Carrington wrote:
SpeakerToMachines wrote:
I frequently play AMTL, with its very low natural activation count, and it works quite well.
I think putting a cap on (other armies) activation count would make the AMTL list stronger, to the point of being abusive; Being able to out-activate the Titans is more or less the only hope of most opposing armies. The rather common Quake Cannon + Quake Cannon + CLP combo that AMTL (and AdMech) armies field is also usually able to kill or severely maul one formation per turn; Having fewer, larger formations makes one more vulnerable against this kind of weaponry. An activation count limit would make it difficult to make an army that can absorb intense point attrition like that and still reach their target.
Interesting question is whether the AMTL would benefit that much from the option to 'pass.'
Oh definitely. The Big Guns would absolutely love to defer shooting until the very last moment - there's very little that can interfere with its activation, and it's a huge advantage to be able to place that turn's killing blow on a formation that's central to the enemy's next turn plans. Having to commit its fire while the enemy still has a significant number of activations left lets the enemy set up combined assaults for the following turn with impunity, a tactic that is absolutely critical for armies that can't kill the Titans outright.