Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 42 posts ]  Go to page 1, 2, 3  Next

The various Titan arming systems

 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 12:09 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
So me and Blarg have stuck up what we think everyone else should mindlessly fall into line with, but what do the precepts out there think? There are two interconnected areas, weapons and support units, interconnected as one makes up for the deficiencies/magnifies the effects of the other. Here I'll stick with the Titan 'build' systems.

One of the ideas was to see if the two could be combined.

I don't think this is possible as the systems are quite different. The 'existing' one goes for army level balance using a two grade systems of weapon listing that tries to accommodate everyone's collections and stick with existing playtest data. Blargs is one centred around large amounts of choice (50 plus options I think) based around balancing individual titans and also alters a few existing Epic A weapons and doesn't necessarily support existing models. One gives a fairly limited range of combos whilst the other gives free reign over what you wish to do.

Now undoubtedly I'm biased and that summery would reflect that but I would like to sort out the pros and cons of each system so people know what they are dealing with and if we can't decide end up voting no doubt.

So what are the pros and cons of each system? For completeness I'll stick in the other two options mooted over time and people can post the pros and cons of each and I'll try to keep this post updated.

1) Set weapon patterns
The default position and one that reflects Epic A to data. As a starting point would have each of the SG and Forgeworld configs, then two or three added to round them out.
Pros
No unforeseen combos
If you know the support units each Titan points level can be fairly accurately divined.
Does away with min maxing.
Most combos already tested.
Cons
Boring (I mean come on, is that it?)
Doesn't accommodate peoples existing models well.
Cheaper Titans will always be more attractive than effectiveness suggests due to activation count, access to support etc.
Other comments
Often mooted as a way to have different Titan configs in existing lists. I simply think this is wrong as different load outs mean more to different armies, the classic case being an artillery Titan meaning more to marines than the Guard.

2) A points based system
Pros
In theory the best way of getting balance, especially with two different battle titan hulls.
Cons
In practice impossible to account for all the variables involved, and hard to balance.
In practice the 25 point increments used make the system somewhat 'blunt' (if using 25 points, unbalanced, if using any increments min-maxed)
Super Titans
Other comments
System is hard to account for the fact that the chassis themselves are very good and in Epic there is a decreasing return compared to cost for single formations due to the GT scenario (making, say, Reavers more attractive than Warlords despite warlords being far better than the difference in price suggests in sheer toughness and destructiveness).

3) the existing system
Pros
Its the compromise system
Increases general power level of titans beyond their points to make up for lack of activations etc.
Allows pretty much any existing model to be used as 'weak' weapon load outs are compensated for by others.
Tested lots so hopefully one of fastest to finish.
Designed using a terrifying spreadsheet that stops short of modelling the system and relues on human intervention
Cons
Its the compromise system
Increases general power level of titans beyond their points affecting support options when considering army balance (skewing things in favour of titans).
Encourages min maxing. As support weapons are more powerful encourages you to have as many as possible.
Very hard to view the spreadsheet as its very big (anyone want to see it? :) )
Are the weapons balanced
Support/Tactical split arbitary (I thought it was based on AT1 Blarg :) )
Other comments

4) Blargs system
Pros
Massive variety
Attempts to achieve a set points value per titan allowing the supporting units to balance the army.
Mathematically balanced using a model rather than subjectively using peoples experience (though of course the two inform each other)
Cons
Army relies on supporting units to make up for Titan deficiencies potentially taking focus away from Titans.
Encourages min maxing if 'perfect' balance is not achieved
Needs to be tested from scratch
Some existing models are less powerful than ones built for the system
Changes book units (Reaver, Shadowsword, Warlord, Warhound) which would have to be re-pointed.
Mathematically balanced using a model rather than subjectively using peoples experience (though of course the two inform each other)
Tries to solve the 'scout weapons' problem
Other comments
Almost a con but I suspect true individual titan balance is impossible to get as there are to many variables when the supporting units and similar are taken into account.
The massive variety is impossible to test exhaustively given current level of playtest activity. It gets round this by using a model to model the game (which is in itself a model, this sounds like economics :) ). If the model is right this is great. If the model has flaws this isn't.

This is of course a work in progress, especially since my daughter has returned from school so please add.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 1:43 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Maybe I should finish my "Titan Weapon System"; it's similar in concept to Blarg's, but there's only three "grades" of weapons.

Honestly though, I'd much prefer a "pattern" system... it's what the Titan Legions actually do.  Now, I'd recommend taking a page from the OGBM army list, and allow some kind of "upgrade" that allows the Titan to swap one weapon out of its "pattern" for a non-pattern weapon, to allow for a least a little customization.

Thoughts?

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 1:55 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
I, for one, like the current system. It works well, it's simple, it's easy to use. The only thing which needs to be worked out is not making the Support weapons be -better- then the normal weapons, but rather making them be more specialized. A volcano cannon firing at 4+ RA vehicles right now has only slightly increased lethality compared to a TLD. Its main advantage is against super-heavies and infantry. But again it's not as good against infantry as a VMB is. If we focus more on making the support weapons for support use (IE: Niche-role weapons good for their designed purpose but not so good for other things as weapons designed for those things) I think we'll see a lot less 'take all the support weapons you can' results.

A system with perhaps 5-6 standard loadouts for each titan class and then the ability to swap out one or two weapon systems for alternatives might be neat to see. Not sure how well it'd work, but might be neat to see. So long as the swapping is balanced I don't think it'd be a big issue. Perhaps attach the weapon-replacement to the Vet Princepts so they're slightly more valuable (Along with the Legate) since Vet Princepts don't give you any extra attacks currently, just Leader and Commander, neither of which are terribly important for titans. This would also fit the fluff for Titan Legions which claims that older Princepts tend to find a weapon loadout they like and stick with that one.


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 5:43 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Ilike the idea to have a cople of set weapon configurations for each Titan with the ability tos wap one or two weapons zo give different combos.

For example: The rulebook Warlord could be able to swap both Turbo-Laser Destructors for two Plasma Destroyers.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 7:32 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 18, 2005 9:08 pm
Posts: 356
Location: Beavercreek, Ohio, USA
Chris,

Overall a fairly balanced account of the different systems. ?I think you listed more "cons" for my system than were fair, but then again I am a little biased also. ?Here is my commentary:

1) Set weapon patterns
The default position and one that reflects Epic A to data. As a starting point would have each of the SG and Forgeworld configs, then two or three added to round them out.


This is definately the safest route to go, nobody can argue with that. ?The only thing I can add, aside from heaping more disgust at the boring aspects of this option, is the con that this option does a dis-service to the dedicated titan collector and player.

If you are a serious titan collector and player then you have already gone to lengths to collect old bits, figured out what combination of weapons you like, and painted up your titan just as you like it. ?You may have even gone so far as to kit-bash other GW bits into parts for your titans. ?I applaud you.

I have always seen myself as someone on these boards who has advocated for the older players and the non-tournament players. ?I think of the dedicated titan collector and player as a member of these groups and should be considered.

While set weapon groupings may be the easiest and safest to balance, I think your efforts for a better tournament list are going to drive away the titan players who don't care about the tournaments. ?They are going to want titan lists and rules that are balanced enough for a good time and flexible for their needs. ?Set weapon groupings take away their flexibility.

2) A points based system
Pros
In theory the best way of getting balance, especially with two different battle titan hulls.
Cons
In practice impossible to account for all the variables involved, and hard to balance.
Other comments

I would say that this approach would be impossible to balance because of the trend to point units in this game at 25 point increments, something I support. ?This approach would almost definately result in weapons, and consequently units, that are above or below a 25 point increment. ?This will lead to min-maxing in an effort to minimize unused points. If you try to eliminate this by pointing weapons at a 25 point increment then I think you will create unbalanced weapons.

3) the existing system
Pros
Increases general power level of titans beyond their points to make up for lack of activations etc.
Allows pretty much any existing model to be used as 'weak' weapon load outs are compensated for by others.
Tested lots so hopefully one of fastest to finish.

One of the pros of this system is that it was the comprimise that everyone could, grudgingly, agree upon. ?(Not much of a "pro," huh?) ?I look at the current system as something that I could live with because most of the weapons stats are ones that I had helped generate or supported in general. ?Most of the weapons are balanced to each other (there are several exceptions) with the "Tactical, Support, and Assault" weapons classifications being a thin veneer of limitation to placate the people who were hysterically scared about allowing people to pick whatever they wanted. ?When you look at the current system a lot of what you are looking at is from what I used to advocate for titans.

Cons
Increases general power level of titans beyond their points affecting support options when considering army balance (skewing things in favour of titans).
Encourages min maxing. As support weapons are more powerful encourages you to have as many as possible.
Other comments

The limitations are rather arbitrary and don't make much sense. ?Many of the weapons within a classification are not balanced with each other in my opinion.

4) Blargs system
Pros
Massive variety
Attempts to achieve a set points value per titan allowing the supporting units to balance the army.

Is more mathematically based than subjectively based - The Weapon Grades (1, 2, 6, 7, 8, 9, 10, 16) are based upon a mathematical system that I have developed and been working on for years. ?It pretty much multiplies the range (in 15cm range brackets), number of shots, and the AP&AT to-hit percentages, taken as a decimal averaged together. ?From there a series of assumptions and logical proofs are used to create modifiers that will change the end results. ?While I won't say that any two weapons that I have posted within the same Grade are definately balanced with each other, I will stand by them as ready for playtesting.

Is less subjectively based than mathematically based - One of the things I have noticed with playtest reports and commentary by different people on the various forums is that we do not all play this game the same way. ?We all have different table set-ups, different table sizes, different terrain densities, different miniatures available for use, different levels of experience in prior versions of Epic, opponents of different capabilities, and different personal backgrounds. ?I have done my best in taking subjectivity out of the design process, and where it is present I have tried to make it a numerical modifier and apply across all of the applicable weapons.

It has already been playtested some by proxy - While I have been very public about this system in regards to titan weapons, I have also quietly been applying it to the weapons of infantry and vehicles. ?The results have been surprisingly reassuring in that units that were universally considered to be equal to each other have come up as equals in the use of my system.

It supports as much of the old and new as possible, with an eye to internal consistency - Under this heading I'd like to list a lot of "sub goals" that I tried to meet

1) de-proliferate the "Scout Weapons" out so that the same weapon bit would have the same stats regardless of the titan it was mounted on.

2) Make it possible for any titan to fulfill any support role that a vehicle currently does: APC (Corvus Assault Heads and Pods), artillery (Rocket Launchers, Quake Cannons, Carapace Landing Pads, etc.), Air Defense (Hydra Turrets, Carapace Multi-lasers), and CC/FF support.

3) Be as flexible as possible - not only is this a personal desire, but a nod to the concept in WH40K that the galaxy is a huge place and that there are more Space Marine chapters, Imperial Guard regiments, and Forge Worlds than what are published in the books, so feel free to make up your own. ?Yes, different Forge Worlds will have certain concentrations of technology and available equipment, I don't want people to play only a particular Forge World, I want them to play whatever Forge World they want to play. ?Kind of like how the Codex Space Marine Army list allows players to play whatever Space Marine chapter army list they want to play.

4) Follow the book as much as possible while it makes sense - In previous endeavours I have tried to make the weapons fit a certain weapon grade. ?Now I am trying to make the system fit the weapon grade of the weapon. ?Most of the weapons that have stats on p.165 of the rulebook are the same as or very close to what I have in my weapon list.

Cons
Army relies on supporting units to make up for Titan deficiencies potentially taking focus away from Titans.

Not entirely true. ?Theoretically I think my weapon list, and any supporting infantry bought as well, could go without any supporting vehicles. ?The problems with such a list are lack of activations, vulnerable to being swamped, and trouble spending all of the points available due to the high points costs of many of the war engines involved. ?I stand by my list of what vehicles can be taken as support, I just think that a tweek needs to be made to force players to take more titans.

Encourages min maxing if 'perfect' balance is not achieved

Yes, you are going to have some min/maxing to make certain weapon combinations fit, but you are going to have that with any system that allows you to pick your weapons. ?The design intent was that players would be able to field whatever weapons they want, within the confines of the system, and if they have some points left over they can use the Grade 1, Grade 2, and to a lesser extent Grade 6 weapons to use up any remaining capacity.

Needs to be tested from scratch

To an extent, yes. ?But, I think that a lot of the work I have done ahead of time will eliminate a lot of the playtesting people think there is going to be needed. ?I guess we will just have to see.

Some existing models are less powerful than ones built for the system
Changes book units (Reaver, Shadowsword, Warlord, Warhound) which would have to be re-pointed.

I will admit that some of the titans already presented will need to be either redesigned, have a minor change noted, or repointed. ?The worst off will be the Reavers because they typically have weapons on them that are also on the Warhounds, and if we are going to maintain WYSIWYG the book-Reavers either need to made into a variant, have something added to the stats that would not be represented by a miniature bit, or worst case ignored. ?Since the Forge World Reavers, the ones least open to conversion most likely, will have different appearing weapons new weapons could be made for them.

The "WARLORD CLASS BATTLE TITAN Mars pattern, Standard Weapon Configuration" on p.102 will have to have the Turbo-laser Destructor stats changed and the Volcano Cannon changed from Forward Arc to Fixed Forward Arc.

The REAVER CLASS BATTLE TITAN Mars pattern, Standard Weapon Configuration on p.103 will need to have something done for it. ?The weapon bits that are to be the Turbo-laser Destructors are the same ones that the older Warhound would use for the Twin Laser Destroyer, creating a WYSIWYG problem. ?The Rocket Launcher is the same bit that the older Warhound would use for the Rocket Launcher, again creating a WYSIWYG problem. ?Therefore this titan is shown as using only 18 of the available 24 weapon slots. ?Either some weapons need to be added, or something more drastic needs to be done.

The WARHOUND CLASS SCOUT TITAN Mars pattern, Standard Weapon Configuration on p.103 would need to have the Vulcan Mega-bolter stats updated.

The Shadowsword would not need to be changed! ?If anything, it and its Volcano Cannon caused me some of the most grief. ?You see, by my system the Volcano Cannon is a monster weapon, already a "Grade 5" weapon without even taking into account the TK(D3) damage. ?The only way to make it a manageable weapon without changing the stats (like I'm going to change the stats of the Shadowsword?!?!) would be to copy the Shadowsword and require that the Volcano Cannon be a fixed forward arc weapon, just like on the tank. ?I figured I would have an easier time convincing people that the VC on the Warlord would need to become fixed forward arc before I could change the VC on the Shadowsword.

Almost a con but I suspect true individual titan balance is impossible to get as there are to many variables when the supporting units and similar are taken into account.

I think the biggest complaints I have seen so far have centered around the potential death-machines that can be created by certain combinations of weapons. ?A couple of years ago it was the masses of Volcano Cannons, now it is the Vulcan Mega-bolters. ?I've seen them before, I'm seeing them again. ?And I'll say the same thing now as I did then: If you create a one-mission titan, like an all mega and giga-bolter titan, you will have a large war engine very vulnerable to attack by its polar opposite. ?If you create an all X-bolter titan you will soon see it destroyed by massed long range MW and TK weapons fire. ?If you create an all Volcano Cannon titan you will soon see it swamped by fast moving CC & FF oriented forces. ?The minute you say "Look at what this titan can do!!!" you are also saying "Please target and destroy this titan before it can hurt you." ?

But what about situations where you have a one-mission titan that goes against a force made up of its intended prey, like an X-bolter titan going against an infantry heavy force, and the enemy doesn't have the needed polar opposite weapons? ?To that, I say: "Congratulations!" ?You did exactly what you were supposed to do and get away with it.

You see, the subtle difference between the current weapon rules, which The Real Chris is advocating, and my system is that Chris would like to increase the potency of the Imperial titans by giving them stronger weapons. ?I want to increase the potency of the Imperial titans by playing to their historical strength and following GW prior thinking: I want to make them super flexible.





_________________
I shot a Deathstrike Missile and destroyed an enemy titan in my pajamas last night. ?How it got into my pajamas I still don't know...


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 7:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
2) Make it possible for any titan to fulfill any support role that a vehicle currently does: APC (Corvus Assault Heads and Pods), artillery (Rocket Launchers, Quake Cannons, Carapace Landing Pads, etc.), Air Defense (Hydra Turrets, Carapace Multi-lasers), and CC/FF support.


And here you mention some of the more common weapon configurations for titans :)

On the other hand: With your grade system it would be only one further step to switch "grade" to "points cost" and give titans a minimum requirment of 2 armweapons and the carapace weapons as optional. So you have the old configurations (Nightgaunt, Vandal, etc) and free weapon selection.





_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 8:45 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 2:43 pm
Posts: 2084
Location: Reading, England
I like the point based system.  It allows the weapons to be stated according to their ability, rather than being balnced within a group (am I making sense?)

However I would like for  it to also include a power rating so that you can't have too many high power weapons on a single titan (though I will probably find that my two plasma destructor, two plasma cannon warlord wont be able to power all of its weapons and the coffee machine at the same time).

_________________
Tyranid air marshal


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Mon Nov 26, 2007 9:12 pm 
Swarm Tyrant
Swarm Tyrant
User avatar

Joined: Thu Jan 02, 2003 6:22 pm
Posts: 9348
Location: Singapore
I think that I am somewhere between the two extremes, and I have been keeping my eyes on this. I have two suggestions.

1. If the option of buying the titan and weapons configuration seperately, giving huge variety of configuration, I wonder whether a multiplier would work. For example, a Warhound gives a 5x, a Reaver 10x and a Warlord 20x. Then, add the cost of the weapons and factor in the titan multiplier value. This would allow the representation of the different values of the weapons on a chasis.

So, a set of weapons costed at 24 points gives a Warhound at 120 points, a Reaver with the same weapons at 240 points and a Warlord at 480 points (cleary, not carefully thought about these values!  :O But, the theory should work).

2. An alternative is to have a standard configuration for titans. The weapons can then be 'upgraded', in the same way that IG formations can add a four Fire Support units, a Warlord can upgrade its Powerfist (or, either arm mount weapons) to a Gattling Cannon (for example). This should allow the variety that people want, but not infinite variety (since only some upgrades are allowed), should allow different points values, and also help to get things balanced in reasonable time.

Just throwing some ideas out.

_________________
https://www.cybershadow.ninja - A brief look into my twisted world, including wargames and beyond.
https://www.net-armageddon.org - The official NetEA (Epic Armageddon) site and resource.


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Tue Nov 27, 2007 10:05 am 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London

(Ilushia @ Nov. 26 2007,18:55)
QUOTE
The only thing which needs to be worked out is not making the Support weapons be -better- then the normal weapons, but rather making them be more specialized. A volcano cannon firing at 4+ RA vehicles right now has only slightly increased lethality compared to a TLD. Its main advantage is against super-heavies and infantry. But again it's not as good against infantry as a VMB is. If we focus more on making the support weapons for support use (IE: Niche-role weapons good for their designed purpose but not so good for other things as weapons designed for those things) I think we'll see a lot less 'take all the support weapons you can' results.

In theory the current system works sorta on that principle.

The phrase 'more powerful' comes in because the more specialised you are in practice the more powerful you are. It is something of a gamble but because target profiles tend to be AV or INF (or WE) massing weapons designed to defeat that makes sense (and in the case of mech troops  AT rules as it strips away their mobility).

In theory the weapons selection should be balanced around the Gatling Blaster for the general purpose stuff and the Volcano Cannon for the Support stuff.

Blarg tried a system where everything had the same value but it proved somewhat tricky to make work without changing stuff like the VC.


(Blarg D Impaler @ Nov. 27 2007,00:32)
QUOTE
Overall a fairly balanced account of the different systems.  I think you listed more "cons" for my system than were fair, but then again I am a little biased also.

I was interrupted by my delightful daughter before I could put the rest of the cons in for everyone :)

I think your efforts for a better tournament list are going to drive away the titan players who don't care about the tournaments.


Ok, so the quote is actually talking about something slightly different and this is out of context but I thought I would say that ultimately the whole army list is for the tournament scenario. To limit variables its one scenario which brings in several fixed aspects to do with activation count, how the game is played etc.

The collectors models bit does try to get back to the other games played out there, but is only a half way house.

Ultimately you are faced with a choice, go for a list that can be 'official' as it is designed and balanced for that scenario like the others, or one that isn't, but aims at pleasing players. The latter is a house rules list. I have no problem with people doing that, and it gives a lot more focus, but I do think the objective in this case is for the former. People by all means can do stuff for the latter, but they should realise that the 'vault' and all that goes with it is for the one that can become official. The articles section of the SG website could contain the latter however.

The Shadowsword would not need to be changed!


I may have mis read your list but haven't you added 'heavy' or something to the notes?

And I'll say the same thing now as I did then: If you create a one-mission titan, like an all mega and giga-bolter titan, you will have a large war engine very vulnerable to attack by its polar opposite.  If you create an all X-bolter titan you will soon see it destroyed by massed long range MW and TK weapons fire.

This is where you get most subjective (hey, just thought all this should be in your thread, not this one, I'll transfer it in a minute :) ). You simply don't rate assault as highly as others do. A FF specialist is also a kill everything specialist that builds on the fact titans are WE Void shielded monsters. A Reaver with nowt but big FF bolters will survive to target against shadowswords and then precede to beat them in an assault. Assaults are a  big leveller in Epic, AP/AT goes out the window and the loser breaks. In the T game it often becomes about activation advantage which is breaking the opposing formations before they activate faster than your opponent is doing yours.

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Tue Nov 27, 2007 11:43 am 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
He added Heavy Barrel which makes forward arcs to fixed forward, but doesn't restrict fixed forward any further (Which, to me, just seems to encourage mounting those weapons on the Carapace and other weapons on the Arms, really. Since Carapace is already Fixed Forward last I checked.)


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Tue Nov 27, 2007 7:07 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 2:43 pm
Posts: 2084
Location: Reading, England
I've been thinking about the differance between a truly open weapon selction to one that has a few set patterns with optional upgrades.

And I have come to the conclusion that their arn't that many.

For example all artillery titans will have a carapace landing pad and the other mounts filled with quake cannons or MRLs (with warlords possible having a chainfist or powerfist to discourage terminators from teleporting in and knee-capping it).

Tactical titans will have a mixture of gaqtling cannons and turbo lasers (I don't believe that battle titans wont be armed with VMB since their princeps can't care less about the little ant things).

A heavy tactical might swap out a gatling cannon for a volcano cannon or plasma destructor.

A titan hunter will have one or two MW or TK weapons to hurt other WE and the remaining mounts will have turbo lasers or gatling cannons to take down voids/power feilds.

An assault titan will have one or two cose combat/ firefight weapons and the remaining mounts will have generic weapons (again turbo lasers or gsatling cannons)

Finally a siege titan (on loan to ordo reductor) will have corvus assault pods, melta cannons and inferno cannons.

What I am saying is that even though there are possible tens of thousands or combinations to a reavers or warlords weapons load.  Very few of them will actually be used.  For example if you give a reaver a CLP you will not be giving it a pair of chain fists or direct fire weapons.  Similiarly anti titan titans wont have barrage weapons since they aren't that effective.

So in concluding I think Cybershadows idea has a lot of merit, even if it means some of the more obscure types can't be fielded (such as my own double plasma cannon double plasma destructor warlord ancient).

_________________
Tyranid air marshal


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Tue Nov 27, 2007 7:57 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
ragnarok: Thats exactly the image i had :)

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Tue Nov 27, 2007 8:05 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(ragnarok @ Nov. 27 2007,18:07)
QUOTE
So in concluding I think Cybershadows idea has a lot of merit, even if it means some of the more obscure types can't be fielded (such as my own double plasma cannon double plasma destructor warlord ancient).

The thing is, you *would* still be able to field it... just not in a pure "Tournament Scenario" situation... which is, at the core, what the army lists are for!

Those weapons would still be in the list and you could field your Plenty O' Plasma Titan in friendly games.

I'm very pro-Patterns, with some optional upgrades/swaps... just like the OGBM list.

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: The various Titan arming systems
PostPosted: Tue Nov 27, 2007 8:05 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 20, 2005 8:45 pm
Posts: 11147
Location: Canton, CT, USA
Good points, Ragnarok. I hadn't thought about it like that. You and Cybershadow make a lot of sense.

_________________
"I don't believe in destiny or the guiding hand of fate." N. Peart


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 42 posts ]  Go to page 1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 28 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

cron

Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net