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Modular Weapons Costs V1.3

 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jun 17, 2006 8:07 pm 
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Aye, I downgraded the Vortex attack to TK(1) to avoid that, it gives the three different one-shot support missile systems very different flavours.

- Barrage Missile : A supreme infantry unit breaker, disrupt will do nasty things to those large formations.
- Warp Missile : War Engine killing power, pure and simple.
- Vortex Missile : Unleashes chaos upon the battlefield, but even more unreliable than the other Support Missile choices.


However, I think that the Vortex is perhaps still too strong and could do with being downgraded to MW(1) instead of TK(1)?





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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jun 17, 2006 10:47 pm 
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Leave it at TK. Otherwise the Quake Cannon is just a flat out better choice (it's reusable and just as powerful, and nearly as long range). TK(1) should be fine, really.


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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sun Jun 18, 2006 12:35 am 
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Mmm fair do's. It is a hugely expensive one-shot after all.

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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sun Jun 18, 2006 2:39 am 
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Making them TK(D3) might actually be OK since they are one-shot and what, 160 points each? There's a reasonable chance you can blow away an enemy in a single shot... But there's also a (Much better) chance that you'll only do a few DC to them if that.


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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sun Jun 18, 2006 11:00 pm 
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I'm loath to give too much TK power to the Vortex, as its described as sucking away infantry with ease, but finding larger vehicles and structures somewhat indigestible.

Plus the Vortex has a 2/3rds chance of hanging around for more turns and interdicting areas of the battlefield without an active presence, an almost unique danger.

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 Post subject: Modular Weapons Costs V1.3
PostPosted: Tue Jun 20, 2006 4:48 pm 
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So, to reiterate, what problems are currently massively outstanding, or is the list ready for like, three people to game-test it. :D

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 Post subject: Modular Weapons Costs V1.3
PostPosted: Tue Jun 20, 2006 5:18 pm 
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It looks reasonable over all, I think. I'm a little worried about the Warp missile's lethality, but it should be OK. I'd be willing to test it someday. But for now I think I'm gonna stick to playing basic AMTL till I'm a little more experienced


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 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jul 14, 2006 2:28 pm 
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I recently played as 'nids against this AMTL list, 'nids won on turn 4.

I'll try and remember to write a battle report etc next time. :)

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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jul 15, 2006 5:15 pm 
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I haven't read through every thing in this thread, so this may have covered else where, but...

I see that any Titan can take a Legate, not just Warlords.  I like this as a player, but the old ruling sure did add character to the list (no play on words intended).

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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jul 15, 2006 5:54 pm 
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(-AL @ Jul. 15 2006,17:15)
QUOTE
I haven't read through every thing in this thread, so this may have covered else where, but...

I see that any Titan can take a Legate, not just Warlords.  I like this as a player, but the old ruling sure did add character to the list (no play on words intended).

This was a feature of the AMTL 2.0 list that this points costing list is based on... I've tried to avoid too many changes so far. (The only significant change so far has been the Warp Missile).

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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sun Jul 16, 2006 4:59 pm 
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Ooops, sorry.  I thought Legates where still restricted to Warlords.

Well, carry on then.  Brilliant work, by the way.  Its much harder to write lists in my head now, but well worth it I'm sure.

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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sun Jul 16, 2006 5:42 pm 
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(Evil and Chaos @ Jul. 15 2006,12:54)
QUOTE

(-AL @ Jul. 15 2006,17:15)
QUOTE
I haven't read through every thing in this thread, so this may have covered else where, but...

I see that any Titan can take a Legate, not just Warlords. ?I like this as a player, but the old ruling sure did add character to the list (no play on words intended).

This was a feature of the AMTL 2.0 list that this points costing list is based on... I've tried to avoid too many changes so far. (The only significant change so far has been the Warp Missile).

Under the current V2.0 list (At least the one I have!) the Legate is still restricted to the Warlord. The Warlord is the only unit with the "Legate" upgrade listed. So it's the only titan which can actually field one. But they're listed, in the army list, in the Upgrade section not in the Warlord stuff.


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 Post subject: Modular Weapons Costs V1.3
PostPosted: Sun Jul 16, 2006 7:01 pm 
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Lol totally my mistake then!

I'll change it over to Warlord-only in the next version.


I'm also considering a slight nudge upwards in points cost for Melta Cannons... thoughts?

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