Tactical Command
http://www.tacticalwargames.net/taccmd/

Update to AMTL
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=22&t=9705
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Author:  The_Real_Chris [ Mon Jun 18, 2007 5:30 am ]
Post subject:  Update to AMTL

Re the las cannon its nastier against armour - otherwise if you want to face off vs infantry you are in trouble - the question then becomes does the army have enough effective AP fire to make the lascannon more attractive (or would you prefer a multilaser?)?

Interesting point on the carapace landing pad. That would if I remember correctly make that reaver combo impossible (itsbeen a while since the masses of AMTL games I played - is it still the case there is a minimum of 1 tactical weapon per hull?)?

Author:  The_Real_Chris [ Mon Jun 18, 2007 11:11 am ]
Post subject:  Update to AMTL

Its been a while since I was in the Uk regularily enough to play the army chap but I'm sure the reaver was an almost intended design - note your other reaver/warlord won't be a support config if you have two support weapons on this reaver.

What is the list you are using around it typically?

As for juggling I doubt I would ever design AP titans and have AT sentinels - but a warhound/sentinel combo could make sense. Interesting idea, should be able to try it more around August :)

Author:  Blarg D Impaler [ Tue Jun 19, 2007 9:06 pm ]
Post subject:  Update to AMTL

I played with AMTL on tournament and came to a conclusion that I really want to amend the list a tiny bit. And thus wondered on what do others do with the list?

Use it as a guide.  Several of the titan weapons are wrong and need corrected, plus a lot of other minor problems.  But mostly it seems to lack direction or focus, partly because it was an all-inclusive list to get some of the old miniatures put back into production and partly because group efforts tend to yield bland results.

My mods for this are
1. Carapace Landing Pad is counted as support weapon. Reason for this is 2 * Quake Cannon + Carapace Landing Pad Reaver. That's 650 points of nastiness that is guarding ones blitz and firing where ever he wants.

Not to be rude, but I don't see your point.  You've dropped 1/3 of your firepower for the ability to indirect your remaining weapons.  So?  Do you see this as particularly destabilizing?  Do you feel you are getting a marked increase in firepower or any other ability with no increase in points cost?

Part of the reason for making the CLP a tactical weapon is so that you could have it and a couple of Quake Cannons on a Reaver.  If you make it a Support Weapon you then restrict it to the point of being worthless for inclusion on the list of weapons.

If you are really worried about combining Quake Cannons and CLP on titans you could go back to using the Quake Cannon stats found on p.165 of the rulebook with the errata that it is a Slow Fire weapon.

2. The Recon Cohort might want to get +25 for the cost. Las Cannon is really that much better than the multi-laser.

That really depends on your force & titan weapon selection and who you're fighting.  While you may value the extra 15cm range to hit AV I rather appreciate the ability to fire on all types of targets.  If you want to get technical comparing ranges, to-hits, etc. I find that the two weapons are identical.

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