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Warhound Titan Critical Hit - Debate Thread

 Post subject: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 1:45 pm 
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I would like to change the Warhound Titan's critical hit effect to be the same as the other Imperial Titans, for balance reasons.

If this change proves to have widespread support, I would ideally like to see this change pushed through to all NetEA army lists that use Warhound Titans, or Warhound Titan analogues (Various Chaos Warhounds) that also use the current "stumble" CHE.

You may begin flinging mud.... now.

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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 1:55 pm 
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Fling.

Its a 3dc warengine. I beleive all warengines of 4dc and below should just die.

Warhounds are such sods that when you shot and damage them they break to go and hide. I do not want to be gambling that they will die in the end phase, I want them gone then.

Can be blow up, freeze in place, crash to the ground, get haywired into doing riverdance for the rest of the battle, not fussed. Roll crit for warhound - warhound gone.


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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:01 pm 
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Outright dead would affect point costs I think.

I do hate the stumble crit. If anything, that usually does harm to my units in CC rather than the Warhound. Using the same language as the Warlord/Reaver hit but changing it to hitting on a 6+ for the explosion works for me.

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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:06 pm 
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Would this be in conjunction with any other changes (i.e. reducing speed)? If not, I reserve my mud for other things... go for it.

Two possible "issues": 1) once the voids are down, a warhound is relatively easy to kill; does there need to be a shortcut to destroying it? 2) Does anyone see a problem with a uniformity in crit effects? This is more a "variety is the spice of life" question. Before I get any mud splatter, it should be noted that these are more devil's advocate questions than views I hold personally.

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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:07 pm 
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I'd just go for an extra point of damage.


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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:10 pm 
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captPiett wrote:
1) once the voids are down, a warhound is relatively easy to kill; does there need to be a shortcut to destroying it?

This is probably why it had such a forgiving critical in the first place.
The problem is, the CHE, which is often catastrophic for other units in this weight class, generally does *nothing at all* to a Warhound.

Quote:
2) Does anyone see a problem with a uniformity in crit effects?

Not me, apparently. :)

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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:17 pm 
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No the pionts value is for the effect and initial survivability until it achieves that effect. The crit rolls tend to come after it has gone forth and been annoying.


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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:23 pm 
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I agree a lot with that statement, to the extent I call them Suicide Hounds.
If they survive beyond turn 1, then I'm generally going to win.

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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:29 pm 
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I think a points increase combined with a worse critical would be a very good move, Warhounds are too ubiquitous and annoying at the moment.


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 Post subject: Re: Warhound Titan Critical Hit
PostPosted: Tue Nov 02, 2010 2:45 pm 
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Standard critical would be fine with me for what its worth.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 3:23 pm 
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Yeah, change it. Either an extra DC of damage or make the same as Reavers and Warlords.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 3:28 pm 
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I'd go for an additional point of damage at least, but prefer instant death. Is there any <4DC WE that doesn't blow up on a critical? Death wheels?


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 3:32 pm 
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Death Wheels die on a Critical, after rolling 4d6 cm.

Supa Stompas do not blow up.
Revenant Titans do not blow up.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 3:41 pm 
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I actually like the warhound critical as it is because it adds some odd and random humor to games. I'm also not that fond of having two different critical effects for the warhound since, IIRC, you won't be able to change the effects of the critical on warhounds purchased as allies in any of the "core" armies. How would you explain the AMTL list warhouds evaporating from a critical but other just wobbling around?

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Tue Nov 02, 2010 3:44 pm 
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the idea would be to change them all.


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