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Comments before final L&D list is turned in

 Post subject: Comments before final L&D list is turned in
PostPosted: Tue Oct 11, 2005 2:52 pm 
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[quote="yme-loc,Oct. 10 2005,09:02"][/quote]
First it is very difficult to truly consider any proposed changes without any information to support it. ?PLease explain your reasons for suggesting a change.

Chaos Altars - 175 pts


The altar is discussed a bit in this thread (http://www.specialist-games.com/forum/t ... IC_ID=2092). ?The altar isn't that amazing of a WE. ?It is designed more as support for a formation. ?The weapons are not particularly strong and it also slows down any formation it is with to 15cm. ?I am fine with the current cost.

Land Transports - 15 pts


I disagree that transports should be increased. ?They were upped to 10pts and at that I still think they are death traps being LV. ?Also when you buy them for a formation you generally end up with 6-12+ transports. ?Paying up to 180 pts or more for transports would not be worth it at all. ?Especially when I well placed bombardment could wipe out most of the formation. ?I am pretty steadfast on this cost, so you need to provide very good reasons and examples for me to consider changing this.

Remove Plague Zombies from list, or remove teleport and re-do stats.

Reasons? ?This is the first I have really heard about this at all. ?A while back it was brought up that they were too cheap for what they could do and how many you could buy. ?I feel the Plague Zombies work rather nice as a harassing formation, but not being strong. ?The 0-2 limit brought them into check from being abused.

Slaanesh Questor - 275 pts

Reasons?

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 Post subject: Comments before final L&D list is turned in
PostPosted: Tue Oct 11, 2005 3:50 pm 
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The L&D and CSM lists are on the S/G site, yes ?  ??? :;):

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 Post subject: Comments before final L&D list is turned in
PostPosted: Tue Oct 11, 2005 4:00 pm 
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Quote (Legion 4 @ Oct. 11 2005,10:50)
The L&D and CSM lists are on the S/G site, yes ? ???? :;):

Yes you can download both current lists here

http://www.specialist-games.com/epic/Vault.asp

-Audrey

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 Post subject: Comments before final L&D list is turned in
PostPosted: Tue Oct 11, 2005 5:23 pm 
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I think there is a case on the transports.  They are LVs, but they have an armor save that cultists don't.  They are, obviously, much faster.  They have the same ranged fire and almost as much assault power as cultists.

For equal points, I will usually take the transports as long as I can fit them in the army org.

OTOH, transports are somewhat restricted in how they can be taken and that helps mitigate their points cost somewhat.


Honestly, I think they should really fall somewhere in between 10 and 15 points and the difference is not likely to cause balance problems either way, but I do think it's worth considering one final time.

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 Post subject: Comments before final L&D list is turned in
PostPosted: Tue Oct 11, 2005 5:55 pm 
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[quote="nealhunt,Oct. 11 2005,12:23"][/quote]

I think there is a case on the transports. ?They are LVs, but they have an armor save that cultists don't. ?They are, obviously, much faster. ?They have the same ranged fire and almost as much assault power as cultists.


Yes their armour is better 5+ LV, but Landtranports are susceptible to both AT and AP which makes them bigger targets, so to speak. ?Also when embarked it is easier to destroy the Landtransports and kill the infantry inside. ?Cultists do not get any save and mutants only have a 6+ and they make up the bulk of most formations. ?I have used Landtransports in every game I play, usually in two formations and I have always found them to be the weakest link in the formation.



Honestly, I think they should really fall somewhere in between 10 and 15 points and the difference is not likely to cause balance problems either way, but I do think it's worth considering one final time.


Do not get me wrong I am not against making any change in the list. ?I have looked at Landtransports for sometime trying to figure out how best to balance them fluff wise to playability in the army list and even with the valid points you have made I still feel they are worth 10pts and not 15pts.

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 Post subject: Comments before final L&D list is turned in
PostPosted: Tue Oct 11, 2005 6:06 pm 
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Thank you, Audrey ! Having looked at the comments, it brings to mind all the other models that are out there (GZG, Adler, Scotia, Gladiator, GHQ, etc.) that can be used for Chaos, that G/W has or will not make ! ( Someone mentioned BTRs or BMPs !  :;): )  Thanks again Audrey, my crew & I will download it ! :D

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 Post subject: Comments before final L&D list is turned in
PostPosted: Tue Oct 11, 2005 7:48 pm 
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Audrey:  Fair enough.

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 Post subject: Comments before final L&D list is turned in
PostPosted: Wed Oct 12, 2005 12:45 am 
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Quote (wraeththu @ Oct. 11 2005,14:52)
[quote="yme-loc,Oct. 10 2005,09:02"][/quote]
First it is very difficult to truly consider any proposed changes without any information to support it. ?PLease explain your reasons for suggesting a change.

Chaos Altars - 175 pts


The altar is discussed a bit in this thread (http://www.specialist-games.com/forum/t ... IC_ID=2092). ?The altar isn't that amazing of a WE. ?It is designed more as support for a formation. ?The weapons are not particularly strong and it also slows down any formation it is with to 15cm. ?I am fine with the current cost.

Land Transports - 15 pts


I disagree that transports should be increased. ?They were upped to 10pts and at that I still think they are death traps being LV. ?Also when you buy them for a formation you generally end up with 6-12+ transports. ?Paying up to 180 pts or more for transports would not be worth it at all. ?Especially when I well placed bombardment could wipe out most of the formation. ?I am pretty steadfast on this cost, so you need to provide very good reasons and examples for me to consider changing this.

Remove Plague Zombies from list, or remove teleport and re-do stats.


Reasons? ?This is the first I have really heard about this at all. ?A while back it was brought up that they were too cheap for what they could do and how many you could buy. ?I feel the Plague Zombies work rather nice as a harassing formation, but not being strong. ?The 0-2 limit brought them into check from being abused.

Slaanesh Questor - 275 pts

Reasons?

-Audrey
Sorry for not including comments,

1. Chaos Altar

Yep its slow and its fire power is quite weak, but it is a 4+ RA fearless warengine (with an invulnerable save), it provides cover, an average 75pts worth of flak, gives an inspiring bonus, is a daemonic focus and augments summoning. In my opinion its alot for 150pts.

2. Land transporter

I feel a little discouraged from comenting here as you have already stated your strong belief that 10pts is correct.

Still I'll present my reasons for suggesting a change.

Firstly 10pts is just flat out too cheap for their basic stats, this can be seen clearly if you consider a formation of 10 land transporters for 100pts its far too cheap for a 30cm move, 5+ save, and the 5+AP/6+AT shot even on a light vehicle.

So if a discount is being given for their stats there must be a reason, I just cant see what it is.

Adding speed to a big formation of cultists which can dump deamons out and has quite good short range fire power and probably wants to assault is a bonus not a reason for a discount, never mind the fact speed is of vital importance in actually disputing and capturing objectives. So the transport capability should be adding points not reducing them.

Hence 15pts.

3. Plague Zombies

OK, I didnt really think there was any chance of these being dropped. But I do think their abusable, mostly because of a problem that occurs with cheap teleporters (especially fast ones, or large formations) in this case an average of 10-11 zombies, I wouldn't use them to harass or actually bother attacking the enemy at all, I'd just wait till the 3rd turn and then teleport these guy's onto one of my objectives the enemy is threatening (probably blitz for best effect) its unlikely a 10-11 unit formation of 5+ save zombies will be shifted late in the game. So they are kind of a get out of jail free card.

4. Questor Titan

Its a warhound titan yes?

Only with 5cm more speed, better FF and more ranged fire power!

Are these abilities some how less important in a chaos army?

275pts seems right to me.

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 Post subject: Comments before final L&D list is turned in
PostPosted: Wed Oct 12, 2005 3:31 am 
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Quote (yme-loc @ Oct. 12 2005,00:45)
1. Chaos Altar

Yep its slow and its fire power is quite weak, but it is a 4+ RA fearless warengine (with an invulnerable save), it provides cover, an average 75pts worth of flak, gives an inspiring bonus, is a daemonic focus and augments summoning. In my opinion its alot for 150pts.


3. Plague Zombies

OK, I didnt really think there was any chance of these being dropped. But I do think their abusable, mostly because of a problem that occurs with cheap teleporters (especially fast ones, or large formations) in this case an average of 10-11 zombies, I wouldn't use them to harass or actually bother attacking the enemy at all, I'd just wait till the 3rd turn and then teleport these guy's onto one of my objectives the enemy is threatening (probably blitz for best effect) its unlikely a 10-11 unit formation of 5+ save zombies will be shifted late in the game. So they are kind of a get out of jail free card.

1. As an avid L&D player, I think the Chaos Altar should have the "dragged back into the Warp" critical affecting units within 5cm, just like the Greater Daemon critical (whatever the final result of that is), that would definitely balance out some of its abilities and, in fact, I believe it had that as part of it's critical before.

3. As to the zombies as objective "spoilers", all the opponent has to do is break them.  Teleporting en masse means, most likely, blast markers; engage them with skimmers or a firefight and they're not contesting anything when they break.  I've had to do a lot of planning to get my zombies to be worth taking, and then, sometimes, you roll a "4" and they're useless, but even the big mobs can be broken and they don't tend to rally after that.

I haven't had a problem with them and I've never had an opponent complain about them.

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 Post subject: Comments before final L&D list is turned in
PostPosted: Wed Oct 12, 2005 8:31 am 
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Quote (Chroma @ Oct. 12 2005,03:31)
Quote (yme-loc @ Oct. 12 2005,00:45)
1. Chaos Altar

Yep its slow and its fire power is quite weak, but it is a 4+ RA fearless warengine (with an invulnerable save), it provides cover, an average 75pts worth of flak, gives an inspiring bonus, is a daemonic focus and augments summoning. In my opinion its alot for 150pts.


3. Plague Zombies

OK, I didnt really think there was any chance of these being dropped. But I do think their abusable, mostly because of a problem that occurs with cheap teleporters (especially fast ones, or large formations) in this case an average of 10-11 zombies, I wouldn't use them to harass or actually bother attacking the enemy at all, I'd just wait till the 3rd turn and then teleport these guy's onto one of my objectives the enemy is threatening (probably blitz for best effect) its unlikely a 10-11 unit formation of 5+ save zombies will be shifted late in the game. So they are kind of a get out of jail free card.

1. As an avid L&D player, I think the Chaos Altar should have the "dragged back into the Warp" critical affecting units within 5cm, just like the Greater Daemon critical (whatever the final result of that is), that would definitely balance out some of its abilities and, in fact, I believe it had that as part of it's critical before.

3. As to the zombies as objective "spoilers", all the opponent has to do is break them. ?Teleporting en masse means, most likely, blast markers; engage them with skimmers or a firefight and they're not contesting anything when they break. ?I've had to do a lot of planning to get my zombies to be worth taking, and then, sometimes, you roll a "4" and they're useless, but even the big mobs can be broken and they don't tend to rally after that.

I haven't had a problem with them and I've never had an opponent complain about them.

Plague Zombies

Fair enough, I guess their slow speed and complete lack of FF are severe problems in their use.

I am not quite so convinced that they are as easily broken as you say if they only appear in the 3rd turn and are placed well by the chaos player.

I really only raised them as the list is so close to completion and sometimes its these odd little formations that can cause the most potential for abuse.

Chaos Altar

A slightly worse critical might be the way to go here, seems to me that a formation of cultists seeing one of these destroyed isnt going to be too happy, perhaps re-instate the 6+ hit within 5cm and have its destruction place a further blast marker.

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 Post subject: Comments before final L&D list is turned in
PostPosted: Wed Oct 12, 2005 2:28 pm 
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[quote="yme-loc,Oct. 12 2005,03:31"]
Chaos Altar

A slightly worse critical might be the way to go here, seems to me that a formation of cultists seeing one of these destroyed isnt going to be too happy, perhaps re-instate the 6+ hit within 5cm and have its destruction place a further blast marker.


The Chaos Altars critical effect is meant to be simialr to the GD critical effect. ?Once that is resolved I shall apply it to the Chaos Altar as well.

-Audrey




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 Post subject: Comments before final L&D list is turned in
PostPosted: Wed Oct 12, 2005 4:50 pm 
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Quote (yme-loc @ 11 Oct. 2005 (19:45))
Quote (yme-loc @ Oct. 10 2005,09:02)

4. Questor Titan

Its a warhound titan yes?

Only with 5cm more speed, better FF and more ranged fire power!

Are these abilities some how less important in a chaos army?

275pts seems right to me.

Good point. ?It I can see reasons for it to be rasied to 275pts.

-Audrey

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 Post subject: Comments before final L&D list is turned in
PostPosted: Mon Oct 17, 2005 11:14 am 
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A few very minor points and queries about the list

1. I am a little confused by the transport option as listed, is it the intention of this rule that if I take transports for the cult I must also purchase transports for any winged daemon princes and chaos hounds even though both these units have a 30cm move.

As it reads currently it would seem to be the case, I just find this a bit odd.

2. Also Traitor fire support are not listed as being transportable by land transporters is this intentional.

3. Will stats for a traitor PDF chimera be included in the final list or will it just refer back to the imperial guard list as is currently the case - if so the imperial chimera by the letter of the rules cant transport any chaos unit.

4. Big mutants are listed as having heavy stubber, a stat for this weapon already exists in the siege master list and unless the big mutants are armed with a single twin linked heavy stubber then AP5+ doesn't fit this, perhaps it would be better to list the big mutants as having 2 heavy stubbers and give them 2 AP6+ shots.

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 Post subject: Comments before final L&D list is turned in
PostPosted: Mon Oct 17, 2005 3:51 pm 
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Very Nice work Audrey, we downloaded it yesterday !  I'll study the L&D list more today.  I know these would not be on this list, but where is the stats on the Hell Talon, Obliterators, Raptors, Decimators etc. ...  I only looked at the L&D list quickly so far !   :D

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 Post subject: Comments before final L&D list is turned in
PostPosted: Mon Oct 17, 2005 3:52 pm 
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[quote="yme-loc,17 Oct. 2005 (06:14)"][/quote]
1. I am a little confused by the transport option as listed, is it the intention of this rule that if I take transports for the cult I must also purchase transports for any winged daemon princes and chaos hounds even though both these units have a 30cm move.


It will be changed to say Infantry that move 15cm or less will need transports if the transport option is chosen.

2. Also Traitor fire support are not listed as being transportable by land transporters is this intentional.


That is not intentional. ?It is an over sight from merging the old traitor section with the cultists.

3. Will stats for a traitor PDF chimera be included in the final list or will it just refer back to the imperial guard list as is currently the case

It will be updated to transport the same things a Land Transporter can.

4. Big mutants are listed as having heavy stubber, a stat for this weapon already exists in the siege master list and unless the big mutants are armed with a single twin linked heavy stubber then AP5+ doesn't fit this, perhaps it would be better to list the big mutants as having 2 heavy stubbers and give them 2 AP6+ shots.

I do not want to cause weapon name conflicts. ?I like the AP5+ stat line, but there really isn't a good name. ?The Heavy Bolter is an AP5+, but Big Mutants are know for carrying Heavy Stubbers. ?Perhaps 2x AP6+ maybe the way to go. ?I am curious what others feel about this.

-Audrey

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