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Army list reviews

 Post subject: Army list reviews
PostPosted: Sun Dec 23, 2007 1:49 pm 
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Greetings all,

Now that i have had a chance to look over each of the lists, I'll try and put my ideas together in an attempt at an "independent list review".

Please feel free to tell me where i'm wrong etc.

I'm hoping the end list will select good points from each, becuase i have found good points in each but currently think none really stand out greater than

the others.

I have had AMTL for some time but I have not had a chance to play lately. Now that i am home i hope to get back into regular gaming.

My key points the list needs to include are:
A relatively simple army list without many special rules, manly to keep development/testing time reasonable.
Flexibility to allow players to include as much of the existing model range as possible.
Focus on Titans, leaving much of the rarer Ad Mech stuff for fan/subsequent lists.


Ok onto the review..

First up Crabowl's:
This list is simplicity plus! everything on one page, includes emperor class titans and a number of extra weapons. Unfortunately some of the little extras have had to go such as head upgrades and carpace multilasers. uses per weapon costing but would need a fair amount of playtesting. A good start point for list that isn't to hard on the brain. Plenty of freedom.. probably unbalanced currently.

Next Croma's:
This list includes all the goodies and isn't too long, also includes a list of possible upgrades for cutomising titans. As with all lists the wpn stats need sorting out. Best thing i like about this list is class size for weapons. At this stage i would look at removing some of the new extras that have jumped aboard as each adds an extra complication to the testing process. Overall a good start.

Then Blag's:
This one shows a great deal of effort but also reminds me of engineering textbooks. There is everything in here, and more options than you can poke a stick at. Also a number of weapons have been significantly altered from their current (amtl2.0) stats. This would be a great text for games with friends where you can pull out the various bits for scenarios and the like. However it is just too big and bulky for GT play, which unfortunatly for some is "the" level playing ground. Lots of depth and extra rules, but takes some reading.

Next up, Ragnarok's
Another that includes heaps of options and a few new rules. WRT building titans this list is good and uses a point per weapon construction methods for multiple classes of titans. This does bog the list down some IMO. Finally there are a few extra units and weapons thrown in. Whilst this is not a problem it would create further testing. A good start for a future titan fan list and possible tech guard lits.

Finally TRC's:
IMO this list takes the existing AMTL2.whatever we go to, and wields the knife over it some. I do feel in some areas the knife may have cut a bit too much fat away, eg CC weapons. However, it does make for quicker development and uses the existing method of equiping titans. The author is trying hard to come up with an agreed selection of wpns which sounds like a good idea, but will be dificult with the different methods of titan armament running around the forum. Overall, not too complex, no new rules, existing limitations on titan armament but does a good job of differentiating weapons and giving them a role within the army.



Now for my 2 cents.. I would take the Wpn class/size idea from chroma's and possibly the upgrade idea but with further work, use the TRC's developing ideas for weapons and try to keep the simplicity of Crabowl's. How? allocate all weapons to a class size, say 1-3 for example and a "upgrades" group for the extras. Then balance within each of these groups so that each weapon/upgrade within that group is roughly equivalent or useful. Within each group there is 1-2 weapons that have already been defined in other texts, uses these as a measure within each group. Do not include more than 1 set of rules for a model weapon and don't add anything new at this stage.

Once all weapons/upgrades fit within a group then allocate a group to each class size. The problem of scout weapons could be addressed by allowing them
access to the larger weapons eg class 2 but have them pay a premium for them even though there is a single cost for that group. This can be done buy decreasing the base cost of reavers and warlords chasis. So if a warhound wants to take a turbo laser it will work out above the current average but the reaver/warlord does not. Like wise if a reaver or warlord wants to add a scout or size 1 weapon such as (VMB or Inf Gun) it can but the overall cost of titan will be less and the weapons will not be as effective as other weapons it could carry.

Simplicity is maintained through no new weapons or upgrades, a standardised cost per wpn class and titan chasis. Modlers can still uses 90-99% of their collection and the rest can easily "count as".

Well thats it for now, i will try to have a go at what i have descirbe if people are intersted. I hope the review was useful for those who perhaps don't have heaps of time to look through each one.


Cheers, merry christmas and best wishes for the new year.

Geoff






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 Post subject: Army list reviews
PostPosted: Sun Dec 23, 2007 2:01 pm 
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Below is a very quick example of what i'm suggesting. The weapons and some upgrades have been added into a matrix.

Obviously weapons and upgrades could change posistions etc and the stats might change (newer forum stats in purple, current in text stats in red)

The main goal is to do away with scout Vs battle titan gear and give one set of rules for one weapon. Points system keeps it balanced.


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 Post subject: Army list reviews
PostPosted: Sun Dec 23, 2007 3:49 pm 
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The only problem i have with systems that alow scout titan wepaons on reavers and warlords is existing models.

Some old configs are say two VMB and a rocket launcher. Underpowered unless the owner takes a knife to it.

Any way round this?

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 Post subject: Army list reviews
PostPosted: Sun Dec 23, 2007 11:33 pm 
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The only problem i have with systems that alow scout titan wepaons on reavers and warlords is existing models.

Some old configs are say two VMB and a rocket launcher. Underpowered unless the owner takes a knife to it.

Any way round this?


Yep that's a fair call, but i would also argue that perhaps 2 VMBs and a rocket launcher was a less powerful outfit than what a reaver or warlord could carry anyhow.

Whilst the titan may be underpowered it will also be cheaper since its weapons are from cheaper sizes or class etc? So not every titan will be equal but playtesting would hopefully make their effectiveness per points equal..


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 Post subject: Army list reviews
PostPosted: Mon Dec 24, 2007 2:34 am 
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Under which edition? 1st, 2nd, 3rd or 4th? :)

The problem with giving a point break is some would deliberately want it and build the list around cheaper 'assault titans' (as titans are quite assaulty) - how to get that bit cheaper without allowing this could be tricky.

Maybe you could combine the idea with the 'army level balance' idea. If you have say 7 points per reaver and 9 per warlord you could add them all up and do it on an army not titan basis.

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 Post subject: Army list reviews
PostPosted: Mon Dec 24, 2007 4:38 am 
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Under which edition? 1st, 2nd, 3rd or 4th?


I was refering to earlier 1st & 2nd ed, 3rd they were just a barrage or hvy wpn battery and 4th nothing has really been set in stone yet. I could be wrong.. but i think thats where we have a problem with the battle/scout titan weapons is that we are giving multiple stats for the 1 type of model.

The problem with giving a point break is some would deliberately want it and build the list around cheaper 'assault titans' (as titans are quite assaulty) - how to get that bit cheaper without allowing this could be tricky.

Yes true, but thats the whole idea of play testing to work out how much that points break is. Obviously not all weapons are equal otherwise they wouldn't be as much of a problem as they are now. The exact same thing happens if you consider any other army list where you buy upgrades for a formation. Think of the formation as the titan chasis and the weapons as upgrades. Eg you can max out you IG formation with all the expensive upgrades or take bare bones ones.. you could do the same with titans the trick is finding a points value for the additions. I really think people should be able to take whatever they want (within broadest of fluff restrictions)

Maybe you could combine the idea with the 'army level balance' idea. If you have say 7 points per reaver and 9 per warlord you could add them all up and do it on an army not titan basis.

That sounds interesting but i don't follow 100% could you please give an example?

Cheers


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 Post subject: Army list reviews
PostPosted: Mon Dec 24, 2007 6:27 am 
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Well say with the two titans above you have 16 'points' you could have a reaver with two scout and one tactical (4 points) then a warlord with 3 support, 1 tactical and 1 head (12 points).

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 Post subject: Army list reviews
PostPosted: Wed Dec 26, 2007 1:13 pm 
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I suppose you could do something like that..

The thing i keeps seeing though is that people obviously consider some of the weapons better than others. As a result we see a multitude of dirrerent systems to try and balance their use. Why create another type of points system or balance when we have a standardised measure of effectiveness, the standard points cost of something.


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 Post subject: Army list reviews
PostPosted: Wed Dec 26, 2007 4:04 pm 
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Because when you have a standard measure you need a system for using it?

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