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Warhound Titan Critical Hit - Debate Thread

 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 5:16 pm 
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I was refering to the extra damage crit, trying to point out (to Steve54 as I quoted) that it would provide the desired "running away in hiding" effect just as well as getting a single blast marker since both effect would make the Titan instantly broken.

So extra damage do make the WH weaker than just an extra BM, but in fact it doesn't leave it more exposed than the "just an extra blast marker" proposition.

(post sniped by semaj !)


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 5:18 pm 
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Lose fearless - not as a crit, just as is :)

I think Steves point was that us WH Titan users want it to break after use so it can move again - so the extra bm is a good thing for us.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 5:51 pm 
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That might well do some good towards balancing it. While Battle Titans may stride the warzone like Gods, I would think that Scout Titans would have no such presumptions. They not neccessarily take extra physical damage, but taking extra fire after being broken would convince them a tactical withdrawal was required.

It would also make Warhounds a weapon that was either used carefully, or sacrificially.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 5:56 pm 
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Did the latest FAQ ban commissars from Warhounds? If not I'd expect to see a lot of commissar carrying hounds in guard armies!


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:00 pm 
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Mephiston wrote:
Did the latest FAQ ban commissars from Warhounds? If not I'd expect to see a lot of commissar carrying hounds in guard armies!

NetEA lists banned them a long time ago, EUK banned them more recently... and anyone not playing one of those two list sets is most likely still playing with 250pt Warhounds.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:02 pm 
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Quote:
I believe the idea is to change it in all lists.


My mistake, I thought that kind of change was beyond our capability. I'm still curious to the balance reasons cited but left unexplained in the original post for the need to change the critical. Were those explained elsewhere?

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:06 pm 
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I'm wth Atmospheric - all WE that are 3DC or less should just die on a critical.
4DC and more we can be a little more creative with the criticals.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:07 pm 
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Quote:
all WE that are 3DC or less should just die on a critical.

Revenants are rare enough already, surely! :)

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:08 pm 
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Oh, Revs die too.

Like chickens, though, they take a bit to realize it. ;)

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:09 pm 
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Come on, once a Revenant has lost it holofield a blow from a coffee shop stirrer can kill it!


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:11 pm 
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Vaaish wrote:
Quote:
I believe the idea is to change it in all lists.


My mistake, I thought that kind of change was beyond our capability.


If consensus is strong enough that something needs to be done, I think we can coordinate any basic stat or notes changes from here on the AMTL board on "neutral territory", rather than pushing through changes on isolated lists and likely ending up with developers all wandering off in different directions.

The upcoming NetEA armies book will allow us to tie any and all stat or note changes together in a concise single document.

Points costs are always going to be up to individual lists, and could easily vary (Marine warhounds are worth more than IG warhounds, IMO, due to a less synergistic fit with the army list style, to pick the biggest example)

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 6:40 pm 
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mattthemuppet wrote:
prefer instant death.


That's a little too harsh for my taste.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 7:30 pm 
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This might be a bit more complex to track, but what if the warhound critical reduced the speed of the warhound? These things utility is based on their speed to redeploy most times rather than their outright firepower. Chalk it up to the crazy complexity of the leg systems and their relatively unarmored appearance making the titan bob around drunkenly and then walk with a limp the rest of the game when hit.

I'm really not fond of insta killing the model or extra BM/ hits.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 7:41 pm 
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I'm personally not fond of an instant kill solution because it is really quite a considerable change.

However, if consensus is against me I will be in favour of us all doing some testing on it... the Armies Book isn't due to be released until January I think, which gives us 2 months to get some testing done, with Marines and Steel Legion primarily rather than AMTL (Which will just follow whatever happens in the wider landscape of Epic).

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