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Warhound Titan Critical Hit - Debate Thread

 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 12:40 am 
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I'm kinda with the others here to have a variable vote:-
1) Autokill - straight and simple
2) Mosc's Table with 50% chance of death
3) 1 BM, possibly with stagger (characterfull)

And if you must,
4) Jumps into the air, turns into Sonic the hedghog, and speeds off the table bouncing off obstacles in random directions.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 12:43 am 
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I am a huge fan of 4.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 8:35 am 
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Evil and Chaos wrote:
So.

The Warhound Critical Hit straw poll had 39 votes over the course of 1 day, which I have decided is a good enough response to judge community opinion.

85% of respondants wanted the Warhound CHE to be made more dangerous.
That's as clear a majority as you're ever likely to see on a public vote.

Of the voters, 56% wanted to either apply the Imperial Titan CHE (High chance of damage or instant destruction) or just apply instant destruction.

The majority of the remainder favoured having a single point of damage done.

Taking the straw poll, and the debate, as a whole, I would like to propose the following CHE replace the current Warhound CHE in the AMTL list, and, if approved by the NetERC, in all Imperial Warhounds used in the upcoming NetEA Armies Book.

Quote:
Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction (Stopping the Warhound if it encounters an obstruction it cannot step over). After staggering, the Warhound explodes and is destroyed. Any units within 5cm recieve a hit on a 5+, whilst any units staggered into or over recieve a hit on a 4+.


If anyone can see a problem with the wording, please point it out.

If no problems are found I intend to run an open community vote to detirmine whether or not it should be adopted. The open community vote will run for 1 week, and a strong majority will be required to allow the vote to "pass".


Sounds like a decent course of action - democracy does have its flaws though (tea party anyone? ;D )

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 11:27 am 
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Quote:
Sounds like a decent course of action - democracy does have its flaws though (tea party anyone? ;D )

The community will pick what the community wants... and if it's a crazy choice, then at least it wasn't *my* crazy choice. :-)

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 12:57 pm 
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Steve54 wrote:
Sounds like a decent course of action - democracy does have its flaws though (tea party anyone? ;D )


Let's keep real world politics out of it; forum rules.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 12:59 pm 
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Real world has nothing to do with it. :) But sure, let's drop it...

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 5:47 pm 
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Epic40k had this:

1 Lost leg = every unit in base contact receive D6 hits. Warhound Destroyed.
2-3 Head ripped off = same as above (no clue why the description is different but the effect is the same).
4-5 Heavy Explosion = roll to hit for every unit within 5cm. Warhound Destroyed.
6 Reactor Meltdown = every unit in base contact receives D6 hits. Roll to hit for everyunit in 2D6 cm radius. Warhound Destroyed.

Note: Reaver and Warlord Titans had the same Catastophic Damage results.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 5:58 pm 
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I'm sorry to chime in late Ben (E&C) but don't you feel that the random stagger, apply damage to other units, then explode, then apply even more hits to nearby units would prove a little time consuming?

I voted for destruction like many other 3dc WE's but would be happy with either that or the standard imperial titan hit list.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 5:59 pm 
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I'm with Man of Kent, this new idea seems too convoluted to me.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 6:21 pm 
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BlackLegion wrote:
Epic40k had this:

1 Lost leg = every unit in base contact receive D6 hits. Warhound Destroyed.
2-3 Head ripped off = same as above (no clue why the description is different but the effect is the same).
4-5 Heavy Explosion = roll to hit for every unit within 5cm. Warhound Destroyed.
6 Reactor Meltdown = every unit in base contact receives D6 hits. Roll to hit for everyunit in 2D6 cm radius. Warhound Destroyed.

Note: Reaver and Warlord Titans had the same Catastophic Damage results.


Which is still an auto-kill. No thanks.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 6:24 pm 
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Man of kent wrote:
I'm sorry to chime in late Ben (E&C) but don't you feel that the random stagger, apply damage to other units, then explode, then apply even more hits to nearby units would prove a little time consuming?

I voted for destruction like many other 3dc WE's but would be happy with either that or the standard imperial titan hit list.

The full vote will include that option.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 6:45 pm 
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With many options on the table, I have opened an "official" poll.

Feel free to hop over and vote.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Thu Nov 04, 2010 7:03 pm 
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Dwarf Supreme wrote:
BlackLegion wrote:
Epic40k had this:

1 Lost leg = every unit in base contact receive D6 hits. Warhound Destroyed.
2-3 Head ripped off = same as above (no clue why the description is different but the effect is the same).
4-5 Heavy Explosion = roll to hit for every unit within 5cm. Warhound Destroyed.
6 Reactor Meltdown = every unit in base contact receives D6 hits. Roll to hit for everyunit in 2D6 cm radius. Warhound Destroyed.

Note: Reaver and Warlord Titans had the same Catastrophic Damage results.


Which is still an auto-kill. No thanks.


Well it's the Catastrophic Damage Table. You roll only on this if the Titan gets destroyed.

The actual Critical Hit Table had (on 2D6):

2 Heavy Hit = Warhound is immobile for rest of turn
3 Right Arm Damaged = Can't use until repaired
4 Left Arm Damaged = same as above
5 System Damage = same as 2 and firepower is halfed until repaired
6 Hull Damage = Warhound is immobile for rest of turn and Armour is reduced to 5+ (from 6)
7 Head Damaged = Warhound is permanently immobilised and can only fire one arm weapon until repaired.
8-12 Catastrophic Damage = Warhound destroyed. Roll on Catastrophic Damage Table.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Sun Nov 07, 2010 7:32 am 
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This suggestion is late (and not having read through the entire thread, perhaps a repeat), but...

What if the critical effect was:

Causes an addition BM and the titan staggers D6cm (or maybe 2D6 or even 3D6) in a random direction.
If the critical effect causes the titan to become broken, the titan may not perform withdraw movement as it is not fully under the control of the pilot.

Basically, have the staggering replace the ability to make a withdraw move. Now, I think that would a cool effect, and put it on par with the Crit effect from the revenant.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Sun Nov 07, 2010 8:00 am 
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I just had a game where I did 2 wounds on a Warhound and a critical. My enthusiasm dies at that point as I realised a critical was a laughing matter.

What a stupid F'n critical. Get rid of it.

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