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[Army List] Crab's Titan Legions

 Post subject: [Army List] Crab's Titan Legions
PostPosted: Fri Dec 07, 2007 9:35 pm 
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All the other lists seem to have more pages than some novels have so I decided to make one that fits in one page. The focus of this list is on the titans and I've left the wannabe bretonnians with pewpew lances out. I'm not a fan of restrictions either and if you want to glue a power fist on the carapace there's nothing stopping you as long as you remember to buy at least two weapons. I didn't want to invent a bunch of new weapons just because warhounds and reavers both have turbo-laser destructors so I renamed one of them to 'K-9 Turbo-Laser' and did some other fiddling and got over it. All titans ended up being slightly more expensive than they're in regular lists but that's only because there can be so many of them and they're horribly overpowered. Most importantly I managed to fit in all the weapons and titans from adeptus titanicus even though they might not be balanced (yet).

Enjoy the list and even if you don't, please add a similar reference page to your own lists so that they're easier to steal from.. uhm read.

EDIT: Replaced the attached list to version 1.4 (from post number 43).





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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Fri Dec 07, 2007 9:43 pm 
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Some nice work there, Crabowl!

Good to see the Emperor Titan making a showing!

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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Fri Dec 07, 2007 10:39 pm 
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Hey another one - thanks for the list! :D

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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Fri Dec 07, 2007 10:42 pm 
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Pretty cool. Though it makes the warlord really really expensive to field!


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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Sun Dec 09, 2007 1:29 pm 
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I managed to try to fight against these tin cans last night and it didn't go exactly as planned. I had orcs and the other guy tried titans. His pre-battle thoughts were somewhere around 'man these things are stupid', and then he mentioned 'hey I could take four or five reavers', but fortunately he ended up taking the following:

Reaver (400) - BTS
?2 x Quake Cannon (+250)
?Laser Burner (+75)
?Veteran Princeps (+50)
Cost: 775

Reaver (400)
?2 x Quake Cannon (+250)
?Laser Burner (+75)
Cost: 725

Warhound (200)
?Vulcan Mega-Bolter (+50)
?Vulcan Mega-Bolter (+50)
Cost: 300

Warhound (200)
?Vulcan Mega-Bolter (+50)
?Vulcan Mega-Bolter (+50)
Cost: 300

Warhound (200)
?Vulcan Mega-Bolter (+50)
?Vulcan Mega-Bolter (+50)
Cost: 300

Warhound (200)
?Vulcan Mega-Bolter (+50)
?Vulcan Mega-Bolter (+50)
Cost: 300

Thunderbolts
Cost: 150

Thunderbolts
Cost: 150

Obviously he had figured that I'd come in with foot orcs and he could just have a blast at blasting them (either that or Vulcans were on sale). Anyway, I decided to have every single orc in a vehicle (that couldn't move 30cm on their own) and try to beat them titans simply with numbers and cheesy aircarfts.

Ork Warband (200) - BTS
?Gunfortress + Oddboy Supa-Zzap-Gun (+185)
?2 x Orc Boys & 2 Grotz (+50)
?2 x Stormboyz (+50)
?Battlewagon (+35)
?Flakwagon (+35)
Cost: 555

Ork Warband (200)
?Gunfortress + Oddboy Supa-Zzap-Gun (+185)
?3 x Stormboyz (+75)
?Flakwagon (+35)
Cost: 495

Ork Warband (200)
?2 x Killa Kans (+50)
Cost: 250

Ork Warband (200)
?2 x Killa Kans (+50)
Cost: 250

9 Stormboyz (225)

9 Stormboyz (225)

Ork Landa (200)

Ork Landa (200)

6 Ork Fighta Bommers (300)

6 Ork Fighta Bommers (300)

After we had the lists ready and did some pre-battle speculation we both figured the titans would be in trouble just because I had so many aircrafts and he had only a few thunderbolts to counter them. We ended up placing the objectives almost identically, blitzes on opposite sides and both other objectives on the other. Terrain ended up being pretty thick in the middle and I could place both my Stormboyz garrisons and both gunfortresses in cover so there would be absolutely nothing the titans could do before orcs came out. Titans were placed in two different 3 titan packs, reaver in the middle and two hounds in under 15cm of the reavers.

Turn 1: I lost the strategy roll and the titan player decided to go first and place one of the hounds in overwatch. I flew in with my first fighta bommers and took out the shields of a hound on the other side of the table and even caused one point of damage. I then decided to retain and doubled with the smaller gunfortress, disembarked so they wouldn't be blown up, and supa-zzapped the hound to pieces. We pretty much lol'd at this point how easily the hound died. Apparently the titan player got scared of them fighta bommers and placed one set of thunderbolts in CAP. I sacrificed one unit of stormboyz and jumped right next to the reaver and the other hound in a hope that the titan player would use his twin quake cannons on them instead of my gunfortress warband. Instead a warhound on the other side of the table decided to double and killed two of them. I then flew in with my other bommers and took 3 shields out of a reaver (CAP got one of my birds). Then the lone reaver on the other side doubled and quaked the stormboyz into oblivion. Then I sacrificed my other stormboyz and flew them in front of the unmoved warhound and reaver. Warhound assaulted them knowing that he would wipe them out with the support fire from the reaver. I managed to cause 2 points of damage on the hound with the stormboyz and they all died. Then I rolled in with my other gunfortress and supa-zzapped the reaver's remaining shield. As if the broken and wiped out stormboyz weren't enough, I came in with one of the Landas and tried to do some damage on the reaver, (2xMW5+, 2x5+, 4x3+, 4x4, 5x6+), but it failed miserably and I only did one point and thanks to only having 5 boys in B2B the laser burner did some baking and I could remove the entire formation and landa without even having to roll any dice. The reaver marshalled, quaked half of my gunfortress orcs into pieces, and was back on full shields. I didn't want to sacrifice my landa at this point and decided not to come in at all. The other thunderbolts went into CAP for the next turn. I didn't manage to regroup anythign or even remove blasts from my gunfortress and titans were back in full health.

Turn 2: I won the strategy roll and flew in with my wounded bommers and managed to knock out one shield from the reaver, not bad with 5 4+'s methinks. The titan player placed the second thunderbolt squadron into CAP. Then it was my turn and there was no going back anymore. My BTS gunfortress doubled right next to the reaver that I tried to crank open last turn and shot at it. supa-zzap-gun missed (yeah you try shooting at a sky-scraper from 30 yards, never gonna hit), but I managed to take out 2 shields. and cause another blast marker on it. Landa retained in swooped down and this time I got to roll so many dice that I finally managed to cause 4 wounds and the reaver broke. Then the other reaver quaked my BTS formation that were in one big clump and got them all under the template. I was ready to remove the formation but a miracle happened, I've never ever seen so many 1's and 2's at the same time and only 2 boyz and flak wagon were vaporized along with 3 grotz. It didn't last too long though, the wounded warhound retained and vulcanized so many orcs that my bts gunfortress broke. Then my other bommers swooped in and I flew in front of the CAP'd thunderbolts and the wounded warhound. If the birds would shoot I'm gonna shoot back, and another miracle happened. I shot down both thunderbolts with AA6's and I managed to knock out the shields and cause one more point of damage on the hound and it blew up. Another warhound vulcanized some orcs in next to my other gunfortress and it broke. This time I managed to regroup everything and the titan player failed to regroup his BTS reaver.

Turn 3: I lost the strategy roll and a warhound decided to shoot every green thing next to my cheaper gunfortress and it broke. My BTS gunfortress advanced (I was thinking of doubling but said 'advance' and well then I did) and barely managed to get in range of the broken reaver (59.8cm or something) and supa-zzapped it to pieces. Another warhound re-broke my stormboyz. Bommers couldn't do squat this turn and the other reaver managed to break my BTS gunfortress and it drove back home. I managed to regroup my other gunfortress but my sotrmboyz and BTS remained broken.

Turn 4: I lost the strategy roll once more and the titan player moved one of his warhounds between his 2 objectives and claimed them both. He then retained with his reaver and quaked my unbroken gunfortress and broke it. All I had left was two bommer squadrons and one of them failed initiative roll and the other flew in and took down the shields and caused two points of damage on the hound that stood on the objective and broke it. The last remaining hound doubled and shot my BTS gunfortress and caused two hits that were both saved but the coming under fire blast marker caused one point of damage on the tank (orcs were inside so we figured it would go on the tank), a roll of 6, followed by a turned over gunfortress and a dead warlord, that was it. I didn't manage to regroup the other gunfortress or the stormboyz and only thing that I had left were two squadrons of bommers. The titan player failed to regroup the broken warhound and all he had left was one reaver, one warhound and one squadron of thunderbolts. The final score was 2400 vs 1825 for the titans (or 1175 vs 600).

Conclusion: Battle titans are ridiculously hard for anything except specialized titan-killer formations and if this game goes to hero-hammer I'm not going to play it. Having two or more titans standing next to each other and giving support fire is so overpowered that there should never be a possibility to take 4 or 5 reavers. Originally I thought 8 activations would be great but it's too many for an army that has so many strong units. After seeing orcs die in masses to laser burner and knowing marines and everyone else would do so as well, I sort of had this feeling that this game would be better without any macro weapons.

I replaced the 'A maximum of up to two support formations may be taken for every core formation.' to 'A minimum of one and a maximum of two support formations must be taken for every core formation.' to prevent taking more than 3 reavers in a 3k game. The points allowed for navy came down from 25% to 20%. I increased the size of thunderbolt formation and raised its cost by extra 25 points to reduce the number of activations to 7. I also increased the size of marauder formation but I lowered its relative cost to make them more appealing. The number of extra attacks on the laser burner came down by 1 as well.

And here's the new list..

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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Sun Dec 09, 2007 4:04 pm 
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I like this. There is some possibly suspicious things here (like 'destroy shields'), but otherwise, in general, this seems very elegant.
Some comments:
The 1-2 support formations per core formation could be in the list part, instead of small print at the start...
6 leman russ for 350 smells cheap (vs. 10 for 650 in IG list).
Possibly there could be 'scout titan team', 2 warhounds for 350 + weapons..
There could be 'no carapace mount' marked to some weapons... (power fist on carapace?)
Vortex Missile seems to suck - compare to Quake cannon. SHouldn'i it be TK?






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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Sun Dec 09, 2007 4:09 pm 
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..and I'm not sure I ever want to encounter Emperor titan with Sensorium, Lysander and 2x Doomstrike Launcher... (ok, it is 1700 points but the havoc it can cause...)


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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Sun Dec 09, 2007 5:50 pm 
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(rpr @ Dec. 09 2007,15:04)
QUOTE
I like this. There is some possibly suspicious things here (like 'destroy shields'), but otherwise, in general, this seems very elegant.
Some comments:
The 1-2 support formations per core formation could be in the list part, instead of small print at the start...
6 leman russ for 350 smells cheap (vs. 10 for 650 in IG list).
Possibly there could be 'scout titan team', 2 warhounds for 350 + weapons..
There could be 'no carapace mount' marked to some weapons... (power fist on carapace?)
Vortex Missile seems to suck - compare to Quake cannon. SHouldn'i it be TK?

The 1-2 part and the navy limits could be moved to the list part, probably would even fit if I move them both.

Edit: Seems like my 'carrot' was a whole lot more than I thought, 400 is closer to what the russes should cost.

Russes probably could use a 25 point increase in cost but even that might lead to losing one activation and nobody takes them then. I'm trying to have a 'carrot' there so there would be some other kinds of lists than 2 reavers, 4 hounds and thunderbolts. Probably should raise it by 25 though. Need to play around with a bunch of lists and try them out first (they take more space than warhounds and might be harder to play with even when they're statistically better).

If there'd be warhound packs the list could possibly be 2 x 650 pt reavers, 2x2+1 warhounds, shadowsword and that's 4 formations that are really hard to kill and 2 easier ones that can just run in the middle of others. After seeing how hard it is to kill a single reaver with a 'regular' army, allowing more powerful formations would be impossible without having better guns elsewhere.

As for the carapace mounted power fists, it's up to the modeller to make a cool looking mini. For example if someone makes a slightly bigger techmarine backpack arm thingy and sticks it on a warlord, it will look great but alas you can't use them because it's on the carapace. There's practically no game effect if a weapon is in an arm slot or on the carapace (or somewhere else) unless someone deliberately wants to make them. When there's no limits it's possible to use any old, new, and future models. It also allows a player to use a model with corvus head and two or three other guns without having to come up with even more rules for head slots etc.

Hmmm, you're right about the Vortex, it seems to have misplaced its TK(1).


(rpr @ Dec. 09 2007,15:04)
QUOTE
..and I'm not sure I ever want to encounter Emperor titan with Sensorium, Lysander and 2x Doomstrike Launcher... (ok, it is 1700 points but the havoc it can cause...)

Hush hush, you're just jealous that my 'extension' is big! ?:D ?

Oh and thanks for the comments, here's the new list with the above changes.





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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Mon Dec 10, 2007 2:19 pm 
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Hmmm... It seems quite odd to pay 1000 points for Warlord with 2 turbolasers, gatling and volcano. Even stranger is that one with 4 volcano costs exactly same.

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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Mon Dec 10, 2007 2:57 pm 
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Points for Battle-Titans are a little bit too high i guess.




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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Mon Dec 10, 2007 3:00 pm 
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(Nicodemus @ Dec. 10 2007,13:19)
QUOTE
Hmmm... It seems quite odd to pay 1000 points for Warlord with 2 turbolasers, gatling and volcano. Even stranger is that one with 4 volcano costs exactly same.

Yes, almost as silly as shooting at a 'Uge orc Warband with the volcanoes. If you don't know the composition of your opponent's army (tournaments), what will you take?

As for the price tag, if you try one game against titans with a regular army and see how incredibly difficult it is to kill a single warlord armed with laser burner, chain fist, plasma destructor and laser blaster, you're gonna want to raise its price even more. Alone they're not all that tough (yeah right) but when they walk next to 6 russes or another titan and both support each other, there's nothing that can kill them.

I honestly think that even this list is overpowered with its 6 to 7 effective activations and 'expensive' titans just because they're so damn tough. I wouldn't be able to find me an opponent with some of the other lists that can have 2 reavers, 6 warhounds and an extra formation..

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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Mon Dec 10, 2007 3:53 pm 
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For a blind tournament army I'd probably take something like...

Warlord
+2 Plasma Destructors
+1 Laser Burner
+1 Chainfist
+2 Carapace Multilasers
Cost: 1000

Reaver
+2 Plasma Destructors
+1 Laser Burner
+1 Carapace Multilaser
Cost: 700

Reaver
+2 Plasma Destructors
+1 Laser Burner
+1 Carapace Multilaser
Cost: 700

Shadowsword
Cost: 200

Shadowsword
Cost: 200

Shadowsword
Cost: 200


Under your list I can double everything forwards turn 1 and rip into something pretty badly with 6 MW 3+ shots from each titan, then assault on turn 2 to get some absurd FF MW attacks and pretty well obliterate whatever I feel like. With the three shadowswords mostly there to fill in your required three support formations, give me more activations and potentially be used to soften up enemy titans before my guys walk up and beat them senseless.

Alternatively you could go with 3x Reavers w/ 2x Plasma Destructors and 1x Laser Burner (One with 2x Multilasers to make it BTS) plus 3 Warhounds w/ 2x Vulcan Megabolters each. Or possibly 2x Turbo-Lasers each depending on what you want to point them at. But still essentially have similar results, everything doubles forwards across the field firing into the enemy wherever is most effective and sets up for turn 2 assaults.


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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Mon Dec 10, 2007 5:10 pm 
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(Ilushia @ Dec. 10 2007,14:53)
QUOTE
Under your list I can double everything forwards turn 1 and rip into something pretty badly with 6 MW 3+ shots from each titan, then assault on turn 2 to get some absurd FF MW attacks and pretty well obliterate whatever I feel like. With the three shadowswords mostly there to fill in your required three support formations, give me more activations and potentially be used to soften up enemy titans before my guys walk up and beat them senseless.

Alternatively you could go with 3x Reavers w/ 2x Plasma Destructors and 1x Laser Burner (One with 2x Multilasers to make it BTS) plus 3 Warhounds w/ 2x Vulcan Megabolters each. Or possibly 2x Turbo-Lasers each depending on what you want to point them at. But still essentially have similar results, everything doubles forwards across the field firing into the enemy wherever is most effective and sets up for turn 2 assaults.

Yeah, overpowered as hell. All of these AMTL lists are like that, you can get a lot of insane toys that can make holes to the world. Titans 'work' on regular lists because you can't make the entire list out of them but these are all way too good.

The reason why those plasmas are like that is that someone made the warhound plasma so good and it would be somewhat stupid that bigger and better guns would be worse. Main difference between those two is that one has 3 attacks over 2. Warhound version is actually better since warhound can reach 105cm where a warlord can reach only 90cm and a reaver can reach 100cm. Plasmas aren't the best toys out there though, blasters can do a nice amount of damage too and would probably work better when the enemy would run away from you.

If this were to be balanced, someone would have to tune down a whole lot of existing guns like warhound plasma, it probably should be 2xMW3+/Slow Fire or MW4+ or something like that. Similarly most of the weapons should only give a max of 1 extra attack (like rulebook ork weapons) and there should be a whole lot less MW16BP/TK(XDY) supermegacannons. Same goes for macrobarrages that are just horrible vs anyone who has anything other than titans.. wait that's all the other lists. Nobody should ever make a TK-barrage weapon unless it's the death star. I took those weapons from the AMTL2 list and tuned some of them down like chainfist from +6MW to +4MW. It probably should be +1MW or +2MW at best. Void Shields should be tuned down to only ever give one void shield back in one turn regardless what you do. And even then with the tuned down weapons and stuff these could potentially be overpowered just because they are. Volcano cannon could use MW(D3) that would cause D3 different MW hits on a single target instead of TK(D3) and someone should toss the entire TK thingy in the dumpster.

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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Mon Dec 10, 2007 5:34 pm 
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I haven't found titans to be particularly 'way too good' in general, to be honest. They've got some substantial advantages, to be sure, but there are plenty of ways to kill them (Cobras, for instance, will eat Titans for breakfast, lunch AND dinner pretty easily. Especially backed up by Falcons to strip shields). In essence you usually have to commit ~1.5x-2x the price of the titan to destroying it, give or take a little bit. The primary difference with titans vs other units is you can't just break them and assume they're not an issue any more. You have to wipe them out completely.

Some lists (especially Space Marines) really suffer for their lack of TK weapons. For space marines probably the best answer to a Warlord is 3 units of Terminators, one of which has a Commander in it and the other two with Chaplains, and a Thunderhawk. Teleport the Terminators in around the feet of the titan, use the THawk to put a blast marker on it, retain with the terminators to make a combined assault. That's 15x MW 3+ and 12x regular 3+. Average rolls that's something like 6 DC in a single attack, for around 1200 points. Kill a Reaver instantly, seriously damage a Warlord and almost certainly break it. Comparatively the Warlord will average around 1.66 dead Terminators, 3.33 if its got a chainfist or similar close combat weapon.

With IG you can point 2 Shadowsword companies and 1 lone Shadowsword at Warlord to inflict an average 12 hits (strip all 6 shields and do 6 DC on average. A little above-average rolling and the Warlord will die outright) again at about 1.5x the price or so.

Yes, Titans are HARD to kill. This is intentional because they don't get much board control zone, and when divided apart from one another can be picked apart by large numbers of enemies potentially.

Regenerating Void Shields: To be honest, if your opponent is marshalling then that's a good thing for you. Any turn he spends marshalling is a turn he either A: Avoids movement. Or B: Avoids shooting. In both cases you're accomplishing your goal: Preventing the Titans from getting across the field. Beating titans has NOTHING to do with actually beating the titans typically. The primary way to beat the list is to hold them off and single out the ones which need to die and kill them with everything. This is substantially easier in a Titan list then most others, as they cost so much that fielding three of them right next to eachother within support range more or less surrenders the entire rest of the board to your opponent.

As for the 'any other list can do this' bit: The problem with that argument is that other lists don't generally have MW 2+ plasma guns I can double towards my enemies and have such a good hit rate with. As when doing so they become pretty much the defacto weapon for assault titans.


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 Post subject: [Army List] Crab's Titan Legions
PostPosted: Mon Dec 10, 2007 8:11 pm 
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(Ilushia @ Dec. 10 2007,16:34)
QUOTE
I haven't found titans to be particularly 'way too good' in general, to be honest. They've got some substantial advantages, to be sure, but there are plenty of ways to kill them (Cobras, for instance, will eat Titans for breakfast, lunch AND dinner pretty easily. Especially backed up by Falcons to strip shields). In essence you usually have to commit ~1.5x-2x the price of the titan to destroying it, give or take a little bit. The primary difference with titans vs other units is you can't just break them and assume they're not an issue any more. You have to wipe them out completely.

Let's compare falcons and pred annihilators then. They cost pretty much the same and which ever goes first nukes the other. So it's ok to use 1.5x-2x as much points to get a dead titan?


(Ilushia @ Dec. 10 2007,16:34)
QUOTE
Some lists (especially Space Marines) really suffer for their lack of TK weapons. For space marines probably the best answer to a Warlord is 3 units of Terminators, one of which has a Commander in it and the other two with Chaplains, and a Thunderhawk. Teleport the Terminators in around the feet of the titan, use the THawk to put a blast marker on it, retain with the terminators to make a combined assault. That's 15x MW 3+ and 12x regular 3+. Average rolls that's something like 6 DC in a single attack, for around 1200 points. Kill a Reaver instantly, seriously damage a Warlord and almost certainly break it. Comparatively the Warlord will average around 1.66 dead Terminators, 3.33 if its got a chainfist or similar close combat weapon.

It certainly is balanced that if you're a marine player you have to take 3 units of terminators with three characters and a thunderhawk to have a chance of taking out a lone titan. Remember to take SC too since that roll of 1 would kinda suck.


(Ilushia @ Dec. 10 2007,16:34)
QUOTE
With IG you can point 2 Shadowsword companies and 1 lone Shadowsword at Warlord to inflict an average 12 hits (strip all 6 shields and do 6 DC on average. A little above-average rolling and the Warlord will die outright) again at about 1.5x the price or so.

Assuming you have the shadowsword companies placed straight in line with the warlord and they don't have to double (I'm assuming you're going to shoot from d-zone to d-zone). This seems like?a school book example of balanced; with IG bring 7 shadowswords and a loaded die, check.


(Ilushia @ Dec. 10 2007,16:34)
QUOTE
Yes, Titans are HARD to kill. This is intentional because they don't get much board control zone, and when divided apart from one another can be picked apart by large numbers of enemies potentially.

Why should they ever split? One reaver, one warhound and maybe a bunch of russes stay close enough the blitz to march there in one turn and a similar bunch start moving towards the center of the table while still remaining close enough to at least one of the objectives on the titan player's side. 2 insanely hard 'formations' that shoot anything within range and that can pillage anything that comes close. They don't have to win with objectives if they don't want to, they can just shoot a couple of formations to pieces and wait for the game to end. With other lists it would be possible to take 4 reavers and still get two to four other formations to play with.


(Ilushia @ Dec. 10 2007,16:34)
QUOTE
Regenerating Void Shields: To be honest, if your opponent is marshalling then that's a good thing for you. Any turn he spends marshalling is a turn he either A: Avoids movement. Or B: Avoids shooting. In both cases you're accomplishing your goal: Preventing the Titans from getting across the field. Beating titans has NOTHING to do with actually beating the titans typically. The primary way to beat the list is to hold them off and single out the ones which need to die and kill them with everything. This is substantially easier in a Titan list then most others, as they cost so much that fielding three of them right next to eachother within support range more or less surrenders the entire rest of the board to your opponent.

So umm there's gold bars lying around or why is it important to hold the rest of the table? And how did you drop the shields in the first place? Most regular formations have 45cm range and I seem to recall that you can shoot when marshalling. The titans can do the moving part on the third round when there's nothing else left to do.


(Ilushia @ Dec. 10 2007,16:34)
QUOTE
As for the 'any other list can do this' bit: The problem with that argument is that other lists don't generally have MW 2+ plasma guns I can double towards my enemies and have such a good hit rate with. As when doing so they become pretty much the defacto weapon for assault titans.

Yeah, instead of having a 3 x MW2+/60cm/Slow they have 6 x MW4+/Slow which seem pretty much the same? 3 x 3+ is what, 2 hits on average? 6 x 5+ is umm 2 hits on average? This was from Chroma's list. Then there's the lists that allow 2 reavers and 6 hounds and plasma blastgun is still the same it was. If blastgun would have 2 x MW4+/45cm/Slow, plasma destructor would be either 3 x MW4+/60cm/Slow or 2 x MW3+/60cm/Slow but since we live in the world of megacannons that's not the case.

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