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AMTL v2.0 Playtesting?

 Post subject: AMTL v2.0 Playtesting?
PostPosted: Wed Nov 02, 2005 8:03 am 
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So is there any AMTL v2.0 playtesting going on gents?

How about any scheduled?

Just curious how things are going.

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Wed Nov 02, 2005 8:44 pm 
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I got a game scheduled this weekend, is that what your asking?

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Wed Nov 02, 2005 9:41 pm 
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Sure that works, what's the break down look like? GT, points, table size, opponent army...

What's your expectations going in? Domination, uphill battle, draw?

Have a list in mind you'll be running?

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Thu Nov 03, 2005 8:18 am 
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I'm going to see about getting a game in on Sunday (need to email my usual opponent), and then possibly drop in to the Gaming Centre on Monday to have a word with billthebobder and see abou getting them playtesting the list again.

If I do get a game on Sunday, it'll be against Eldar, on a 6x4 table, at 3-4000 points. Going from previous experience against this opponent, the objective count will probably be (2-4)-(0-1) in my favour.

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Thu Nov 03, 2005 11:23 am 
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Hi Nick
If you can make it on monday bring a 3000 ponit AMTl force with you and we will give it a test against a force that was used in a recent tournament .
There will probably be 5 of us there on monday so it would help us in having an equal number for games.


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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Thu Nov 03, 2005 7:54 pm 
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Tactica> Looks like I'll be getting a 4500pt game on Sunday.

dptdxys> I'll see what I can do. It shouldn't be a problem, but we'll see.

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Thu Nov 03, 2005 10:54 pm 
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Love to see a synopsis report gents!

Cheers,

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Fri Nov 04, 2005 2:51 pm 
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3500pts vs IG mostly tank force I'm speculating, have half a list already in mind, will be playing in a cityscape style terrain on a 4 by 6 table. I'm gonna ask for GT style play, and I predict two rounds of uncertainty followed by a third turn/ fourth turn victory for the AMTL.

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Fri Nov 04, 2005 4:32 pm 
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We played a breakout-style scenario a couple weeks ago as part of a campaign.  IG/Titans were trying to link up forces to form a coherent battle line before the Black Legion troops escaped through gaps in the line.  The BL troops were designed to be part of a campaign and are therefore generalist formations.

It was something like:

Warlord Titan
2x Warhound packs (1 pack using the 4BP inferno cannon rules)
Russ Company
Arty formation
3 Tbolt formations
Marauder formation

versus

2 large retinues (1 w/ havocs, 1 xw/ noise marines)
Chosen (5+DP)
2 Forlorn Hope
Raptors
Large Daemon Pool (and lots of summoning kit in the formations)
Close support from Chaos Frigates in low orbit (on-the-fly house rules)

Chaos (that's me) was slaughtered.

While there was enough AT to deal with a normal army, even with the frigates' pinpoint attacks every round, there was no way to do enough damage to the titans.  Assaults kept a large portion of the titans broken for most of the game, but the assaults themselves were too costly to allow enough units to escape.

If there had been GT-style objectives instead of "escape with all you can" I very well might have been able to snag objectives by virtue of numbers and area coverage, but for sheer damage it was no contest.

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Fri Nov 04, 2005 6:06 pm 
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Out of interest, neal, were you using the 4BP Inferno Gun on the Warhounds because you hadn't gotten the new file, or was it for some other reason?

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Fri Nov 04, 2005 6:10 pm 
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It was because the guys I was playing with don't like to use non-posted playtest rules and are very hesitant about experimental rules.  The 4BP was in the Collectors' Model section of the rulebook, so they were comfortable with that.

I don't pretend to understand.  I was just there to have fun.

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Fri Nov 04, 2005 6:21 pm 
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D,

4500 points should be a fun one. Lots of toys there. I'll be interested in seeing your list if you are up for sharing. I'd like to see how the master appraches this larger game.

Grimshawl,

3500 points is going to be a ton of IG. I'm sure the Manticores, vultures, tank co, and volcano cannons will be out in full force.

In a massive cityscape, there's going to be tons of LOF issues. How are you approaching this with AMTL?

Artillery configured titans for indirect fire, mobile field guns, ordinatus with indirect, planes?

One of the big bonus' to the titans is their range, but much of that requires LOF. You probably don't have to worry about the IG assault, but if your titans seperate out too much, it could become a viable concept for them. Something tells me you'll have plenty of pretorians and what not to counter.

Depending just upon how much LOF issues you expect, you may have some interesting options. Hmph...

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Fri Nov 04, 2005 7:10 pm 
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NH,

Sounds like a tough, but fun campaign game.

Our group loves to do similar things. I didn't really know if many out there were into campaign games in epic... good to hear that there's others out there doing similar stuff!

[WARNING: campaign chatter and bs commencing]

If any are interested, we did a really, really big game some time ago with AMTL and IG mix defending a very large and closing chaos force. You name it - we were using it! We even had collectors models in there - as the collector model variants!

It was inspired by a last stand kind of scerio from a 40K campaign game we had held a year or more ago. Originally, that game was inspired by a softback novel's titanic battlefront.

Anyway, we had two 4x8 tables end to end to create a 4x16 table. Chaos started 4' onto the table from one end. IG / AMTL started 4' on from the other end. 8' inbetween. Each force had about 20K to 30K in points in all, but it wasn't all on the table at the same time.

Both forces started off with a large fraction of their formations on the table and there were plenty of planes. IG/AMTL had more points on their side to start but had a longer wait for resreves to show up. Chaos had a much smaller force to start, but reserves showed up every turn for them.

Reserves were a pre-determined list of formations in reserve. They were numbered. Chaos received 2 rolls per turn on the list (reroll formations that already showed up previously) and IG AMTL received on roll per turn starting on turn 4.

Each turn out of the ~10 or so turns played (we're not sure, it could have been 9 or 11 but the goal was to play 10 turns - we got sleepy and way to involved into crushing IG!) the chaos point of entry for reserves got 12" closer to the IG lines but they would never get closer than 2' away. So by turn 6, they were entering literally 24" away from the IG/AMTL.

IG /AMTL titans were both on board and in reserve. There were titan pen facilities that IG/AMTL Titans could enter play from within the IG deployment zone. In addition, IG/AMTL Titans in reserve could enter play from one of the IG deployment board edges. Reaver and larger IG/AMTL titans that started in play could not 'activate' (be used for any activations, collect blast markers, etc) until turn 4. However, they could be shot at to knock down void shields and accumulate damage, but due to the time to get the plasma drives on line and get crews on board - they couldn't move or fire back. Fire control systems and the Machine spirit would attempt to rally each turn if shields and damage was incurred.

And so the stage was set... Massive Chaos incursion strongpoint assault on a very fortified IG base gate - but the major assault on this position wasn't expected for another week yet - CALL TO ARMS!

The goal we decided was for the IG/AMTL to keep half or stronger Chaos formations out of the IG / AMTL deployment zone at all costs for 10 turns.

I should also note that forces were designed to have significant, but relatively minimal chaos teleports and air assault capability considering the scale of the battle... this was intended to be a ground war with massive air fire support

First, due to the nature of the game, the turns actually moved along pretty quickly. Much more quickly than we had anticipated. The entire game was played in one day and one setting. There wasn't as much fighting involved each turn as one might think due to not having all forces on the table and having loses each turn.

OMG - it was a blood bath. Early on, as expected, IG advanced out to meet the early chaos incursion head on, basically - set up a forward perimeter and take the battle to the enemy since the goal was to keep them out of the gates, but be well prepared to have tactical withdrawal positions to the rear. Also, do not underestimate the teleport and air assault capabilities of the chaos - at all costs, do not lose control of the gate as we do not want to attempt to have to take it back. The majority of the force therefore stayed in the gates and couldn't be used accept on overwatch orders. LOF issues existed within the IG deployment due to the city/base like design - so a significant amount of the forces were opted to stay in reserve. The titans had to be protected as well until they could fully come on line! The Legio Victis hadn't even arrived yet for god sake!

Guns blazing on full sustain fire where possible after forward march orders were completed. IG Artillery was having a heck of a day and chaos forces proved very stalwart under the fire. Attempts to head on the IG artillery early by chaos fighter formations proved futile. The base was too heavily defended at the time. Chaos would have to move artillery in position or make some sacrificial assaults deep into the enemy base to quiet the artillery that was brutalizing the chaos efforts. Teleports would ensue, artillery would die (and so did other formations) but teleporting into a full on army offered little hope to the chaos beyond their immediate goals - which, as noted, they were successful at. Artillery did eventually almost fall completely silent, but so did the majority of all teleport capabilities from the chaos forces!!

The chaos forces pushed on and air raids were taking their toll on both sides. Each turn, more and more large amounts of chaos were pouring in closer and closer... From the IG perspective, things were going well from damage caused vs. damage received, but the damage was significant on the IG defense nonetheless. Turn by turn close of the chaos was becoming more and more of an issue.

Once IG started to have to tactically withdraw, things were becoming very questionable and the Chaos commander was feeling more and more confident that they might actually make it to the base.

Once chaos made it to the base, they were all but eliminated compared to what they had to start with, but the force they had left was still significant at close range and the amount of deamons still remaining was disastrous for the Imperium.

Chaos would breach the walls and would have numerous formations within the gates, but their numbers had taken serious losses. Officially, this was a chaos win.

We decided the chaos forces would infiltrate supply lines and the base would fall prior to the 10 turns needed to keep them out. A certain disaster for the Imperium, but it didn't come without massive losses to the chaos front. The IG would have definitely stopped this force from assaulting on further - and perhaps the Imperium would be able to recover the base prior to the chaos forces bring up titan manufactories en enslave too many civilians for their needs. Perhaps all was not lost to the Imperium, but this day definitely was.

The battle was a blast. An absolute blast. It truly was of epic proportions.

We blew through any logistical issues and neither side had any vested interest in success or failure. Finite tactics and considerations for strategy was basically tossed out in favor of speed of play and massive amounts of dice rolling.

We had done something like this at about 15,000 points in 40K before. This was an old battle at 40K scale that we wanted to recreate. Ironically, in the 40K battle - IG held off all but the characters from getting to the gates and thus had won in the 40K variant of this battle.

For us, AMTL is a key force in our campaign games... and the fun you get to have calling forth DOOMBRINGER and GODHAMMER is well, childish, but exciting nonetheless for us long time GW franchise enthusiests. ;)

Cheers,

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Fri Nov 04, 2005 7:31 pm 
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Tactica> I haven't got a definate list yet (that's a job for Saturday night/Sunday morning), but I'll probably base it off a Warlord and a pair of Reavers - possibly even a full Reaver battlegroup. One of the Reavers will have Carapace multi-lasers, as will the Warlord.

The Warlord will be armed as a support unit, with 60cm+ ranged weapons, and will be used to hold my objectives and/or stop the enemy advancing through Overwatch. One Reaver will be armed as fire support, while the other will be a FF specialist - CAP, Laser Burner and Melta Cannon, with a unit of Praetorians in the CAP.

A pair of Flak Batteries would be my next addition, for a reasonable AA umbrella. That takes us up to roughly 2850pts, with 6 activations (including the Praetorians). A full Paladin formation takes us to 3300, and a unit of Knights Castellan takes us up to 3800. Sticking a Legate in the Warlord (for that SC reroll) takes us to 3900, while a flight of Marauder Destroyers takes us to 4350. With 150pts spare, I may as well finish off with a Mobile Field Gun Battery, to either grab an objective late in the game, hold one of my objectives, or just generally annoy my opponent.

Its not what I'll definately be taking, but it certainly covers certain units I want to continue to look at (Knights of 2 flavours, Marauder Destroyers, Praetorians). I'm a little low on activations, but I figure that I can deal with a chunk of my opponents likely activation advantage in turn 1.

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 Post subject: AMTL v2.0 Playtesting?
PostPosted: Sun Nov 06, 2005 10:18 am 
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Changed my mind list-wise. With the exception of certain specific weapons (on Reaver A and the Warlord), here's my list for the game:

Legion formations

Warlord Titan with Legate - 950pts

Reaver Titan with Carapace Multilasers - 700pts

Reaver Titan with Melta Cannon, Corvus Assault Pod & Laser Burner - 650pts

Warhound Pack - 500pts

Auxilia Formations

Praetorian Combat Servitors - 300pts

Flak Battery - 150pts

Flak Battery - 150pts

Paladin Household with extra Paladins - 450pts

Lancer Household with extra Lancers - 450pts

Recon Cohort - 100pts

Recon Cohort - 100pts

Total Cost: 4500pts - 11 activations

The Marauder Destroyers shall have to wait for another game.





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