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AMTL 3.15

 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 7:31 pm 
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Quote: (Dwarf Supreme @ 24 Jul. 2009, 19:02 )

Quote: (zombocom @ 24 Jul. 2009, 13:55 )

Should the carapace landing pad really be allowed to work with the inferno cannons? How does knowing that there is an enemy behind the hill allow it to double the range of the flamejets?

I was wondering that,too. It's perfectly legal as the rule is written, but I don't see why a flamer weapon wouldn't have an absolute maximum range.

Assume by the presence of a CLP that the inferno guns / MRLS' / Quake Cannons / whatevers are actually completely different weapon types designed for indirect fire.

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 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 7:32 pm 
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Quote: (The_Real_Chris @ 24 Jul. 2009, 18:18 )

Quote: (Evil and Chaos @ 24 Jul. 2009, 16:53 )

Under the modern configuration rules, the MRL is a carapace weapon.

So the 3 MRL reaver made by FW until recently is impossible?

(Who is betting if FW make a titan game those MRLs will be allowed on arms again!)

Not a chance.

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 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 7:43 pm 
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Quote: (Evil and Chaos @ 24 Jul. 2009, 14:31 )

Quote: (Dwarf Supreme @ 24 Jul. 2009, 19:02 )

Quote: (zombocom @ 24 Jul. 2009, 13:55 )

Should the carapace landing pad really be allowed to work with the inferno cannons? How does knowing that there is an enemy behind the hill allow it to double the range of the flamejets?

I was wondering that,too. It's perfectly legal as the rule is written, but I don't see why a flamer weapon wouldn't have an absolute maximum range.

Assume by the presence of a CLP that the inferno guns / MRLS' / Quake Cannons / whatevers are actually completely different weapon types designed for indirect fire.

Sorry, I don't buy that reasoning.

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 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 7:50 pm 
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Quote: (Dwarf Supreme @ 24 Jul. 2009, 19:43 )

Sorry, I don't buy that reasoning.

How do you explain the Quake Cannons and Missile Launchers suddenly being able to shoot further?  

It's all direct fire vs "arcing fire". (No pun intended.)

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 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 8:07 pm 
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Quote: (Chroma @ 24 Jul. 2009, 14:50 )

Quote: (Dwarf Supreme @ 24 Jul. 2009, 19:43 )

Sorry, I don't buy that reasoning.

How do you explain the Quake Cannons and Missile Launchers suddenly being able to shoot further?  

It's all direct fire vs "arcing fire". (No pun intended.)

Quake Cannons and Missile Launchers are already artillery, capable of firing at long distances. However, without something to spot for them, they can only fire at what's in their line of sight. I presume I don't need to cite real world examples.

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 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 8:26 pm 
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Ok so just assume a Titan with a CLP has had its Inferno Guns retrofitted with canister-dischargers or something instead.

I don't even like the CLP and would prefer it dead anyway. :))

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 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 10:36 pm 
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Quote: (Evil and Chaos @ 24 Jul. 2009, 19:32 )

(Who is betting if FW make a titan game those MRLs will be allowed on arms again!)[/quote]
Not a chance.

Depends if FW slavishly follow the new Apocalypse rules, or vary it and/or add new stuff to suit their own preferences. If they did a proper titan games I suspect they'll add new or new-old stuff, possibly the 3 launcher Reaver, possibly not.


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 Post subject: AMTL 3.15
PostPosted: Fri Jul 24, 2009 10:39 pm 
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Quote: (GlynG @ 24 Jul. 2009, 22:36 )

Quote: (Evil and Chaos @ 24 Jul. 2009, 19:32 )

(Who is betting if FW make a titan game those MRLs will be allowed on arms again!)

Not a chance.[/quote]
Depends if FW slavishly follow the new Apocalypse rules

Well, they slavishly helped write those new rules, so I reckon they like them. :))

possibly the 3 launcher Reaver, possibly not.

Deadder than a do-do. Several FW designers think it looks "stupid".

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 Post subject: AMTL 3.15
PostPosted: Sat Jul 25, 2009 1:06 am 
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Quote: (Evil and Chaos @ 24 Jul. 2009, 22:39 )

Several FW designers think it looks "stupid".

They have a point.

Not so much on the old metal Reaver, but it never looked good on the FW model.

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 Post subject: AMTL 3.15
PostPosted: Sat Jul 25, 2009 7:08 am 
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Yeah the old reaver looks neat with a rocket fist.

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 Post subject: AMTL 3.15
PostPosted: Sat Jul 25, 2009 7:32 am 
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Quote: (The_Real_Chris @ 25 Jul. 2009, 02:08 )

Yeah the old reaver looks neat with a rocket fist.

Yeah, it sure as hell does. I see no reason to exclude arm-mounted Multi-Launchers.

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 Post subject: AMTL 3.15
PostPosted: Sat Jul 25, 2009 2:40 pm 
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Quote: (Dwarf Supreme @ 25 Jul. 2009, 07:32 )

Quote: (The_Real_Chris @ 25 Jul. 2009, 02:08 )

Yeah the old reaver looks neat with a rocket fist.

Yeah, it sure as hell does. I see no reason to exclude arm-mounted Multi-Launchers.

I agree- I have a painted Lucius pattern Reavers with triple MRL. I have used it in my AMTL army and was impressed with it over several games. Definitely a worry for my opponent. I tend to use it as a sweeper, to use a footballing analogy, anchoring my backline with more agressive Reavers up front and Warhounds on the wings.

I also have an unpainted beatleback Warlord with Deathstrike cannon, 3 MRL's and CLP. A nice big artillery Titan.

I would hate to see the loss of arm-mounted MRL's just because someone in Forgeworld thinks looks better on carapace.

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 Post subject: AMTL 3.15
PostPosted: Sat Jul 25, 2009 2:43 pm 
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I would hate to see the loss of arm-mounted MRL's just because someone in Forgeworld thinks looks better on carapace.


It (adopting the modern configuration rules) won't happen unless the current system is proven irrepairably broken, and even then I may see about making some exceptions to allow certain old-yet-iconic configurations.

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 Post subject: AMTL 3.15
PostPosted: Sat Jul 25, 2009 3:08 pm 
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Quote: (Evil and Chaos @ 25 Jul. 2009, 09:43 )

It (adopting the modern configuration rules) won't happen unless the current system is proven irrepairably broken, and even then I may see about making some exceptions to allow certain old-yet-iconic configurations.

Except for maybe a couple of minor issues, I think the current system is pretty solid.

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 Post subject: AMTL 3.15
PostPosted: Sat Jul 25, 2009 8:29 pm 
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Just played Eldar on vassel. 2-1 turn 3, decided not to go for 5-0 turn 4. Most Eldar dead, used 4 reavers, 2 single warhounds and sentinels (would tweak a few things if playing again - prob drop sentinels to get some decent guns as the second game showed).




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