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Changes to trial

 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 4:28 am 
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Thanks guys. Dave your link gives an error. Any chance of writing the list in thread?


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 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 12:15 pm 
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Hi Dobbsy, a couple of questions for these trials:
1) By 'Allow LR Upgrade' (for the Tactical Formation), how many are allowed? 0–2? 0–6?
2) Does the LR Upgrade replace the normal Transport options?

Here's the list I was considering trialling, pending the answer to the queries above.

Without the points adjustment, it comes to 2950, and is pretty close to what I'd usually use.
With the points adjustment, it comes to 2775 – that's a huge saving; and buys me either a formation of Scouts with a Captain (using the suggested 175pts cost from the other thread), or sufficient points to mount the tactical formation in Land Raiders.

Codex Astartes (NetEA Compendium 1.1) +++EDIT: Points corrected; thanks GLynG!+++
==================================================
TACTICAL DETACHMENT [450]
6 Tacticals, Supreme Commander, Hunter

TACTICAL DETACHMENT [550]
6 Tacticals, Captain, Land Raider x 3

TACTICAL DETACHMENT [275]
6 Tacticals, Rhinos

VINDICATORS [300]
4 Vindicators, Hunter

PREDATORS [250]
4 Destructor (FF3+)

ASSAULT DETACHMENT [225]
4 Assault Units, Chaplain

DEVASTATOR DETACHMENT [425]
4 Devastators, Librarian, Hunter, Rhinos, 1 Dreadnought

LAND RAIDERS [325]
4 Land Raiders

THUNDERBOLT FIGHTERS [175]
2 Thunderbolts

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Last edited by Apologist on Thu Aug 18, 2011 2:31 pm, edited 1 time in total.

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 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 1:47 pm 
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Here you go, worked out to 3k with the reductions:

Incompertus, 3150 POINTS
Codex Astartes (NetEA Compendium 1.1)
================================================== wrote:

BIKE DETACHMENT [250]
5 Bike Unit, Chaplain

DEVASTATOR DETACHMENT [325]
4 Devastators, Rhinos, Hunter

LAND SPEEDERS [200]
5 Landspeeder

PREDATORS [350]
4 Annihilator, Hunter

PREDATORS [275]
4 Destructor

SCOUT DETACHMENT [150]
4 Scouts, Rhinos

SCOUT DETACHMENT [150]
4 Scouts, Rhinos

TACTICAL DETACHMENT [500]
6 Tacticals, Supreme Commander, Rhinos, Hunter, Razorback

TACTICAL DETACHMENT [375]
6 Tacticals, Rhinos, Hunter

VINDICATORS [275]
4 Vindicators

WHIRLWINDS [300]
4 Whirlwinds

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 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 2:01 pm 
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Apologist wrote:
1) By 'Allow LR Upgrade' (for the Tactical Formation), how many are allowed? 0–2? 0–6?
2) Does the LR Upgrade replace the normal Transport options?
It would be the standard 0-4 the Land Raider upgrade is for, just like Devestators or Terminators have access to now. Land Raiders count as transports so if you give a Tactical formation 3 Land Raiders it gets 0 free Rhinos.
Apologist wrote:
Without the points adjustment, it comes to 2950, and is pretty close to what I'd usually use.
With the points adjustment, it comes to 2775 – that's a huge saving
The idea is to make the underpowered selection of units better. If you take a list packed with lots of them there will obviously be savings. We all need to playtest it a lot to see how the changes and overall army does in battle. The prices for you Predator Destructors and Devestator formation are wrong in that army list mind.


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 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 2:23 pm 
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GlynG wrote:
Apologist wrote:
1) By 'Allow LR Upgrade' (for the Tactical Formation), how many are allowed? 0–2? 0–6?
2) Does the LR Upgrade replace the normal Transport options?
It would be the standard 0-4 the Land Raider upgrade is for, just like Devestators or Terminators have access to now. Land Raiders count as transports so if you give a Tactical formation 3 Land Raiders it gets 0 free Rhinos.


Ta.


GlynG wrote:
Apologist wrote:
Without the points adjustment, it comes to 2950, and is pretty close to what I'd usually use. With the points adjustment, it comes to 2775 – that's a huge saving

The idea is to make the underpowered selection of units better. If you take a list packed with lots of them there will obviously be savings. We all need to playtest it a lot to see how the changes and overall army does in battle.

Yep, just thought I'd make the note. A lot of my lists look very similar to this (example here and here), so I guess my army was always going to benefit from this – to the tune of a whole new activation, no less :)

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The prices for you Predator Destructors and Devestator formation are wrong in that army list mind.

Oops! Sorry – I originally had two Dreadnoughts in the Devastator formation. The Predators are right though (they're the points value being playtested), aren't they?

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Last edited by Apologist on Thu Aug 18, 2011 2:32 pm, edited 1 time in total.

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 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 3:44 pm 
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Those are the playtest costs for Predators, yes.

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 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 3:59 pm 
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To clarify, I orginally had them as 225 (I'd use the playtest Vindicator cost instead of the Predator one), but have since edited my original post, thanks to GlynG :)

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 Post subject: Re: Changes to trial
PostPosted: Thu Aug 18, 2011 11:23 pm 
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If an extra SM activation sees less allies more often, I'll be happier. However, I have no illusions that might actually happen, but a man can dream... ;)


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 Post subject: Re: Changes to trial
PostPosted: Fri Aug 19, 2011 12:18 am 
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frosthammer wrote:
2. 25 point cost changes to Warlord and Thunderbolts don't seem necessary to me...25 points doesnt seem to make a big difference for these two units.

That's a positive to me, because if that's the case then it's not a problem.

A 25 points drop to the Warlord feels fair to me as:
a/it needs it to allow the Thunderbolt squadron for your 1/3 allotment
b/Given the weapon load on the Banelord in the Chaos lists at 800 points, I'm not convinced the Warlord is 50 points better.


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 Post subject: Re: Changes to trial
PostPosted: Fri Aug 19, 2011 2:59 am 
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Dobbsy wrote:
A 25 points drop to the Warlord feels fair to me as:
a/it needs it to allow the Thunderbolt squadron for your 1/3 allotment
b/Given the weapon load on the Banelord in the Chaos lists at 800 points, I'm not convinced the Warlord is 50 points better.


i guess if the Thunderbolts are fixed at 175 then the Warlord change makes sense...i will admit my EPIC knowledge isnt great so i need a better idea of how these things compare to other lists as well...also, i think i need to face an opponent who doesnt makes an insane amount of saves like Onyx did in our game, he made the Warlord look like it was launching nerf rounds out its guns :D

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 Post subject: Re: Changes to trial
PostPosted: Fri Aug 19, 2011 9:58 am 
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Frosthammer wrote:
also, i think i need to face an opponent who doesnt makes an insane amount of saves like Onyx did in our game, he made the Warlord look like it was launching nerf rounds out its guns :D
Gotta love Inv Saves! ;D
And yeah, my armour all round was pretty much bullet-proof in that game.

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 Post subject: Re: Changes to trial
PostPosted: Tue Aug 30, 2011 1:15 pm 
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Final result of playtest (3,000pts; Ghazghkull's War Horde vs Codex Astartes with trial changes) was: Imperial 3–1 victory in turn 3 – Take and Hold, Break Their Spirit and They Shall Not Pass against Break Their Spirit.

Overall, the changes felt nice and subtle. I'll give a full battle report in the appropriate subforum over this week.

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 Post subject: Re: Changes to trial
PostPosted: Tue Aug 30, 2011 11:49 pm 
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Thanks for the feedback Apologist :)


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 Post subject: Re: Changes to trial
PostPosted: Wed Aug 31, 2011 9:24 am 
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My pleasure :)
The Battle Report Conflict at the Sino-Habs is going up now.


+++Edit+++
...and the battle report is now complete, so feel free to read it for a play-by-play example of what the changes did.

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 Post subject: Re: Changes to trial
PostPosted: Fri Sep 02, 2011 3:10 pm 
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FWIW I tried these yesterday against a new player using steel legion in his first 3K game, winning 3-0. I was using the Land raider upgrade(3 of them) to make a solid BTS with my tacticals + Hunter, they just managed to survive to the end of the game despite some attrocious dice rolls on my part, which I suppose is the whole point of using them.

Anhillators: Pretty good, would certainly use them again. I was careless with them mainly due to trying to get in range and they got wiped out in a assault with a Reg HQ, but they did manage to take out a good chunk of the guard mobility and deal a hefty blow to a russ company, I got what I wanted out of them.

Destructors: due to their limited range I had dificulty getting them into range safely, in fact they didn't fire at all. I did however use them to assault the broken guard BTS(Russ Company) simultaneously taking the blitzkreig objective and destroying the BTS so not too shabby at all. I think their mobility & relative harmlessness was an unexpected boon that saved their bacon.

Vidicators: I like using these, they made a good defensive/support unit. Again wiped out in an assault where hopelessly outnumbered (In round 2 though!). Use of cover made them even better. I'm considering using them to pad out the Preadator fms to provide some longevity.

I was surprised to win actually as the Guard thunderbolts shot down my thunderhawk (laden with character heavy assault marines) with a single critical hit. I can provide army lists if you're curious but don't have a full batrep for it, sorry.


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