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Warhound Titan Critical Hit - Debate Thread

 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 7:45 pm 
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I wasn't suggesting a "rock fall, everybody die" critical, only an additional point of damage. But the milder BM might work too.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 8:15 pm 
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I prefer instand death after staggering ( = Warhound takea a critical hit to the leg, staggers, trips and falls).

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 8:21 pm 
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Extra point of damage for me!

The stagger thing, although comical, never really made much sense to me with the other Imperial Titans having a chart to roll on and possibly exploding. I'd say treat them like a Revenant with an extra point of damage assigned. Anything else after that and it just explodes to the great Mechanicus in the sky. ;D


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 8:25 pm 
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It's a light Titan. A hit to the leg will put it more easily off balance than a heavier/bigger Titan.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 12:50 am 
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Now, the poll is currently showing more than 50% of people want either one automatic damage point, or auto-destruction (With total destruction favoured at the moment).



I'd like to ask if anyone has an objections, on balance grounds only about us potentially adopting "Auto Destroyed" for all Imperial Warhound Titans, as used in all IG, Marine, and AMTL army lists?

If we're still seeing a lead in the poll for auto destruction in another few days, and noone raises any good objections on balance grounds, I'm going to be making a call for battle reports pitting Warhound-using armies against as many foes as possible over the next 2 months.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 12:59 am 
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Its not really for balance too much - I feel it is more for satisfaction.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 1:29 am 
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It's a big change, I think the safer option is to try the lesser jump of an extra damage point in play.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 2:47 am 
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zombocom wrote:
It's a big change, I think the safer option is to try the lesser jump of an extra damage point in play.


I agree. If a Warhound that has already lost 1 DC fails another save which turns into a critical hit, the extra damage of 1 DC will kill it.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 2:52 am 
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More for satisfaction? Could you explain that a bit TRC?

This feels like a change just for the sake of making a change rather than addressing any balance issues. Yes it makes them slightly more likely to pop on a single shot once the VS are down but if it's not affecting how they play or balancing them in any real sense, why are we even making the change at all? It's my thought that this is a bad precedent to set for making changes.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 2:58 am 
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As far as I can tell, all the warhound proposed changed are largely because of their predominance in EpicUK tournaments. Given that no netEA changes will have any effect on that, are they really neccessary?


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 8:44 am 
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I'd prefer something that wasn't such a huge change as autokill, I would prefer that the warhound lost the ability to have void shields if it gets a critical. Its something that the warhound player would not want to happen without being as harsh as autokill or a boost like just an extra BM. Having no shields and no ability to regenerate them would render the titan very vulnerable and very much limit its effectiveness post-critical.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 8:57 am 
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i'm pretty on-board with the idea of loosing void shields, but then, i dont particularly mind having it autokill either. people say it would require a re-costing of the warhound, but theres a bazillion page thread right now basically saying how warhounds are too good for their price...

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 9:25 am 
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Vaaish wrote:
More for satisfaction? Could you explain that a bit TRC?


Its the enemies satisfaction when they critical it :)

It makes no difference to its first use 90% of times, just means if you use them in a suicidal fashion there is more chance of that coming true.

The point others made about it not changing its primary 1st turn role is true. I suspect an auto kill would mean less utility overall but the marine player could still use it for the initial effect - its typically after firing that its a bit vulnerable and this increases that (I'm sure someone can work out how much by - roughly a 1/3 more likely die after the shields are down? A 1/6 on the 1st point of damage and 1/6 on the second?).


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 9:27 am 
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The loss of void shields is an improvement, still that really means it will not have the one it regenerates after you hit it which isn't that shocking. Still its better than sod all.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 9:29 am 
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Also could create situations where you can assault it BtB and critical it removing shields for supporting FF

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