 am 
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There has been some discussion of limiting the number of plasma weapons a titan may carry due to the power constraints of fueling them from the titan's reactor.  

Have you considered this?  Personally, I like that approach, but don't see a problem in using the plasma weapons in this list as is.


Considered and rejected, for now.

Slow Firing represents their drain on the Titan's reactor after all, as well as the extended recharging time required.


On the subject of AAA weapons.

Given the Admech's penchant for specialized weapons...some sort of super hydra built on a ordinatus minorus hull might be just the sort of solution the AdMech might come up with to suplement carapace lasers on titans.

I was considering allowing Hydra Turrets as part of the weapons allowance.

Presumably a free upgrade (As they'd be of limited offensive utility to Titans).

I suspect they would be most often seen on the hulls of Ordinatus Minorae... but really, would you pay 175pts to get one funky-looking Hydra?


this list badly needs to include the ordinatus "cabbage"

I'll try and work in a reference, at the least. :D

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 Post subject: AMTL 3.08
PostPosted: Sat Mar 08, 2008 1:22 am 
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(BlackLegion @ Mar. 08 2008,00:15)
QUOTE
Now...ok i guess no one really wants to hear this but....have you considered the titanweapon stats i came up with my Wh40k-to-Epic tranlsation system? :D

Please post a link so I can look over it again.

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 Post subject: AMTL 3.08
PostPosted: Sat Mar 08, 2008 1:51 am 
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Link in the first posting :)
http://www.tacticalwargames.net/cgi-bin....y235798

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 Post subject: AMTL 3.08
PostPosted: Sat Mar 08, 2008 10:27 pm 
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New list looks fairly neat. The stats and costs on weapons seem more in-line realistically with past experiences with the game, to be honest, and much simpler.

Only one thing really bothers me about the list: While the new rules for costs and suchlike are neat, you still don't seem to have addressed what several people have repeatedly mentioned as being an over-powered or damaging part of the list. The potential to field an all-Warhound army. With this list you could field something like 3x Warhound Packs, 3x Warhounds, 3x Ord Minoris w/ Volcano Cannons. 3000 points exactly, all legal with the rules, 9 activations and none of them non-war-engines. Most really fast or really long range. Seems to still be in keeping with the problems that TRC had reported before about all-warhounds rampaging across the board very fast and very hard.


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