Tactical Command
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The semi modular weapon system
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=22&t=11161
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Author:  ragnarok [ Wed Dec 05, 2007 11:10 pm ]
Post subject:  The semi modular weapon system

Since everyone else is putting up different list ideas for the titan legion I though tthat I would join the cool crowd and follow suit.  :blues: .

What follows isn't a proper lit, rather a demonstration of the idea of a semi modular list.  In which different configurations have access to different weapons.

I have used E&C's modular weapon costing, since I beieve that it is the best way forwards without making all the weapons clones of each other.

I have left out the VMB, las burner ansupport missiles, since this "list" is based on what I would take on titans, and I am sure that choices will be added and removed.

I have also changed the stats of two of the weapons (but not he costs).

these are the plasma destructor which now has 4 MW4+ TK(1) slow firing shots.  making it comparable to the volcano cannon (so that titan hunter have a choice of weapons)

and the corvus assault pod.  Which has lost all ts guns, but now carries 12 skitarri (or 6 preatorains), working on the principle that the admech will pack them in like tin soldiers in a box, and it gives all trops inside first strike if they disembark on an engage order, for the first round of combat.

Finally I have added two special rules.  One representing the tech guard losing heart if titans fall over or explode, and the other to add risk to over using high energy weapons.

Author:  Chroma [ Thu Dec 06, 2007 3:12 am ]
Post subject:  The semi modular weapon system


(ragnarok @ Dec. 05 2007,22:10)
QUOTE
Since everyone else is putting up different list ideas for the titan legion I though tthat I would join the cool crowd and follow suit. ?:blues: .

Welcome to the cool crowd, here's your shades:  :cool:

I like some of the ideas you've presented.

these are the plasma destructor which now has 4 MW4+ TK(1) slow firing shots. ?making it comparable to the volcano cannon (so that titan hunter have a choice of weapons)
I've done something similar in my v1.1

Finally I have added two special rules. ?One representing the tech guard losing heart if titans fall over or explode, and the other to add risk to over using high energy weapons.
I quite like the "god machines" rule... might have to steal that... *laugh*

Author:  Ilushia [ Thu Dec 06, 2007 3:30 am ]
Post subject:  The semi modular weapon system

The God Machines rule really seems like mostly encouragement to never field anything but Titan models. At which point it becomes more of a positive then a negative most fo the time. (For the record, I've never had an Imperial titan die to a crit. usually by the time they start taking them they're already mostly dead anyway!)

Some neat stuff in here. Though I think TRC has it right: As long as weapons have point costs associated with them you're gonna have trouble balancing them. But I think the concept is kinda neat. I think it'd probably work better half-way between this and Chroma's idea. Basically make say several classes of titans like you did, with each class having a set of pre-defined weapons on it for each chasis, then have an upgrade like the Vet Princepts which allows you some upgrade options ala the OGBM. It differs a bit from the fluff and prior editions of the game, but I think that's okay. And it helps cut down on the power-gaming involving which weapons are the 'best' potentially.

The only special rule you've got I really don't like is the Defend the Fallen God rule. It seems very cruel for the potential to be there to lose your BTS AND give the opponent a new objective, AND even if you manage to win after being down a point of victory automatically to be at best able to draw if you can't beat them off your downed BTS. I realize Titans can be very difficult to kill, and often times require committing large portions of an army to defeating in order to put them down, but this seems cruel and unusual especially with things like Deathstrikes in the game which can potentially kill a Reaver in a single sustained fire action! Trio of Stormswords to strip shields, pair of Deathstrikes, on average you'll see something like 11 DC worth of damage in a single turn from them. Not quite enough to down a Warlord, but more then enough on average rolls to down a Reaver in a single turn for about its point cost. Seems unneeded to make the now-destroyed Reaver even more a liability then losing 20% of your army already is!

Author:  BlackLegion [ Thu Dec 06, 2007 8:41 am ]
Post subject:  The semi modular weapon system

The God Machine rule i like. But i wouldn't allow own Titans to loose Blastmarkers or even rally.

I too think that an inbetween of your list and Chromas will work best.

And a bit more work on the details.  For example: Your Support Warlord can take a Carapace Landing Pad AND 3 Quake Cannons AND a Chainfist all at once :D

Author:  ragnarok [ Thu Dec 06, 2007 9:28 am ]
Post subject:  The semi modular weapon system

Thanks for the replies, and Steal away Chroma, I've put the idea here to help develop the list, not just mine.

Black legion, I missed out the bit that says Warlords must have 4 weapons and Reavers 3, since it is a still WIP.

Ilushia, the two god machine rules are surpose to balance each other out (though not being play tested it is hard to tell if they will).

The lost of titans will spr on the remaining ones to fight harder, but the battle becomes more difficult as try try to recover their brethern.

This is a machine cult army and recovering lost technology is more important to the machine cult than anything else.

Author:  BlackLegion [ Fri Dec 07, 2007 9:00 am ]
Post subject:  The semi modular weapon system

So with your configurations you have:

Reaver (Vandal) = Hunter/Assault
Reaver (Hun) = Tactical
Reaver (Goth) = Support/Siege

Warlord (Nightgaunt) = Hunter
Warlord (Eclipse) = Assault
Warlord (Deathbringer) = Tactical
Warlord (Nemesis) = Support/Siege

:)

Now you could tinker with the speed and number of weapons and VoidShields of each type of Titan.

Reaver (Vandal/ Hunter/Assault)= Speed 25cm, 3 VoidShields, 2 Arm Weapons
Reaver (Hun/Tactical) = Speed 20cm, 4 VoidShields, 2 Arm, 1 Carapace Weapon
Reaver (Goth/Support/Siege) = Speed 15cm, 5 VoidShields, 2 Arm, 1 Carapace Weapon

Warlord (Nightgaunt/Hunter)= Speed 20cm, 3 VoidShields, 2 Arm Weapons
Warlord (Eclipse/Assault)= Speed 15cm, 3 VoidShields, 2 Arm, 1 Carapace Weapon
Warlord (Deathbringer/Tactical)= Speed 15cm, 6 VoidShields, 2 Arm, 2 Carapace Weapons
Warlord (Nemesis/Support/Siege)= Speed 10cm, 6 VoidShields, 2 Arm, 2 Carapace Weapons

Naturally each of this Chassis should be pointed individually. Perhabs with a basic weapon configuration which could be upgraded or exanched for other weapons.
The Vandal and Nightgaunt should have at least one FF- or CC-weapon.

Author:  ragnarok [ Fri Dec 07, 2007 9:27 am ]
Post subject:  The semi modular weapon system

You know, the thing I really like about a system when the titans are broekn down into configurations, is the fact you can tinker with their points cost.

If all support (nemisis) titans are doing too well then up their basic cost.  If assault reavers are always dying, then drop their points to make them more attractive.

Author:  BlackLegion [ Fri Dec 07, 2007 10:03 am ]
Post subject:  The semi modular weapon system

This was the idea i had too.
I will upload something in Chromas thread which could be useful four your proposal too.

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