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AMTL v3.12

 Post subject: AMTL v3.12
PostPosted: Wed Aug 20, 2008 8:48 pm 
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What DS said.  I think the rush to high activation counts, especially in the UK tourney lists people post, is not really as necessary as popular perception.  A small number of activations can work fine as long as you make sure they stick around.  I've seen both IG and Ork armies in the 5-7 activation count at 2700-3000 work just because the formations were so big and tough that by the late game the activation count was comparable.

As far as AMTL, keep in mind that the titans block line of sight, so your non-titan units can use them for mobile cover.  Also, formations huddling behind titans have assault defense as it's nearly impossible to clip a formation without the titan being able to support.  If the titans leave them to flap in the breeze, they are easy to pick off, but used in close support the formations become much more durable.

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 Post subject: AMTL v3.12
PostPosted: Wed Aug 20, 2008 9:39 pm 
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Thanks, I figured it was something to do with having 5 Titans on the table.

I don't use them much, so I only have experience making them die.

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 Post subject: AMTL v3.12
PostPosted: Wed Aug 20, 2008 10:35 pm 
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I'm with DS here.  I rarely use anything other than titans por orinatus in my AMTL lists (and then it is only Skitarii to fill the Corvus).  Void shielded WEs work totally dirrerently to  any other formation in the game.

Sure they can break, but the are hard to break and their fire power doesn't drop off.  oIt is either all their, or not their at all, no middle ground.

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 Post subject: AMTL v3.12
PostPosted: Thu Aug 21, 2008 12:04 pm 
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As I commented to the previous version, the CAP should get "+1 Extra Attack small arms OR +1 Extra Attack assault weapons" so that it is of similar worth with the other free Titan weapons.

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 Post subject: AMTL v3.12
PostPosted: Thu Aug 21, 2008 12:48 pm 
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Quote: (ragnarok @ 20 Aug. 2008, 18:40 )

Point 2 warhounds surcharge

Now this is more of an accounting request, but could the surcharge be included in the cost of the warhound, so a single costs 300pts and a pair 550, and you get a rebate if you take different weapons.  The reason for this is that I often play around with lists, often last minute, and paying the extra 25pts can be forgotten, since it isn’t a normal upgrade.

This way if I do swap from two different weapons to two of the same then I end up playing 25pts under rather than 25pts over.

Didn’t JJ say that any “special rulesâ€Â

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 Post subject: AMTL v3.12
PostPosted: Thu Aug 21, 2008 1:20 pm 
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Regarding the Warhound weapon tax -

Having 2 of the same weapons on a Warhound can be great. It can also be next to useless.

Example - Last game we played, my opponent (using the Skitari list) had 3 Wahounds all armed with 2 Turbolasers. My army was Krieg, so I either had troops in trenches or superheavy tanks with 4+RA.
They did nothing all game. Those Turbolasers were not an advantage at all and that is why we don't pay the tax.
Loading up with 2 of the same weapon can be quite a hit and miss affair and therefore is not worthy of paying extra for.

If the weapons are pointed correctly, there is no need for a supposed increased effectiveness tax.




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 Post subject: AMTL v3.12
PostPosted: Thu Aug 21, 2008 1:38 pm 
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Example - Last game we played, my opponent (using the Skitari list) had 3 Wahounds all armed with 2 Turbolasers. My army was Krieg, so I either had troops in trenches or superheavy tanks with 4+RA.


Why would you take 3 Warhounds all armed that way?
Where were your anti-infantry weapons? Your twin-inferno or twin-VMB platforms?
They are also very useful!

They did nothing all game. Those Turbolasers were not an advantage at all
In that game, under those circumstances, I agree, they weren't an advantage, in fact they would have been a significant disadvantage!

If the weapons are pointed correctly, there is no need for a supposed increased effectiveness tax.

I will look again at the wording, but I was pretty convinced last time this subject was debated that twin-loadout Warhounds are just 'better'...

...your opponent used 3x 'twin' loadout Warhounds... does he ever use non-twin loadouts?




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 Post subject: AMTL v3.12
PostPosted: Fri Aug 22, 2008 8:39 pm 
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Well, since Evil and Chaos asked me in another thread...

How about changing the warhound-mounted inferno gun back to a teardrop template? I just preferred that one better, for coolness value. Besides, the weapon is perfect on something as mobile as a warhound. Could put the missile launcher option back for the barrage-lovers, since I'm sure someone out there has old warhounds with missile launchers glued to them.

I bet all the teardrop haters will flame me off the boards now.  :laugh:


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 Post subject: AMTL v3.12
PostPosted: Fri Aug 22, 2008 10:40 pm 
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Okay, here are the main reasons why I went with BP weapons instead of Teardrop for this list version:


- Multiple teardrops on a single Titan were nigh-useless, as you couldn't hit the same target more than once, meaning that theoretically increased firepower resulted in exponentially less-useful weapons loadouts.*

- Trying to treat the teardrops as BP weapons leads to some weird effects (Like 3 teardrops coming from a single Warhound in a formation of 2 warhounds).

- Treating it as a BP weapon allowed for a good proxy for players with rocket launchers on their Warhounds, as they could easily be firing 'napalm rockets' or similar (As rocket-armed Warhounds do not exist in the background anymore, at least not remotely commonly).

- I am reliably informed by our resident military historians that flame throwers are normally 'arc' weapons which fire in a parabola and then cause a 'splash' some distance from the attacker, rather than a continuous expanding sheet of flame. The teardrop might look cooler, but it's apparently less realistic.


* Consider 2 Warhounds each with 2x inferno cannons, attacking 4 enemy infantry units with 4x teardrop templates in total they get 4 attacks.

Now compare that to the V3.12 version, where they lay 2 extra blast markers for shooting at the enemy... no contest, the BP weapon is more useful under almost all direct-comparison circumstances.

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 Post subject: AMTL v3.12
PostPosted: Sat Aug 23, 2008 1:36 am 
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Quote: (Evil and Chaos @ 21 Aug. 2008, 20:38 )

Example - Last game we played, my opponent (using the Skitari list) had 3 Wahounds all armed with 2 Turbolasers. My army was Krieg, so I either had troops in trenches or superheavy tanks with 4+RA.


Why would you take 3 Warhounds all armed that way?
Where were your anti-infantry weapons? Your twin-inferno or twin-VMB platforms?
They are also very useful!

They did nothing all game. Those Turbolasers were not an advantage at all

In that game, under those circumstances, I agree, they weren't an advantage, in fact they would have been a significant disadvantage!

If the weapons are pointed correctly, there is no need for a supposed increased effectiveness tax.

I will look again at the wording, but I was pretty convinced last time this subject was debated that twin-loadout Warhounds are just 'better'...

...your opponent used 3x 'twin' loadout Warhounds... does he ever use non-twin loadouts?
Hi E&C.

I will admit that my opponent in that game is having a love affair with Turbolasers after a game in which they absolutely owned my Tau armour & WE formations (still beat him but thats another story...  :shutup: ).

Like you, we don't know what our opponents are going to use before the game so he took a gamble. He did have other formations for dealing with infantry but I killed them quick-smart!

It would've cost him an extra 75 pts to have the twin weapons which is fine if there is some benefit in it. Here there clearly wasn't.

He certainly has used Warhounds with different weapons loadouts in the past and I think he will again. Sometimes putting all your eggs in 1 basket is of no tactical advantage at all (hence the resentment to have to pay extra for something that may not be an advantage at all).

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 Post subject: AMTL v3.12
PostPosted: Sat Aug 23, 2008 9:05 am 
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- Multiple teardrops on a single Titan were nigh-useless, as you couldn't hit the same target more than once, meaning that theoretically increased firepower resulted in exponentially less-useful weapons loadouts.*


So why not make the rules for teardrops different, so each one counts as a weapon and not a barrage? Say anything under two or more templates gets to take two or more armour saves, since it's thoroughly roasted.

- Trying to treat the teardrops as BP weapons leads to some weird effects (Like 3 teardrops coming from a single Warhound in a formation of 2 warhounds).

See above, make the rules different. The situation in your example would obviously be stupid.  :vo

- I am reliably informed by our resident military historians that flame throwers are normally 'arc' weapons which fire in a parabola and then cause a 'splash' some distance from the attacker, rather than a continuous expanding sheet of flame. The teardrop might look cooler, but it's apparently less realistic.

Well, considering we're talking Epic, which is important, coolness or realism? I've heard from some people hugeass titans (they were actually discussing mecha, but I suppose it's pretty much the same thing) wouldn't be workable in the real world, due to some issue with physics. I say screw physics and build them anyway.  :laugh:

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 Post subject: AMTL v3.12
PostPosted: Sat Aug 23, 2008 12:29 pm 
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Turbolasers
A two warhound pack with 4 turbo lasers beats a reaver any day in my book, especially when you remember the war engine hit allocation rules and the slow nature of the rest of the army.

Activations
The trick is to have lots of durable activations! So lists that give you too many battle titans are a bit problematic :)

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 Post subject: AMTL v3.12
PostPosted: Thu Oct 09, 2008 11:40 pm 
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At the risk of asking a question that was discussed in previous versions of AMTL list:

Why is Plasma Cannon just 45cm range? This is same range ad PBG with only one more dice for extra 25 points. With Plasma Destructor having range of 75cm it would allow Plsama Cannon to be at 60cm range, keeping each of 3 plsama weapons distintive.

Wht would you take a Plasma Cannon over a Turbolaser Destructor? Thye latter has longer range and more dice.

I remember seeing a beatleback Warlord with paired Plasma Cannons back in AT days and have always thought it looked cool. But with just 45cm range I dont see the point in putting them on Warlord.

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 Post subject: AMTL v3.12
PostPosted: Thu Oct 09, 2008 11:44 pm 
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I haven't seen anyone try Plasma Cannons extensively yet... I'd rather not upgrade them until I see some reports of them being notably underpowered.

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