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Imperator!

 Post subject: Imperator!
PostPosted: Sun Mar 09, 2008 3:08 pm 
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The armour, speed, CC and FF are typos copied and pasted from the warhound sheet.

I have fielded one with 15cm speed, 4+RA armour, FF3+ and CC6+.

It had an artillery company on its back an two gatling blasters and two turbo laser for arms and it ran trhough most of a tyranid army.

It is worth at least 2000pts

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 Post subject: Imperator!
PostPosted: Sun Mar 09, 2008 3:17 pm 
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1) Surely a movement of 30cm is a typo!


It is.

According to the FAQ its stats should be:

Move: 15cm
Armour: 4+
Firefight: 3+
Close Combat: 2+


2) That defense laser is very good!

It is supposed to be able to combat space ships in orbit...


3) To fit in with other Plasma weaponry the Annihilator should probably be slow firing.

If it was to be balanced, I believe both of the main weapons would need looking at and... regulating.

The random variables on the Imperator's main weapons would be a big impediment to balancing them.

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 Post subject: Imperator!
PostPosted: Sun Mar 09, 2008 7:19 pm 
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When Fluffy and myself played with an imperator we allowed the carapace weapons to fire at a sperate target to the arm weapons, however we soon realised that its' strength was in firing all of its weapons at a single unactivated formatin and wiping it off of the table.

splitting fire is only useful for mopping up operations.

the main problem is that the Emperor is so 'uge that it is able to withstand massive amount of fire.  In one game in which Fluffy took it I was only able to deal with it, beacuse it focused on my nid infantry, allowing a Dominatrix and a Hydrapahnt to jump on it, even then I only manaed to break the thing.  We ended up playing until turn 6, just to see the thing die.

True we had a different critical hit effect to the normal it blows up, but that critcal feels to unbalanced for something that costs 2000pts and can be caused by a wayward grot.

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 Post subject: Imperator!
PostPosted: Sun Mar 09, 2008 8:09 pm 
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We used the following critical
Critical hit effect: ?One of the imperator?s plasma reactors has been damaged. ?Roll a D6 for the Imperator in the end phase of every turn:
On a roll of a 1 the reactor explodes. The titan suffers an additional D3+2 points of damage. In addition reduce its? speed by 5cm, its maximum and current void shields by 2 and FF value by 1
On a roll of 2-3 the imperator suffers one more point of damage
And on a roll of 4-6 the reactor is repaired and will cause no further problems.

We also ran the Imperator with the follwing weaons

2 ? Hydra turret Autocannon 45cm 2 ? AA5+
Twin linked defender 30cm 2 ? AA6+ Fixed rear fire arc
Dual Gatling blaster 60cm 8 ? AP4+/AT4+ forwrd arc
Dual Turbo laser destroyer 60cm 8 ? AP5+/AT3+ forward arc
2 ? Ground slammer turret 120cm 3 ? AP4+/AT4+ Or 3BP Indirect fire (barrages only), fix forward arc
Ground slammer turret 120cm 3 ? AP4+/AT4+ Or 3BP Indirect fire (barrages only), left arc
Ground slammer turret 120cm 3 ? AP4+/AT4+ Or 3BP Indirect fire (barrages only), right arc
2 ? Multiple Rocket launcher 60cm 3BP Forwards arc indirect fire

It was also with FF2+ not 3+.

so it was decked out as ?fire support titan, ?with a weakness in CC.





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 Post subject: Imperator!
PostPosted: Sun Mar 09, 2008 8:48 pm 
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She never got to firefight, a Dominatrix and a Hydraphant crashed into her, forcing a CC battle.

As for the weapons.

My support variant has lost the sane amount of TK(D3) attacks that the plasma anahilator gives out, in return for a greater number of AP/AT shots.

the reason we used this version, was that I didn't lkke the old model and made anew one, with battlhsip style turrets.

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 Post subject: Imperator!
PostPosted: Mon Mar 10, 2008 8:47 am 
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If you get some reasonable stats up I'll play test it, using my Imp as a proxie.

My problem with the original rules was that it has two quite powerful but random arm weapons (and I am useless with random weans) then its' carapace weapons are sub par compared to what a warlord can bring.

My suggestions would be to remove the random element from both arm weapons and group the carapace weapns under s single heading of carapae guns, and try to make them on par with what a warlord can take.

With the hellstorm cannon.  There was a discussion a while back about turning it into a direct fire weapon with 8ish AP/AT shots and a BP attack.

Since the imperatir can't go toe to toe with other shielded WE, as it can't strip the shields.

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 Post subject: Imperator!
PostPosted: Mon Mar 10, 2008 10:05 am 
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..I always wonder why these HUGE slow war machines have such an excellent CC and FF values - should not the high DC compensate for their size?

Warlord should have like CC 5+ and Imperator 6+, not the other way around.


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 Post subject: Imperator!
PostPosted: Mon Mar 10, 2008 10:12 am 
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IIRC its to represent all the defence turrets present on a titan

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 Post subject: Imperator!
PostPosted: Mon Mar 10, 2008 12:24 pm 
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I agree that titans should have a poor CC value unless they have a CC weapon.  Which is why I had the Imp at CC6+.

FF can be high, due to the turrets as Steve has mentioned.

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