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Quake Cannon

 Post subject: Quake Cannon
PostPosted: Tue Oct 11, 2011 10:05 am 
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How would people feel if the Quake Cannon gained ignores cover and also slow firing?

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 10:54 am 
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I'm sure we've had this conversation a few years ago and you agreed that the present stats are the correct ones.

Quote from 2008:
Onyx wrote:
Are Titan armies that have Quake Cannons winning more than they should? Is there any game evidence with the existing stats that shows they need improving/nerfing?
Evil and Chaos wrote:
Nope, this is a purely fluff-driven suggestion of mine.

About the only change you could make would be to increase the number of BP but I really don't see a need to change the existing stats.

Yeah I'm coming round to this view too.


Dwarf Supreme wrote:
Agreed, keep it as is.


Macro Weapon and Ignore Cover are best kept apart (something zombocom mentioned back in 2008).
I really think we can put this behind us again as nothing has changed since then and it was agreed that we already have the correct stats.

Titans with Quake Cannons are not winning games with ease. There is no game related reason to change Quake Cannons.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 10:57 am 
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Quote:
Titans with Quake Cannons are not winning games with ease.

Are Quake Cannons worth taking without a CLP?

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 11:11 am 
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Evil and Chaos wrote:
Quote:
Titans with Quake Cannons are not winning games with ease.

Are Quake Cannons worth taking without a CLP?

The answer is yes.
Obviously, the Quake Cannon is more versatile with a CLP.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 11:12 am 
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Quote:
The answer is yes.

Really? I simply haven't seen it done.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 11:37 am 
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That's ok E&C. One thing I've learned so far is _you_ don't have to see it done just realise others may have and don't discount it ;)


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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 11:43 am 
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Are you saying that you've used non-CLP Quakes successfully, or just making a zinger?

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 11:51 am 
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Quake Cannons arew the poor mans Volcano Cannons :) If you don't have the energy coil technology for Volcano Cannons you start hurling big slugs of explosives at the enemy :D

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 12:23 pm 
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Quake Cannon are certainly worth taking without the CLP. 90cm MW Barrage? Sign me up. The thing is, just like any other weapon, allowing them to double their range and ignore LOS makes them even more useful. And this extra utility is greater than that of another Quake Cannon.

I've only played against ATML once, so I can't comment on whether ATML lists with QUake/CLP Titans are winning excessively. Very rarely have I seen artillery be the deciding factor in a game though, and it was because a player had both multiple artillery formations, and gained total superiority through counterbattery fire. With the most common artillery titan costing over a thousand points, I can't see either of these becoming a problem.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 12:46 pm 
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I'd try a price reduction at its current stats if you think its over-costed before I added IC/SF. It never had those in SM/TL, it was just a direct fire weapon with 8BP and a -3 to save, 3BP MW in EA is comparable.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 12:54 pm 
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I think E&C is trying to reduce the effectiveness of Quakes, Dave. What about increasing the cost of the CLP if you feel it's a problem, E&C? It would affect the AML too of course, but the same arguments can be made there.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 12:56 pm 
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Quote:
What about increasing the cost of the CLP if you feel it's a problem, E&C?

I don't think the CLP Quake/AML/Inferno Gun Titans are unfairly pointed, it's just the direct fire Quake Titan that doesn't seem to get chosen.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 1:02 pm 
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I see the Quake on Warlords most often.

So you have 3 quakes on a Warlord at 950pt without Legate, CML, etc. You have the option of adding another Quake Cannon for +75 or adding indirect to the ones you have for free. The difference between 12 BP and 9 BP is... a single blast marker. Which would you choose?

I can see single DF Quakes being useful, though I'm not sure how often they're taken.

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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 1:53 pm 
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Evil and Chaos wrote:
Are you saying that you've used non-CLP Quakes successfully, or just making a zinger?

Nah nothing that concrete, I meant it more like just because I haven't seen something occur doesn't mean it's gospel.


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 Post subject: Re: Quake Cannon
PostPosted: Tue Oct 11, 2011 1:59 pm 
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Dobbsy wrote:
Evil and Chaos wrote:
Are you saying that you've used non-CLP Quakes successfully, or just making a zinger?

Nah nothing that concrete, I meant it more like just because I haven't seen something occur doesn't mean it's gospel.

Right. So it's theoretically possible, but noone seems to be using it.

Are any army lists from the Australian tournaments available?

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