Brood Brother |
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Joined: Tue Apr 26, 2005 4:58 pm Posts: 599
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Quote (Irondeath @ 01 Dec. 2005 (08:48)) | Quote (yme-loc @ 28 Nov. 2005 (17:53)) | Land transporters should be 15pts because thats what they are worth, thats what their stats should cost. It also takes into account how useful speed is in epic especially when added to big formations of troops that want to get in close and who then gain the ability to strike were and when they want and are also much better at capturing objectives.
The effect of weak but cheap and fast transports added to weak but cheap and large infantry formations subsequently overpowering the previously correctly pointed infantry formation (the speed horde effect) is a problem in a few lists, such as feral orks and speed freaks, I would prefer this not to happen in this list.
Plague towers - perhaps I have missed something here but its a damage cap 6, 4+ reinforced armour fealess warengine with a 60cm D3+3 Disrupt barrage along with some other long range guns. who cares about its transport capacity take these as support weapons. double them up on the first turn and then just control the centre blasting anything that comes within 75cm.
D3+1 weakens this overpowered weapon a little as well as making it a little bit more interesting and chaotic. |
LTs:
My experience using these is that Covens thus mounted will get hit early, which is relatively easy to do as the LatD list offers few priority targets in Turn1, e.g. no Deathstrikes/Arty Companies/etc you MUST hit ASAP or suffer. Also, incorporating AA is costly for the LaTD, and I tend to suffer here in smaller games, making for easy bombing runs.
Hence mechanized Coven will lose some transports real quick, and there goes their mobility. Getting rushed by hordes of LT-borne Cultists is nasty, but there are easy countermeasures, so why not use these instead of pricing the LTs into oblivion? The comment also applies to other speed hordes you mentioned, I see a new army/tactic effect here that won't stand the test of time as opponents will adapt.
Plague Tower: The mortar isn't an Indirect Fire weapon, so it will have to be in the open to have any effect. TK(D3) and better weapons are readily available to almost all armies, there are no larger WEs in the LatD list. If the usual fate of my Lords Of Battles is any indication, then opponents will have no problems with the PTs.
Also, two templates Disrupt from a platform that might have to move in order to fire is hardly overpowering. How many units will that usually cover? Like... 5 or 6? Hitting half of these assuming 4+? | Why is 15pts (What their stats are worth) pricing into oblivion.
A cultist army comprising something like the following will overwhelm an oponent with choices on the first turn.
Cult, Pts = 420 Chaos Marine Champion, 13 Cultists, 7 Land transporters, 2 Hydra's, 2 Chaos Hounds.
Cult, Pts = 410 Chaos Marine Champion, 13 Cultists, 7 Land transporters, 2 Hydra's, Chaos Hound.
Cult, Pts = 410 Chaos Marine Champion, 13 Cultists, 7 Land transporters, 2 Hydra's, Chaos Hound.
Cult, Pts = 410 Chaos Marine Champion, 13 Cultists, 7 Land transporters, 2 Hydra's, Chaos Hound.
Cult, Pts = 400 Chaos Marine Champion, 13 Cultists, 7 Land transporters, 2 Hydra's.
Cult, Pts = 400 Chaos Marine Champion, 13 Cultists, 7 Land transporters, 2 Hydra's.
Questor Titan, Pts = 275
Questor Titan, Pts = 275
141 units all moving at 30cm using their transports + 2 Questor Titans. with 12 hydras not much to worry about from the air.
I am sorry but if a list can reate these sorts of speed horde's its not a balanced list. There is no real defence apart from to play as well as you can and hope for a draw but a good 60-70 % of the time these sorts of lists will win.
Unless of course you use a speed horde list in return such as the horrible 250+ unit feral ork speed horde of doom.
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