Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 85 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

AdMech Roadmap for 2014

 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 10:57 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 08, 2007 7:30 am
Posts: 1486
Location: Örebro, Sweden
Jaggedtoothgrin wrote:
Another option would be to change it so that the CLP allows you to draw LOS from any other titan, or maybe just any other scout titan. Again, no indirrect means no requirement to stand still, and less range benefits mean less total board control. It also has the advantage of meaning that other titans need to be in the line of fire, and Scout titans might actually be used in a Scout role.

This one gets my Image

Edit: (I'm really unqualified to give AMTL-suggestions, just trying to give some "outside" input, you guys seem to be in very locked positions. Sounded like a good compromise Image).


Last edited by Borka on Sat Jan 11, 2014 11:00 am, edited 1 time in total.

Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 11:00 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 04, 2011 8:54 pm
Posts: 2279
Location: Cornwall
Just throwing this one out there as like Borka i haven't played the list - If the mrl went indirect and the qc direct only as suggested, could the CLP allow artillery titans to split barrages across two target formations instead?


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 5:01 pm 
Hybrid
Hybrid
User avatar

Joined: Wed Apr 30, 2008 8:30 pm
Posts: 4234
Location: Greenville, SC
Quote:
Just throwing this one out there as like Borka i haven't played the list - If the mrl went indirect and the qc direct only as suggested, could the CLP allow artillery titans to split barrages across two target formations instead?


I appreciate the input, but the idea of a titan splitting firepower has been brought up multiple times, though usually folks want the Emperor titans to be able to split fire. It's a really messy topic that ends with no really good solution each time and it's a route I'd rather we not go with this.

_________________
-Vaaish


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 5:26 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
CLP allowing LOS from any scout titan sounds awesome, fluffy, and making some reason for them to get out there .
QC losing Indirect I think is good

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 5:32 pm 
Hybrid
Hybrid
User avatar

Joined: Wed Apr 30, 2008 8:30 pm
Posts: 4234
Location: Greenville, SC
Quote:
Any thoughts on my alternate suggestions?


I'd responded about this one but I think it got lost in the thread:

This idea interests me, especially drawing LOS from scout titans. Partly because they are supposed to scout and nothing really shows that in the game, and partly because they have more things that block LOS than other battle titans, and partly because scout titans are well within the grasp of most armies to take out and provide a weak link a player can concentrate on to counter an arty titan.

The part that I'm not too keen on is that it still promotes the arty titan. Most people still take warhounds and while it does limit where you can attack somewhat, it doesn't move the list away from the static play style.

On the new post:

Quote:
(allow CLP to function while moving)

I don't see any way to allow this happen without changes to how core rules function. The CLP grants indirect fire and indirect fire can only happen as part of a sustain action which explicitly states your unit can't move in any way, even if you just turn the model to a different facing. That's something I thin we should avoid.


Quote:
VP idea....

I can't say I'm entirely fond of this idea either IMO I see your point and I see how this can force titans to move, but I'm not sure that it WILL force them to move. I think I much prefer your use Scout titan LOS idea to these, but even then I'm not sure the possibility of not being able to shoot anything will be outweighed by the BTS/Blitz denial and that you'd generally WANT to shoot where your other titans have LOS.

here's where I am right now:

EUK CLP: I think this is the most elegant. you can still do the arty titan, but in a much reduced way that it might make more sense to aim for other objectives than try to prevent your blitz from being taken. This hangs on whether or not a titan force is capable of hunting down an enemy BTS, capturing their blitz, or pulling off T&H as effectively as other armies.

Armiger: Conceptually I like this. It solves using the quake as arty and creates some fun weapon synergies. I wonder though if we'd just see the change to three Apoc launchers combined with a CLP for a cheaper and maybe more effective arty titan though.

JTG: I like using the scout titan LOS for indirect fire using the CLP. Makes it possible to counter, but it doesn't really do much to move people away from arty titans as blitzguard.

Further thoughts: I'm not opposed to a chassis point reduction to help get in another activation or so.... in combination with the EUK CLP change. IIRC the hulls weren't as expensive a long while back but there was something exploitative that TRC figured out which caused the hulls to go up in cost. I seem to remember being able to field a warlord and three reavers at one point with a few support options at the 3k level.

Another thought would be to increase the Battle Titan ZOC to 15cm to help them lock down objectives and discourage sitting in the middle to hold two at a time.

What I'd like to see happen in the next week (or as you have time) is for us to all work up what we feel would be a viable 3k list without using a blitzguard arty titan and try it against an approved list.

When we feel we have three good ideas fleshed out, I'll post a poll for us to pick one of those to test out and see where we are.

_________________
-Vaaish


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 5:51 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 08, 2007 7:30 am
Posts: 1486
Location: Örebro, Sweden
Vaaish wrote:
JTG: I like using the scout titan LOS for indirect fire using the CLP. Makes it possible to counter, but it doesn't really do much to move people away from arty titans as blitzguard.


Well I think what JTG meant (correct me if I'm wrong JTG) wasn't that the battle titan would be able to use the ordinary indirect fire order. Just that it could count anything the scout titan sees as within LOF, so it wouldn't be able to double its range. This would effectively hamper the arty titan by quite a bit. There would be no turn 1 sustain barrage of the opponents deployment zone.

It would also promote moving (at least first turn) as it could use this in other orders than sustain (reducing the effectiveness of the shooting).


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 5:57 pm 
Hybrid
Hybrid
User avatar

Joined: Wed Apr 30, 2008 8:30 pm
Posts: 4234
Location: Greenville, SC
Ah, my mistake. Sorry. Yes I can see how that would help.

CLP: BP weapons may fire using the LOF of any warhound scout titan. The question is should the range then be limited to the BP weapons default range? So a quake cannon could only fire using the scout LOF if the target was within 90cm? That would definitely cut back on the viability of an arty titan sitting on the blitz all game.

_________________
-Vaaish


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 6:10 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
What you say is what I think when I read what he posted. I do have to say I think you're getting a little too caught up on the arty titan. What we need is to not have T1 QC shots landing in the enemy deployment zone.

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 6:21 pm 
Hybrid
Hybrid
User avatar

Joined: Wed Apr 30, 2008 8:30 pm
Posts: 4234
Location: Greenville, SC
Perhaps so, but it is a concept that seems to be the basis of almost every AMTL force and it shouldn't be that much of a no brainer choice. I've been messing with the list to see what I can come up with that doesn't use the arty titans as a base. What I've got uses lots of cheap reavers and warhound singles:

Reaver: VMB, VMB, APOC 600
Reaver: TLD, TLD, Laser Blaster 675
Reaver: TLD, PBG, PBG 600
Warhound: VMB, PBG 275
Warhound: VMB, PBG 275
Warhound: VMB, PBG 275
Thunderbolts: 150
Thunderbolts: 150
3000

Reaver: VMB, VMB, PBG 575
Reaver: TLD, TLD, PBG 625
Reaver: VMB, VMB, PBG 575
Warhound: VMB, PBG 275
Warhound: VMB, PBG 275
Warhound: VMB, PBG 275
Sentinels: 100
Thunderbolts: 150
Thunderbolts: 150
3000

_________________
-Vaaish


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 6:23 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 08, 2007 7:30 am
Posts: 1486
Location: Örebro, Sweden
jimmyzimms wrote:
What you say is what I think when I read what he posted. I do have to say I think you're getting a little too caught up on the arty titan. What we need is to not have T1 QC shots landing in the enemy deployment zone.


That would require for the scout LOF only to work during sustain fire orders though as the battle titian could otherwise move up and and hit the deployment zone.


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 6:28 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Feb 11, 2012 8:24 pm
Posts: 9655
Location: Manalapan, FL
Yes but I thought that was discussed? Am I just getting old and imagining things again? :)

_________________
He's a lawyer and a super-villian. That's like having a shark with a bazooka!

-I HAVE NO POINT
-Penal Legion-Fan list
-Help me make Whitescars not suck!


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 6:29 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed May 04, 2011 8:54 pm
Posts: 2279
Location: Cornwall
Vaaish wrote:
Quote:
Just throwing this one out there as like Borka i haven't played the list - If the mrl went indirect and the qc direct only as suggested, could the CLP allow artillery titans to split barrages across two target formations instead?


I appreciate the input, but the idea of a titan splitting firepower has been brought up multiple times, though usually folks want the Emperor titans to be able to split fire. It's a really messy topic that ends with no really good solution each time and it's a route I'd rather we not go with this.


Fair enough.

I like the shooting from warhound idea a lot - my only question - why would a landing pad for a landspeeder grant this? Though not really any more nonsensical than landing a landspeeder on a titan in the first place though ... :)


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 7:08 pm 
Hybrid
Hybrid
User avatar

Joined: Wed Apr 30, 2008 8:30 pm
Posts: 4234
Location: Greenville, SC
Quote:
I like the shooting from warhound idea a lot - my only question - why would a landing pad for a landspeeder grant this? Though not really any more nonsensical than landing a landspeeder on a titan in the first place though ... :)


it's basically an updated version of relay, so perhaps the the CLP acts as a command and control platform to relay targeting data from the warhound to a speeder linking to the firing titan?

_________________
-Vaaish


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 10:10 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Sep 26, 2011 3:39 pm
Posts: 292
Location: Mooskirchen, Austria
This option I'd like the best. Drwaing LoS from Warhounds is a nice Idea. Quake Cannons should do this. But I'd allowed to get the AML the stats: 3 bp, Disrupt Indirect Fire. That would balance those things IMO. Inferno Gun should not can this.


Top
 Profile Send private message  
 
 Post subject: Re: AdMech Roadmap for 2014
PostPosted: Sat Jan 11, 2014 11:48 pm 
Brood Brother
Brood Brother
User avatar

Joined: Thu May 20, 2010 6:12 am
Posts: 1331
Location: Australia
As a note: I'm going to start referring to my proposed upgrade as CLP/Relay, to differentiate it from normal CLP function

Yeah, I meant not that a CLP/Relay would grant "indirect" in any capacity anymore, it would instead, allow LOS to be drawn from the friendly titans (i think the warhound is a little restrictive, perhaps "LOS from Scout Titans, or Battle Titans, though the target would need to be within 30 or 45cm of the battle titan, while the warhound can be wherever it can see)

by framing it as a LOS ability, it no longer needs to follow the Indirect rules at all. It can be shot "on the move" and doesnt grant extended range. this means that a warlord can still bomb the enemy lines on turn 1, but not without advancing and careful deployment.

Personally, I think that the ranges of the Quake and especially the AML would become insufficient, they're sorta balanced around the idea of being able to double them
I'd kinda like to see them increased, though perhaps not doubled. perhaps the CLP/Relay rule should be: "When Firing BP weapons, this titan may ignore the Line Of Sight restrictions so long as its target is within the Line Of Sight of any friendly scout titan, or within LOS and 30cm of a friendly Battle Titan. In addition, any BP weapons fired in this manner will have their maximum and minimum range increased by 30cm"
Doing this would mean that compared to its absence the CLP/Relay gives a slight boost to the Quake (a Quakelord can still hit targets 150cm away if it's willing to double, but maximum range is still 30cm less and effective table coverage is reduced) but a slighlty more sizable one to the AML (who we have been discussing as underperforming. certainly in these cases the temptation to take a AMLord instead of a Quakelord is more significant, 90cm range, no MW, 150points cheaper. especially with the increased need for warhounds)
of course, compared to the regular CLP, its still a hit
it also brings a minimum range in, which mightnt matter if they can just switch the CLP/Relay off, but thats another discussion.

problems with this solution: Firstly, the new reliance on warhounds will greatly restrict the composition of forces. it will also encourage the use of singletons, for more LOS options
the +1 to sustain is of much greater importance to barrage, due to the way the barrage table stops increasing to-hit values so quickly. (i've done some thorough testing with the BP values of bombers for this reason) so the Arty titan will still sustain whenever possible. in my experience, using TLOS, a quakelord sustains all the time, not because of LOS restrictions (which are limited, though in one game I got to hide behind a church and pound away) but for the +1 to hit, and the increased range. this modification allows some increased range, and the LOS, but without a way to improve the to hit values, Sustaining will still be a big motivator for Arty titans.



If i was to try to tweak the 3.20 titan list to achieve what you seem to want to achieve, I'd make the following changes:
Increase Gatling Blaster shots to 6
Change CLP to CLP/Relay, meaning it provides LOS from Warhounds, allow battle titans to Paint targets, and increase min and max range by 30cm as covered above
Move CLP/Relay to "upgrades" at 25 points (maybe need to increase it but for now, i'd try it at 25)
Remove the "Titan Weapons" (single weapon surcharge) rule
change God Machines to: "Titans are used to attack the enemy with overwhelming power. When their advance stalls, they find themselves quickly outmaneuvered and bogged down. To represent this, when calculating VP, a titan who is on it's controlling players half of the table gives half VP, or Full VP if broken or below half strength. Titans on their opponents side of the table grant VP in the usual way"

this would mostly cause the following potential problems:
triplequake reaver is back! but at reduced range. it wont be as bad as before, but it will be a much more tempting arty-titan than the warlord currently is. it's 825 (current quakelord is 975, new quakelord would be 1075, or 1000 with a free weapon upgrade) which means it's less painful to lose it's halfVP, though it is easier to break, or kill. it also frees up points for the warhounds one needs for this style to work. the other problem with the QuakeReaver, is that it has increased speed. a quake cannon on a warlord with the CLP/Relay rule has a maximum total range of 150+templates while a quake cannon on a reaver is 160cm+templates.
speed of 20 also allows it to get across the table in a potential draw situation easier.
arty reavers (of either variety) become much better value, probably outshining warlords (though the potential for a 12BP titan may outweigh this, likewise, the fact that titans are more likely to get "stuck in" at some point encourages a mixed weapon type for arty titans, so the temptation to take a VMB or TLD or newly improved gattling blaster on the final slot will probably go some ways towards encouraging doublequake reavers and triplequake warlords rather than the full hog.

increased reliance on warhounds is kinda annoying to the listbuilder in me, restricts build options.
The "battle titans at close range" option is somewhat inelegant, but helps reduce it. it certainly reduces the potential of an early turn barrage, while still allowing a late turn barrage strategy on a warhoundless build. noting of course that a barrage in the late turn is usually of less value than an early one.
alternate options would be to allow the CLP/Relay to use battle titans LOS only in those battle titans front arc, while scout titans would use all round LOS, or to allow battle titans to provide LOS only if the target already been fired upon by a friendly battle titan this turn (at which point, after a reaver "paints" a formation, the opponent will often have opportunity to move that formation out of range, due to it not activating yet, or if it breaks)
personally, I think the range one is probably the simplest, though there's something about friendly titans "tagging" formations for later barrage use

the other potential problem that I had not originally forseen is the inferno gun, in particular, the "increase min and max range by 30cm" effect. this means an inferno gun using this would have a minimum range of 30cm (previously its max) and a max of 60cm.
a Reaver with 3 inferno guns and a CLP/Relay has effectively doubled it's guns range, and gives it an effective 100cm+templates threat for a 9BP Ignore Cover attack, at the cost of 600 points (albiet with a -1 to hit)
combined with the fact that the reaver is easily going to cross the frontline, this build might be too potent for its price.
Maybe not though, remembering that the CLP/Relay only allows the extra range if you're using another titan as LOS. the likelyhood of an infernogun reaver getting in the way of its own LOS provider is much greater than that of the longer ranged BP weapons. the idea of a reaver standing in its own way kinda tickles me.


anyway, thats how i'd do it.
the Cross the table thing really does work. I've never won a game on VP with that rule in place, and running the numbers on the games that didnt go to VP tend not to go in my favour unless i'm quite solidly beating my opponents. I hadnt been running the numbers on AMTL games using the same rule, but when i think back, I don't think I have had any game that ran to VPs where I would have felt comfortable declaring as a win for the AMTL. Admittedly, I do my best not to have a drawn game anyway, but I really do believe it's the best solution i've found to the "fight for a draw" problem that the titan lists supposedly have.

_________________
~Every Tool Is A Weapon, If You Hold It Right~


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 85 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net