I think the weapons listings need serious review in the list as it stands. And some clarification. You have Carapace Multilasers listed in with the weapons -and- as an upgrade. Do I have to pay for them if I want to field them at all? Can I down my titans by 4 weapon points to field them for 'free' and only have to pay to have them on top of the basic weapons? Likewise with the Custodial Warlord Titan upgrade.
Several of the weapons seem to be the wrong cost. Take the Hydra Turret vs the Carapace Multilasers, it costs 9! and takes up a primary weapon mount! When I can field 2 carapace multilasers for less then half the weapon value and they suffer what, 15cm less range and more restrictive firing arcs so I'll rarely get more then one shot off on a give formation of aircraft? I just can't see when I'd ever want to field the Hydra cannon as is. It's got more firepower and longer range, for sure, less restrictive fire as well, but much much too expensive. Move it to Weapon Grade 6 and I might be willing to field it. But at 9 I'll never take it over a Carapace Multilaser.
Vulcan Mega-Bolters: Am I the only one who worries about the prospect of Warhounds running around with 9 FF attacks each? Not so great on bigger Titans, but you've got the Vulcan Giga-Bolter to make up for that. Reaver with 1 Gigabolter, 2 Megabolters, a Weapon Head and a pair of Lascannons perhaps (And yes, that's a legal loadout), for 18 AP3+/AT5+ shots and 2 AT 4+ shots at 30cm. Oh, and 19 Firefight attacks, too, let's not forget that! Or drop the Gigabolter for a 3rd Megabolter and go for a weapon head and 2 Carapace Multilasers to keep aircraft off you. March turn 1, advance/fire turn 2, assault turn 3 to get the enemy off the blitz. I don't think anyone will want to fight something with 18 firefight attacks at 3+!
Twin Laser Destroyer vs Vulcan Megabolter: Again, I can't see myself fielding the Twin Laser Destroyer much at all, to be honest. At least not on Warhounds, and on larger titans I'm better off taking the Turbolaser Destructor in general. 4 shots at AT 5+ vs 2 shots at AT 3+, way better AP fire, more firefight shots. Sure I might have to double to fire it instead of advance dropping it to 6+ on turn 1, but with a 30cm move range I'll rarely have to do that more then once, especially with the ability to garrison a Warhound up front! The VMB is just straight up better then the Twin Laser Destroyer as things stand as near as I can tell when it comes to Warhounds anyway.
Hellion Missiles: MW 2+, TK(D3), 90 cm range, class 2 weapons??? Am I the only one who looks at these and thinks 'why would I -ever- want a deathstrike unless I already have 2 of these??' I can just imagine a Warlord with 2 of these, 2 Deathstrikes and a pair of Rocket Launchers or maybe Inferno Guns. Average of 11 points of TK damage in a single round of firing. Oh, sure, you can only do it once. But when one well-chosen target can net you your point value or more back, who cares? And once you're done unloading those missiles, you have 6 BP of firepower at 60cm, or 6 BP of macroweapon power at 30cm! You could do something similar with a Reaver, using just one Deathstrike, and still get to something like 7.5 DC on average plus whatever you do with your two secondary weapons.
Harpoon Missile: I -really- dislike this. Anything which takes a point of damage from it joins your side? Not only does it not make sense in many cases (Necron warengines for instance), but it makes it an extremely swingy weapon. Sometimes it'll do jack, sometimes it'll net you in excess of 1000 points of advantage over your enemy (Hit someone's 800 point Great Gargant with it after shooting out the shields, and if you manage to damage it you've just denied them an 800 point formation AND gained an 800 point formation of your own!) IMHO, this weapon -alone- is reason enough for me not to want to play against this list. The ramifications of being able to 'steal' opposing war engines are quite high, especially since I can potentially mount four of these on a Warlord or three on a Reaver! Pick your targets carefully and sustain fire and you've got a -very- good chance of swiping something expensive from the enemy, potentially claiming BTS (Does the thing in question count as destroyed for purposes of BTS?) and gaining a big point lead on my opponent (Or at least not giving one up) if they ever field anything big, expensive and fancy.
Vortex Missile: I'm against BP TK attacks on principles. The end result of hitting a titan with one is pretty grotesque, made more so by the fact this thing has such long range it can hit wherever it likes and you can field 2 on a Warlord plus 2 backup weapons (Or 1 on a Reaver plus 2 backups and some support weapons). Being able to potentially fry virtually any war-engine class unit on the table on turn 1 in a single activation is a bad thing, to me, and that's exactly what this allows for potentially.
Deathstrike Cannon: Do you round movement up or down when halving it? (I'd assume up, I think that's the general rule, but it would be good to have a note somewhere about it).
Not many comments on the list build itself, to be honest. It doesn't really feel very titan-centered (0-1 Warhound packs, but unlimited single warhounds seems weird to me). I'd recommend moving the Ordinatus to the support section, at least. Knights as a central formation I'm so-so on. I'd like to be able to field larger units of other knights as well, but that's just me. Why are there Rough Riders in with the knights? Doesn't seem to make much sense, and detracts from the actual Knights as a supporting assault formation, IMHO.
Just what I've found in a read-over of it. Sorry if it comes off a bit harsh. I like the concept, but the execution seems like it could use some work. The potential for weapon load-outs is pretty neat, but not sure how well it'll work out over all as it may make some weapons largely worthless and others really really good.
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