Modular Weapons Costs, V1.2 |
Evil and Chaos
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 3:21 am |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Here's the latest version of the test-list for the test-list... Modular Titans Points Costings V1.2g.
And the beat goes on...
Download V1.2g
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Ilushia
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 4:01 am |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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You have the Power Fist listed wrong. You're listing it as "Extra Attacks (+D3)" when it's supposed to be "Extra Attacks (+3)". And the Melta-Cannon could use a little cleaning up (PUt the TK(1) on the same line as the Extra Attacks (+1)).
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Evil and Chaos
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 11:15 am |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Corrected and modified, list version updated to 1.2b.
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Ilushia
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 11:23 am |
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The Rocket Launchers on the Reaver and Warlord both read as BP 4, they should be BP 3. The Vortex Missile for the Reaver says it's Indirect Fire. Should be 'Does Not Require LOS' instead.
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Evil and Chaos
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 11:39 am |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Corrected and Corrected, V1.2c uploaded.
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Evil and Chaos
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 12:40 pm |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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List updated to 1.2d, now including a scattering of Head varients with points costs & stats.
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Evil and Chaos
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 1:00 pm |
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Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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As an experiment, here are all the currently available to purchase new Titan configurations:
'Rulebook' Plasma & Vulcan Mega Bolter Warhound - 250 pts
'ForgeWorld' TurboLaser & Inferno Gun Warhound - 260 pts
'Rulebook' 2 x Turbolaser & Rocket Reaver - 650 pts
'ForgeWorld' 3 x Rocket Launcher Reaver - 570 pts
'ForgeWorld' Volcano / Gatling / Rocket Reaver - 660 pts
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Suvarov454
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 1:10 pm |
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Joined: Sun Apr 02, 2006 2:24 am Posts: 233 Location: Albany, NY
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If you find the nag notice of Win2PDF to be annoying, please check out PDFCreator. ?It has the same basic funcionality (specific details will differ, and it may miss a feature that you want), but it is Free (as in Libre, not just Gratis) software, so no nag notice, and you can share it with your friends.
_________________ Happy to have survived to being a Grognard!
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Ilushia
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 1:25 pm |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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I use Open Office to make PDFs myself. It's a nice functional piece of software, and doesn't take much time to figure out how to use.
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Evil and Chaos
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 3:21 pm |
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Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Right, gotta head out for the evening.
The major aspects that I'd like analysis on for the next snap-revision are CC weapons (Are they still too cheap?), and the newly added Head options (What's missing that should be there? Are the points / stats for the Heads remotely balanced?)
Also, please feel free to try and 'break' the list by building a beardy abberation of an army that should never see the light of a dimly-lit games room.
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primarch
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 9:31 pm |
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Joined: Fri Feb 14, 2003 12:46 am Posts: 27069 Location: Edmond, Oklahoma USA
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Quote (Ilushia @ 08 June 2006 (08:25)) | I use Open Office to make PDFs myself. It's a nice functional piece of software, and doesn't take much time to figure out how to use. | Hi!
I agree its VERY good.
Primarch
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Evil and Chaos
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Post subject: Modular Weapons Costs, V1.2 Posted: Thu Jun 08, 2006 11:55 pm |
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Brood Brother |
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Joined: Fri May 05, 2006 2:57 am Posts: 20887 Location: Harrogate, Yorkshire
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Which of those PDF creators does not insert an annoying final page saying 'this PDF was made with..."?
Over 100 views and noone has any issues with the latest points set yet?
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Suvarov454
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Post subject: Modular Weapons Costs, V1.2 Posted: Fri Jun 09, 2006 3:04 am |
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Joined: Sun Apr 02, 2006 2:24 am Posts: 233 Location: Albany, NY
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Quote (Evil and Chaos @ 08 June 2006 (23:55)) | Which of those PDF creators does not insert an annoying final page saying 'this PDF was made with..."?
Over 100 views and noone has any issues with the latest points set yet? |
Neither of them do -- ain't it great to be Free? ?(gratis is not as just as good as libre:-). ?I have no issue with the points because I have no experience with the units (and little chance to test them).
_________________ Happy to have survived to being a Grognard!
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Ilushia
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Post subject: Modular Weapons Costs, V1.2 Posted: Fri Jun 09, 2006 4:07 am |
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Joined: Mon May 08, 2006 10:50 am Posts: 1189
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The point-costs look OK to me so far, but I'd have to test them a bit. I WILL say this: If I built my current AMTL army with that list, I'd be 150 points cheap. Even after buying Legate for the army! but we'll have to see how it functions this saturday to find out how well the army works (Given this'll be like the second game I've played with them...)
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baronpiero
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Post subject: Modular Weapons Costs, V1.2 Posted: Fri Jun 09, 2006 10:38 am |
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Joined: Sat Jul 09, 2005 1:38 pm Posts: 186
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E and C Basically, instead of paying fixed points for each titan, you'd build each one with the points costs for the weapons upgrades listed, but still obeying the AMTL composition rules. | Sounds good.
E and C Q. Why do the same weapons cost a different amount of points for different Titans? A. Due to the system used for building the points costs, the Titans are costed on different ratios. What this means in practical terms is that a weapon that has a balanced cost with a Warhound Titan would not have a balanced cost when given to a Warlord Titan, thus the different points costs. |
Scout titan weapons are not the same from the beginning, so I guess you meant Reaver and Warlord from our previous discussion.
While I agree this is true as general case, I still believe that having the same weapon costs for Warlord and Reaver is feasible and would be way simpler.
Here are a few reasons:
Warlord is a scaled-up Reaver in most respects:
- 1/3 more DC
- get to pick 1/3 more weapons
- roughtly 1/3 more expensive, etc...
In fact, everything on the Warlord is multiplied by 4/3, especially the number of weapons to pick and the cost.
Now, looking again to your examples using a 440 pts Warlord hull and Reaver's weapon cost...
E and CExamples:
4 x Vortex Missiles Warlord - 1165 pts
4 x Vortex Missiles Warlord*** - 1240 pts
4 x Lasburner Warlord - 565 pts
4 x Lasburner Warlord*** - 500 pts
*** Using a 440pt hull and Reaver's weapons costs.
In fact it seem to work with most weapons but those you took as an example. For instance here is a Warlord having a similar loadout to the tau Manta:
- WarlordHull @440 pts
- 2x Gatling Blaster @80 each
- 2x Volcano cannon @ 130 each
= 860 pts. Not too far from truth
In fact, everything gets amplified by 4/3 on the warlord, including cost errors. So I would rather conclude from your examples that:
-> DSM are prohibitive
-> Laser burner is a bargain
Scale-up rather acts as a revelator in fact. Much like if you pushed the system to its limits and played entire armies with the above titans.
E and CWarlord Titan's CC weapons were increased slightly in points cost relative to the Reaver's CC weapons, as the Warlord's 2+ CC would make them all the more effective.
That's true. But on the other hand, the warlord titan is slower and is less likely to get in CC. So it's close to no difference IMO, especially If youfinally round everything by 25 pts.