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AMTL v3.2

 Post subject: Re: AMTL v3.2
PostPosted: Thu May 16, 2013 3:39 pm 
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But could you have actually won if you'd pushed it?

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 Post subject: Re: AMTL v3.2
PostPosted: Thu May 16, 2013 5:20 pm 
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Not that that it matters much, but you are 50 points off. The scout titans receive the surcharge as well. More later but do u have pics of the table setup?

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 Post subject: Re: AMTL v3.2
PostPosted: Sat May 18, 2013 2:07 am 
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Got a game in today, first with amtl against vanaheim. I'll put the full bat rep up later tomorrow but the very quick version is that my opponent concentrated taking out my small units till I was left with just large titans (which he ignored completely) and he won 2-0 on objectives. The titans put out a large amount of firepower but he mostly just hid away and used the activation advantage to claim objectives late on turn 3


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 Post subject: Re: AMTL v3.2
PostPosted: Sat May 18, 2013 2:36 am 
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Ok. Have a bit more time look over your game. Let me preface this by saying that the amtl list has been mostly fixed for the last several years and outside of discussion about quake plus clp being a no brainer choice I don't recall any comments that the quake cannon is problematic on its own. That said, I'll keep your comments in mind, but to really understand what happened and make any actionable conclusions from it I really need full battle report activation by activation with accompanying photos of each activation.

Multiple reports testing heavy quake use reported this way vs different opponents and a different tables is also extremely useful.

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 Post subject: Re: AMTL v3.2
PostPosted: Sat May 18, 2013 8:08 pm 
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I'll post mine up later. I.made a note of each activation but only took a photo for the end of each turn


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 Post subject: Re: AMTL v3.2
PostPosted: Sat May 18, 2013 9:41 pm 
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Ok, that should help considerably, I'll be looking forward to seeing it.

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 Post subject: Re: AMTL v3.2
PostPosted: Sat May 18, 2013 11:31 pm 
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Ok cool full report;
Forces used:
Imperator, legate
warlord, standard loadout (volcano, gatling, 2x turbo)
warhound, inferno, vulcan mega bolter
warhound, inferno, vulcan mega bolter
sentinels
sentinels
sentinels

vanaheim:
air cav unit, sup com, 2x vendetta
air cav unit, 2x vendetta
air cav unit, 2x vendetta
storm troopers (valks)
vultures
vultures
sentinels
sentinels
lightnings
lightnings
marauder bombers
Image
Duncan sensibly split the objectives in my half to be as far apart as feasibly possible (6 feet away from each other, on the centre line). My objectives were on the centre line directly in front of my own blitz. What looks suspiciously like deth koptas are my sentinels (because I don't currently own 12 of them) - 2 units were garrisonned forwards on one obective, with the warhounds both hiding behind buildings. The warlord and imperator were deployed on my blitz, with a unit of sentinels lurking in the wood near the blitz.

Turn 1:
Titans win the Intiative.
-The imperator moves first, singleing forward, and kills the only things it can see (1 valk, 2 ig). from air cav (1)
-Lightnings fail to activate
-My sentinels (1) near the blitz move into the woods near my own blitz
-Lightnings strafe sentinels (2) who are nearest objective on far left, causing a BM
-Sentinels (2) choose to marshal and move into wood. 2 1's mean a dead sentinel from a walker test (doh!)
-Marauders fail to activate
-Sentinels (3) double to get behind the buildings nearer to the centre
-vanaheim sentinels double up into the wood on the far left, stop exactly 10cm away and put a BM on sentinels (2)
-Warhound 1 moves up, kills one of the vanaheim sentinels in the wood (only one in range/los) as they're only available target
-Vanaheim second unit of sentinels double up and shoot at sentinels (3) putting a BM on them
-Warhound (2) rounds corner, wipes out second unit of vanaheim sentinels
-vultures (1) form a conga line and get 7 hits on warhound (1), leaving it on 1HP
-warlord doubles, kills 1 valkerie from air cav (2) as it's the only thing in range/los
-vultures (2) form a conga line and get 7 hits on warhound (2) killing it
-SC air cav moves up to behind buildings near centre right hand side
-Storm troopers march up to broken warhound (1) stopping 15cm away
-air cav (2) shoot at sentinels (3) killing 2 of them and breaking them
-air cav (1) moves to occupy woods in own deployment zone, staying more than 10cm from edge of wood.
End of turn, planes leave enemy board edge, taking a BM each. Everything broken rallies (even though near enemy)
Image
Image

Turn 2:
Vanaheim win Initiative
-Storm troopers assault warhound (1). Fail to kill it, but take no casualties in return. Warhound (1) hides behind buildings.
-lightnings retain, fly through Imperators flak losing one, but kill off warhound (1)
-warlord doubles to get los on air cav (2). spectacular failed dice result in 1 valkerie dying (volcano cannoned)
-air cav (2) moves to behind sentinels (2), break them and they retreat through the narrowest margin along the board edge
-lightnings retain, break sentinels (3) - rolled loads of 6's for armour, but have enough BM's to break anyway
-Imperator doubles to contest middle 2 objectives, shoots vultures (2) killing 2. vultures (2) break and fly off to the objective on far right.
-SC unit doubles to my blitz, shoots at sentinels (1), breaking them. Sentinels (1) retreat to far side of wood.
-Marauders bomb broken sentinels (2), wiping them out.
-air cav (1) fly closer to objective on left but basically bimble about.
-vultures (1) march over to far left side, hide behind buildings
-vanaheim sentinels do nothing over by far left objective just stand around in the wood contesting the objective.
End of turn, everything rallies, planes fly off.
Image
Image

Turn 3:
Titans win Initiative
-Imperator turns around, shoots up SC air cav, breaking them. They choose to remain loitering near my blitz.
-Sentinels (1) retain and assault broken SC unit (which has roughly 50% of models remaining). Sentinels kick massive ass with 2 kills in return for the loss of 1 sentinel. A roll of 5 vs a roll of 3 means I win by 1, wiping out the SC unit apart from the commissar (fearless)
-air cav (2) shoot up sentinels (3) killing them with significant overkill
-warlord shooting vultures (2) killing 1 and breaking them so they aren't contesting the far right objective
-vulture (1) move to hold objective instead
-storm troopers move onto my blitz.
-air cav (1) move to contest centre objective
End result 2-0 (blitz and another objective) to the vanaheim
Image

I could have forced the game onto turn 4 by marching the imp onto my own blitz, and the warlord marching onto the far left objective (making it 1-0 as he would have all his own objectives instead) But dinner was calling and I wanted to shoot something with the Imperator that wasn't 1 or 2 models.

Things I should have done differently:
-shouldn't have garrissoned my sentinels, and should have kept them within the flak bubble (foolish error on my part by not pre measuring)
-The imp should have just stayed on the blitz, but if it was doing that I would have been better off taking a reaver with quakes
-something with indirect fire was required, everything just hid away and waited till I was out activated before moving out of cover. The indirect fire was needed to flush out enemy units
-The warlord did basically nothing, I should have taken something else instead
-I should have deployed my blitz in a corner and the objectives directly in front of that - forcing the game down a 1ft slice of one edge of the board, and put an artillery titan permantly on it


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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 2:31 am 
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Thanks for posting the report! I think you did alright with having half of your points wrapped up in a single activation. Do you feel that if you'd pushed the game to turn 4 it would have swung in your favor?

Looking at the pics, it's an impressive display by your opponent of hiding a force that size behind buildings. He really shut down your ability to hit back until he had to expose himself to take objectives.

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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 7:44 am 
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awesome report! Thanks!

It's a pity that only games against approved lists are good because i play both my Skitariis list and my AMTL list almost every week against either a Iyanden list or a Iron Hands list, but thoose reports are not usefull...

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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 10:16 am 
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Post them up, they would be useful! Games vs approved lists would be best, but any playtest reports helps a lot (particularly when not that many do them these days).


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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 11:10 am 
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Okay. Wish i've known they could earlier. Could have done at least 4 good reports. :-)

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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 2:26 pm 
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yes those reports might nor be useful to get full approval for AMTL, but especially games using the Skitarii are essential to working out balance for the lists.

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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 3:42 pm 
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Even against non-approved lists??

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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 6:07 pm 
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yes. even against non-approved lists. It still gives a look at how people are using the list, what they are taking, and what combinations are working or not working.

right now it's tough to see much outside of my own games against mostly marines and crons how the list plays. Since I wrote the list, I tend to use things as I intended rather than how someone else might employ them. all battle reports give me more insight into how people actually use the list.

For instance, a lot of people miss that the CAP boosts the minorus speed which gives it the appearance of a useless option for transport so I need to fix the info to include that in the CAP listing and not just the ordinatus data sheets. A lot of people have also mentioned that they are afraid of losing the minorus and everything inside which has prompted me to test a lot of transport minorus to see how they actually hold up (which against marines they do quite fine if you are cautious. I haven't found many people who will target just the minorus if nothing is inside it and if they do the minorus has probably already gotten the unit where you want it anyway).

I'm also curious to see if people are using the robot rules or just treating them as regular formations. Other things like the game where the marine LC nuked a good chunk of the admech force is also interesting to me and I'll probably pull out a similar marine list soon to see how things hold up.

Several people have also mentioned they'd like to see some air or better indirect fire capabilities to chase down broken units or flush out hidden units but I rarely see anyone try to take any indirect fire weapons unless its the quake cannon. Support missiles also offer you indirect fire and probably provide better utility than the quake at this point but no one thinks to use them because they are one shot.

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 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 9:58 pm 
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Do you have to pick the warhead for support missiles before the game or is it picked before the shot? I'd assumed it was before the game but if I can pick mid game tat suddenly makes them much more versatile


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