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(NetEA) BL+LatD playtesting

 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Thu Jan 07, 2010 3:08 pm 
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The new BL+LatD lists are now on the wiki. As I have proposed before can we now have as much testing as possible of these lists in the next month. At then end of the monthany revisions - based upon playtesting, will be made and then the lists are finalised.

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Thu Jan 07, 2010 3:20 pm 
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Am I misunderstanding; just three weeks of testing before the lists are finalised?

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Thu Jan 07, 2010 3:20 pm 
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Where on the wiki Steve?

Nevermind, found the other thread. :p




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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Thu Jan 07, 2010 5:58 pm 
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A months testing form now - at the end of that any revisions that need to be made due to playtesting will be made plus any chnages that have not been implemented yet - Raptors, Terminators.

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Fri Jan 15, 2010 9:31 am 
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1st test last night - thanks to the snow last week. I tried E&Cs decimator list to test the new structure
Retinue+Oblit
Retinue+Prince
Retinue+Rhinos
Retinue
Feral
Feral
Feral
Decimator
Decimator
Decimator
Decimator

Report to follow when I've deciphered my notes :laugh:

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Fri Jan 15, 2010 9:58 am 
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Wow!

Decimators as a Core option. I must have missed that one.

Other than the Marine Thunderhawk, and Orks in general, are there any other forces that have such Cheap WE as a core choice?

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Fri Jan 15, 2010 10:07 am 
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No its an elite-support option - so 1 per retinue

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Fri Jan 15, 2010 10:33 am 
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Quote: (Steve54 @ Jan. 15 2010, 18:07 )

No its an elite-support option - so 1 per retinue

Ah. Missed that also

I should read things more   :grin:

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Sat Jan 16, 2010 11:15 am 
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Played a 4k game on Thursday and took the following (sub optimal I know, because I wanted to try as many of the new units as I could squeeze in).

Retinue    275
Daemon Prince    50
Chaos Warlord    25
Obliterator (2)    170
Defiler 75    

Ravager Titan    650
   
Raptor Cult    
Raptor (6)    240
Daemonic Pact    25
   
Raptor Cult    
Raptor (6)    240
Daemonic Pact    25
   
Chaos terminators    
Terminator (4)    260
Obliterator    85
Daemonic Pact    25
Dreadclaws    25
   
Retinue    275
Obliterator (2) 170
Cult Marines (Thousand Sons) 150
   
Devastation Cruiser    150
   
Bike Company 300
Daemonic Pact 25
   
Chosen    125
Daemonic Pact 25
Dreadclaws    20
   
Hell Talons    175
   
Hell Talons    175
   
Daemon Pool    
Lesser Daemon (12)    240


The main highlight of the game from the viewpoint of the new units was the Hell Talons, my opponent (Eldar) only had a vampire so there were no intercepts taking place, they did however cause a significant amount of damage to ground forces, being able to hurt tanks in a meaningful way with them under these circumstances was a refreshing change to the Hell Blades I've tended to use in the past (a four strong but broken post-engagement formation of falcons withered away under one ground attack, and a couple of wave serpents full of aspects under another).

Can't really comment on the up-gunned Ravager, as thanks to the Eldar's silly special rules (aka popping up skimmers) the only targets that he was able to open up on over the game were some Guardians where the titan killer change didn't make any difference and a Warlock titan, which owing to it's silly Holofield was able to shrug off all the shots :( . With a little luck my next playtest game will be against an army featuring some better targets to see what it's capable of...

Generally I missed multiple forlorn hopes, but the ability to take several Raptor formations goes some way to making up for it, like the new Hell Talons and think that the Oblits are now more reasonable, although still a sore thorn in my opponent's side.

Very interested to see how Steve got on with the Decimtor and Feral horde...


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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Sat Jan 16, 2010 8:46 pm 
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The short-rangedness of him does make it slightly inferior to the reaver in terms of shooting but the extra attacks from the battlehead and TK D3 shot at close range do really make him a very aggressive and speedy battle titan. Although There were few targets of opportunity presented to you this game I still rate the Ravager and would definately choose one over a Reaver.

I was pretty impressed with the Hell Talons too.  They were pretty damned decent and are even possibly a bit cheap at 175pts (Although probably not worth 200, so I can live with it).

Obliterators are still a bit OTT IMO (Although we did forget about the losing their inv save but it didn't have a great impact on the game so no biggie).  3 x 6+ AA shots is still pretty damned good, especially if you double up on them.

Is there any way they could have a reduced no of AA shots?  2 x 6+ or 1x 5+ seems pretty fair.


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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Sun Jan 17, 2010 10:27 pm 
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I'd support losing a shot too, so 2 6+ AA might be enough for them.

That makes the Stalker worth taking then, as it packs double the shots, with a slightly shorter range, and makes mechanised retinues more viable imho...


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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Mon Jan 18, 2010 11:07 pm 
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Quote: (Hena @ Jan. 17 2010, 22:45 )

I'd really like peoples thoughts about the LatD. I playtested it and felt that the factions change really has wrecked my list. Since this is finished list I feel like that the change is too great. LatD with Demon Engines is rather dependent on getting multiple factions.

I field a similar list to yours, and while I didn't get the chance to play it using the proposed change (I only saw this thread after playing the game), it would have completely wrecked my list as well, as i use a combination of Khorne and Tzeentch fomations with Daemon Engines and Daemons providing the bulk of the hitting power, and not being able to deploy within close proximity would be a major issue.

I really do think the factions rule should stay as it is.

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 Post subject: (NetEA) BL+LatD playtesting
PostPosted: Wed Jan 20, 2010 5:42 pm 
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Quote: (Hena @ Jan. 17 2010, 22:45 )

I'd really like peoples thoughts about the LatD. I playtested it and felt that the factions change really has wrecked my list. Since this is finished list I feel like that the change is too great. LatD with Demon Engines is rather dependent on getting multiple factions.

I like the new Factions rule, as I don't think Cultists should be "reliable", especially when you're mixing various worshippers together.

One change I do think would be valid is reducing the range the Faction modifier takes effect at to 15cm instead of 30cm, that way you'd only really suffer it when trying to set up support or pickets, not just sitting on the battlefield.

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