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Modular Weapons Costs, V1.2

 Post subject: Modular Weapons Costs, V1.2
PostPosted: Tue Jun 13, 2006 11:42 pm 
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Question: Should the Deathstrike head be renamed, due to the naming conflict with the Imperial Guard Deathstrike missile?

If so, name suggestions requested!





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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 12:21 am 
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A Warlord with 4x Melta-Cannons is only 725 points. While it is quite short ranged (only 30cm) it's a SERIOUS threat to enemy control over objectives. Roll it up near them and open fire, 60cm effective max range and 8x MW 4+ TK(D3) shots! Ouch! Or replace 2 Melta-Cannons with 1 Devotional Bell for 675 points, then it can run up 40cm and fire 30cm, with 4x MW 4+ shots at TK(D3) each. Tear up enemy titans fairly effortlessly.


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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 11:04 am 
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Solution: Increase the Warlord's Melta Cannon from 50 to 65 points? (And the Reaver's from 60 to 80).

I don't think it'd be worth much more than that, being that in an assault it provides a paltry single extra attack (Even if it is TK), and it is limited to 30cm range, meaning that a careful opponent can handily avoid the firepower of a 4x Melta Warlord until he decides it's time to take the beast head-on... and a 4x Melta Warlord on the move will average 5 MW hits... painful but not extreme considering what other Warlord configs can do.

Doubling, that's only 4 likely hits, and if you let a 4xMelta Warlord get within the 60cm double-move effective range of your vulnerable Warmachine unmolested, you might deserve what you're getting. :D

But like I said above, from 50 to 65 points?

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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 11:09 am 
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the problem with WE is the denser the point value ont he table the more effective they are. PLay 3000 on a 6x4 and you will have units that don't have room to run. Play 5000 points on a 6x4 and its fish in a barrel time.

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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 11:22 am 
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They're also extremely effective at taking and holding down objectives. Roll that Warlord on up to an objective and the enemy has to pound it to death at long range. If he gets within 30cm of it, then he's likely to see it Sustain Fire into him and outright kill 5-6 units without even trying very hard! Or Marshal to regen it's void shields and fire into him for likely 4 kills instantly. They make wonderful units to sit on an objective and force the enemy into action (Or not action). Plod one up towards one of his objective markers, what's he gonna do? His only real choices are run away or take a boatload of damage. Assault Weapons are the same way. Laser burner is a wonderful weapon, not because it WILL do a lot of damage, but because it CAN do a lot of damage, and the enemy has to be aware of it. If he lets a Warlord with a Laser Burner get into firefight with one of his units, he's likely to loose the whole formation unless it's largely fearless.


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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 11:34 am 
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Aye, agreed.

So both Melta Cannons & Lasburners (again!) require a points-increase, due to their specific utility in turning Titans into mobile fortresses?

EDIT: How about moving the Melta Cannon to the Support category too? This would prevent an all Melta/Lasburner force being a legal list.





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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 11:57 am 
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Well, it isn't just the lasburner or the melta-cannon either. It's simply something Titans are very good at. It's just those weapons make them BETTER at it then others do. Melee weapons and high rate-of-fire weapons do that quite nicely on most titans. I'd rather see the Meltacannon stay a Tactical weapon, myself. It's very short range and only really good for specific things (Personally I'd never put 4 Melta-Cannons on a warlord anyway, it's kinda silly and not very practical, but it makes them extremely potent in their specific use). The trouble is that you see that a lot, what's the most extreme you can build a TItan? Does it work when you build it that way? 4x Inferno Guns for instance gives you 16 BP worth of fire-power. Enough to place 5 blast-markers just for shooting, and ignores cover! That's one painful titan to use for breaking formations or getting hackdown kills. Even a Reaver with 3 of them gets 12BP.

It's just an effect of the list. If you kit out a titan to do just one thing it does that one thing stupendously well. I'd say kick the Melta-Cannon up to 65 points. But leave it as Tactical. It's possible to put 4 on a titan at that rate, but the titan will be limited to just one job.


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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 12:06 pm 
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That is true IMO, single-weapon loadouts will undoubtedly lead to inflexible WE's which will be vulnerable to CC/FF/Ranged Attack/Armoured Assault/Infantry Assault etc.

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 Post subject: Modular Weapons Costs, V1.2
PostPosted: Wed Jun 14, 2006 1:04 pm 
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It's like playing IG and taking all tanks. It's quite possible to have a 3000 point list with like... 4 Tank Companies and 3-4 cheap activations to fill in, and it'll be fairly nasty at what it's good at... But that's really all it's good at!


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