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AMTL 3.23.1 (Approved)

 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 02, 2014 4:49 am 
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As far as I can tell from the comments above, the Support Missiles are now going to be edited back to being carapace only, which would mean 1 per titan. Can you confirm I understand that correctly please?
If so it gets rid of the 'Shock and Awe' list (which is good, progress) so I'll discard that and try something else.


Correct. Reavers can only take one. Warlords have two carapace slots so they'd be able to take two missiles. Check the Playtest changes thread stickied at the top of this forum for any other changes to lists between releases.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Sun Nov 02, 2014 5:06 am 
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Minor update to the list in the first post. I've added back the Carapace Only restriction to the Support missile and put the firing arcs for the titans on the reference sheet where they fit to match the datasheet. Since this is a really minor adjustment to the list, I'm re-releasing it as 3.23.1.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Tue Nov 04, 2014 5:13 am 
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Matt-

Did you guys get that game in over the weekend? I'm curious to see how things went. :)

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 6:10 am 
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Saw the Dev status for Ad. Mech. I kind of agree with Vaaish regarding the PD. You only get to use the weapon(s) at most twice in a game. Ultimately the game comes down to objective markers (bar BTS), and who has units to obtain those objectives. Ad Mech is almost always down multiple activations. It becomes imperative then for your 700+pt unit to actually have an imprint on the battlefield. Sure you may be able to auto-wipe out 1 or 2 formations a game with that titan, but you are still net negative on formations most likely. Not to mention you have cheap filler formations your opponent will be sniping as well, making it even harder to compete on an activation/objective level. Even with multiple PD titans, you are ultimately paying for them via support formations, aka another activation.

And I don't buy the whole PD vs PA argument. They don't perform the same roles. PA is a War Engine killer, PD is more of an all rounder (at least compared to the PA).

Besides, I rather like the idea of an all powerful titan putting the fear of the Emperor in the hearts of its enemies, as they should. I guess I'll have to see more battle reports, but judging by what was already said, the AM is still losing.

And do we really have to touch the sentinels? Couldn't we just paint them up as some Mechanicus scouting construct? It could have the same stats but different look and name? I'm sure Mechanicum has all kinds of variants of scouting robots, and not simply crusader robots. Are we really dead set on crusaders and the point increase that entails, or are we more so against sentinels as an Ad Mech formation for fluff reasons? Personally, even if crusaders cost the same as sentinels I would still prefer the sentinels, so I guess that makes me biased.


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 6:19 am 
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I think we should swap sentinels for crusaders. Robots feel more AdMech-ish. Also it takes away a too cheap activation from the list.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 6:28 am 
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Quote:
Are we really dead set on crusaders and the point increase that entails, or are we more so against sentinels as an Ad Mech formation for fluff reasons? Personally, even if crusaders cost the same as sentinels I would still prefer the sentinels, so I guess that makes me biased.


The point increase is actually the reason the swap was brought up. The extra 50 points makes it harder to pull off a 12 activation Titan list at 3k. Fluff wise robots are more thematic though.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 6:52 am 
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Just a point, if you swap in robots, make sure they don't suffer from the God machines rule - being, well, robots... :D


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 9:21 am 
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An idea down the road would to also include the Collosus robots from the Skitarii list also. Maybe then we could loose the forge knights which is a very weird unit...

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 3:43 pm 
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Quote:
Just a point, if you swap in robots, make sure they don't suffer from the God machines rule - being, well, robots... :D


Fine, but even robots get scared sometimes :)


Quote:
An idea down the road would to also include the Collosus robots from the Skitarii list also. Maybe then we could loose the forge knights which is a very weird unit...


I think I'd much rather see Knight Paladins replace the Forge Knights but that's a conversation for a different time.

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 3:56 pm 
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Vaaish wrote:
Fine, but even robots get scared sometimes :)


actually.......

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 4:00 pm 
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Tes, paladins would be even better!! :-)

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 5:41 pm 
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Not sure how I feel about the crusader robots. They have their pros but I'd still prefer a good multilaser at my side. I guess they'd be good for defending. Meh.


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 5:42 pm 
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Question: Is it robots in general or that particular robot you don't like?

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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 6:28 pm 
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Ha, nothing against some good old toasters. Just trying to figure out how i would deploy/play them. They look like they would play very differently. I can play sentinels a little safer with the multilaser, apply BMs for flavor, while still keeping such a weak unit relatively safe. The robots strike me as something that can either defend titans really well from assault or has to get really close to do anything. Being so fragile it feels like i'd just be throwing the formation away. Or i could just hide it to conserve activations, which may be the point but it feels like a waste.

IDK. Maybe i'm a bad general. ;D


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 Post subject: Re: AMTL 3.23.1 (Approved)
PostPosted: Thu Nov 06, 2014 7:09 pm 
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Without trying to completely derail the thread, Crusaders do play differently but not a bad different. On the skitarii side, we added them as a replacement for Sentinels that wouldn't kill folks collections if they'd already been using Sentinels.

Basically they do most of the things Sentinels do in a list. They provide relatively inexpensive scout screens, Garrison capability, etc. But they tend to excel more with CC or closer range shooting. To help with that they are faster and tougher to eliminate with the Automaton rule since they don't take BM when losing units or from crossfire attacks and they get their armor saves against BM when broken.

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