Tactical Command
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[Experimental] Chaos Titan Cult Union 0.7
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=82&t=23250
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Author:  daemonkin [ Thu Oct 15, 2015 10:11 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Great write ups.

D.

Author:  JimXII [ Thu Oct 15, 2015 11:00 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

It was great to see this list at Sydney Titan's 15. As the TO caz asked me to approve it before he ran it. I hadnt really looked at this list before in any great detail, but I have to say that I think it is one of the more interesting and challenging lists.

The weapons load out is not that complex, but once combined with the epithets it becomes quite a nice math hammer dungeon adventure.

Some of my points from looking at the list;

The large number of epithets are cool, but can be confusing to an opponent. All the different types of titans running around with different super power can be a bit confusing. I like the balance you have at the moment though. Each ability comes with a draw back.
What would be your objection to the God specific epithets? I think it would nice and thematic. But your list - your train set.

Deamon Knights are great thematically, but very weak on the table. If you are hampered by the restriction in another list Maybe you could just change their name to Dark Mechanicum Knights. And give them 2DC and a deamon shield... The stats for the knights list are relatively stable at the moment.

I couldnt find the justification for the 4+ aircraft activation. They must be the highest base line activation in the game. I think as they are with stats they would be fine to be a 2+ or a 3+. And if you find people are spamming them too effectively then make them 0-X per X points.

Great list though. Was really nice to see it in action.

Cheers,
Jim

Author:  Caz [ Thu Oct 15, 2015 12:03 pm ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Some nice points there Jim
I agree about the demon knights

I would also be keen to see how other people would build a list for the chaos titans

I also plan on getting some more games in this or next weekend

Author:  daemonkin [ Thu Oct 15, 2015 1:09 pm ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Are the Daemon Knights in the Emperors Children list DC2? Might be good to borrow from there

D.

Author:  Caz [ Fri Oct 16, 2015 9:54 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Also with the games i have planned coming up anything you want me to trial? Im happy to run spam buff nerf tweak whatever you think is needed first

Really want to try adding the supp comm at 100 points to reaver or bigger titans and play test that

Author:  madd0ct0r [ Fri Oct 16, 2015 1:28 pm ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Beefcake4000 wrote:
What does carpace hive do?


that and leg bastions both unlock the option of taking extra hosted formations, above and beyond the cult formations allowed. Initially they were also going to allow you to transport that formation in the titan, but aside from theme I can't see when that would occur.

Author:  Caz [ Sun Oct 18, 2015 6:06 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Unfortunately i didnt manage a game this weekend but have 3+ games lined up for next weekend to make up for it

bat reps to follow

Author:  madd0ct0r [ Sun Oct 18, 2015 10:26 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

do you want an updated list for them, or do you want to test more options in the current one before making changes?

Author:  Caz [ Sun Oct 18, 2015 11:34 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Im happy to test things you want to change or trial if you want before you make official changes

Author:  Caz [ Sun Oct 18, 2015 11:42 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

id like to change the epitets but would need to sit down and think about it properly

and the other trial is to maybe make the knights chaos imperial and run them similarly

Author:  madd0ct0r [ Mon Oct 19, 2015 7:43 pm ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

how would you feel about boosting the knights from 4 for 275pts to a formation of 6 for 400pts?
They could take a bit more punishment without detracting from the titans.

I had a look at the EC ones, DC2 but with a big 'not sure these are balanced' 0-1 qualifier on them.
Imperial Paladin knights look nice, but would involve the knight shield, which would add complexity and overhead to the game without adding to the key function of this list.
Could make it 4 Demonic Paladins for 100pts with inv save to replace the knight sheild?

Author:  Beefcake4000 [ Tue Oct 20, 2015 1:16 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

*tumbleweed*

Author:  JumpingJehovah [ Tue Oct 20, 2015 5:08 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

madd0ct0r wrote:
I had a look at the EC ones, DC2 but with a big 'not sure these are balanced' 0-1 qualifier on them.
Imperial Paladin knights look nice, but would involve the knight shield, which would add complexity and overhead to the game without adding to the key function of this list.


The 0-1 "qualifier" for the EC knights was due to the list being Emperor's Children and the fluff dictating they would not have excessive access to the House Divine Knights.

The unit is good, but not a standout performer in the EC list

- Kendall

Author:  Caz [ Tue Oct 20, 2015 7:23 am ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

Happy to run either option. DO you have a preference. Mine would be the paladins but i think either could work

I do like the tweak in imperial as the invun is a nice compromise and more thematic for chaos/daemons

Author:  madd0ct0r [ Tue Oct 20, 2015 8:23 pm ]
Post subject:  Re: [Experimental] Chaos Titan Cult Union 0.7

minor tweaks, messing around with 0.8 draft.

Demon knights changed up. Aircraft moved out. Not sure if aircraft should be 1 formation per three titans or if that is too punitive.
Great Spawn removed, it's not doing anything. Silly hosted formations added to get away from complex mix of demons following different rules.

Epithets are the key bear to make dance though. 0.8 won't be done until they are. I think I based the 9 originals on the traitor legions. I think the key elements people need epithets to add are Titan Killer, Leader, Inspiring and Commander (to make the most of the low chance activations).
Ideally, those 4 special abilities will be in 4 different eptihets.

Attachments:
titanlegion0.8.pdf [63.01 KiB]
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