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AMTL v3.2

 Post subject: Re: AMTL v3.2
PostPosted: Sun May 19, 2013 11:22 pm 
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You'd need to pick it before the game. Really shouldn't change much if you are setting roles for them anyway. If you plan on facing a lot of infantry in cover vortex is a good choice with the same power as a Quake cannon, but gaining TK and ignore cover. Barrage is good if you need the extra templates. Everything else is for hunting WE.

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 Post subject: Re: AMTL v3.2
PostPosted: Tue May 21, 2013 1:24 am 
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I'll test run a reaver with 2 support missiles vs one with twin quakes when I play daz. Only problem I can see is 2 support missiles sets you back the same points as the quakes, but you can only fire on 2 out of potentially 4 turns whereas the quakes can fire all 4 turns. The vortex missile just seems a bit pointless imo: 3bp is no real use against A/V because of the 6+ to hit which means it's really for killing infantry, of which it's specialised at killing reinforced armour infantry in cover a long way away. Most reinforced infantry is things like terminators which if they're a long way away are no real threat. The barrage missile seems useful but again you only get 2 shots for he same points as the quakes 3+ I'll take a reaver with a vortex and a barrage (plus a plasma blast gun or something) simply because I'm aware one of my reaver will need to move and thus can't sustain for a turn. Playing daz this Friday so I'll do another report, this time fielding different stuff


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 Post subject: Re: AMTL v3.2
PostPosted: Tue May 21, 2013 2:56 am 
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Jon wrote:
3bp is no real use against A/V because of the 6+ to hit

3BP is 5+ to hit vs AV, 4+ if it sustains. I'm not sure if that was a typo or if you've got the BP table wrong (perhaps this was changed from the original printed rulebook, the BP table got slightly errataed several years ago).


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 Post subject: Re: AMTL v3.2
PostPosted: Tue May 21, 2013 4:57 am 
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It would always be a 4+ since you have to use sustain to use indirect fire on the support missile. And that's not too bad since you basically instakill on anything not reinforced that you hit with.

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 Post subject: Re: AMTL v3.2
PostPosted: Tue May 21, 2013 6:44 pm 
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Huh. I've honestly never noticed that change, I've always been playing with 6+ A/V for 3bp, so I've been selling myself short for my decimators/ferals. Ok well like I said I'll try to get a game in using support missiles on one reaver and quakes on the other fora direct comparison


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 Post subject: Re: AMTL v3.2
PostPosted: Wed May 22, 2013 12:33 am 
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Happy to help increase the power of your barrages :) If you have some free time at some point it can be worth going through your printed rulebook, crossing out and writing in changed rules from the errata.


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 Post subject: Re: AMTL v3.2
PostPosted: Wed May 22, 2013 2:26 am 
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The tourney pack is fantastic as it has the redacted rules and the FAQ incorporated in the appropriate sections

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 Post subject: Re: AMTL v3.2
PostPosted: Mon May 27, 2013 7:24 pm 
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Two more battle reports from our group:

Played during an informal mini-tournament-saturday.

3K Titan Legion vs Black Legion
http://sdahl.net/~sdahl/whepic/20130525a/
Win 2-0 in turn 4, Blitz and T&H

3K Titan Legion vs Ork War Horde
http://sdahl.net/~sdahl/whepic/20130525b/
Loss in turn 4, score 1-0 in Ork favor (TSNP), tiebreak points 1650-835 to Orks.

Using this list in both games:

WARLORD TITAN [1050]
Legate, Carapace Multi-Lasers, 2 Quake Cannon, Carapace Landing Pad, Support Missile

REAVER TITAN [650]
Veteran Princeps, Close Combat Weapon, Plasma Cannon, Vulcan Megabolter

WARHOUND TITAN [300]
Vulcan Megabolter, Turbolaser Destructor

WARHOUND TITAN [300]
Plasma Blastgun, Turbolaser Destructor

WARHOUND TITAN [300]
Plasma Blastgun, Turbolaser Destructor

RECON PLATOON [100]
4 Sentinels

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts

THUNDERBOLT FIGHTERS [150]
2 Thunderbolts


Nobody seems all that intimidated by the artillery titan anymore :-\ The second game, in particular, was a textbook example of how to dismantle a Titan force, by taking out the small activations first and forcing the larger titans to spend their activations marshalling. Next time, I think I'll treat Zzap-guns with the awe and respect they deserve, and target them first.


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 Post subject: Re: AMTL v3.2
PostPosted: Mon May 27, 2013 9:12 pm 
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Thanks, I'll look later today. Arty titans are much less scary after you've faced them. Always seems to go OMG mw templates, oh one hit? Hah.

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 Post subject: Re: AMTL v3.2
PostPosted: Mon May 27, 2013 9:47 pm 
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Quote:
Nobody seems all that intimidated by the artillery titan anymore :-\ The second game, in particular, was a textbook example of how to dismantle a Titan force, by taking out the small activations first and forcing the larger titans to spend their activations marshalling.


I played Jon at 3k on Friday. He ran a lot of BP and I have to say it was a bu**er to deal with. He ran an Imperator and two Reavers and spent the first two turns sustaining with the Reavers and singling forward with the Imp. The titans were almost breaking a formation with each activation.
It became a case of hoping that I had too many targets for him to deal with, and trying to keep enough alive to contest things in T3.

Quote:
Next time, I think I'll treat Zzap-guns with the awe and respect they deserve, and target them first.


Reading through your report I wish my Zzaps performed half as well as your opponents did. Your force did seem to melt away a bit! But yes, identify what is a threat to you, and take it out before it can hurt you...

Only decision which suprised me was that you decided to CAP his fighta bommerz, and not wait for the Landa to engage and CAP that instead. Why was that?

Cheers

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 Post subject: Re: AMTL v3.2
PostPosted: Mon May 27, 2013 10:26 pm 
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Reedar wrote:
Quote:
Nobody seems all that intimidated by the artillery titan anymore :-\ The second game, in particular, was a textbook example of how to dismantle a Titan force, by taking out the small activations first and forcing the larger titans to spend their activations marshalling.


I played Jon at 3k on Friday. He ran a lot of BP and I have to say it was a bu**er to deal with. He ran an Imperator and two Reavers and spent the first two turns sustaining with the Reavers and singling forward with the Imp. The titans were almost breaking a formation with each activation.
It became a case of hoping that I had too many targets for him to deal with, and trying to keep enough alive to contest things in T3.

We usually have enough terrain that a direct-fire Titan can't reliably target something worthwhile every turn. How was the Reavers load-out? Both 2xQC+CLP? They're great against bunched up targets, or light armour, but tend to not do all that well against large spread-out infantry formations in cover.
Reedar wrote:

Quote:
Next time, I think I'll treat Zzap-guns with the awe and respect they deserve, and target them first.


Reading through your report I wish my Zzaps performed half as well as your opponents did. Your force did seem to melt away a bit! But yes, identify what is a threat to you, and take it out before it can hurt you...

Only decision which suprised me was that you decided to CAP his fighta bommerz, and not wait for the Landa to engage and CAP that instead. Why was that?

I usually find that my star performers in a Titan Legion are actually unopposed aircraft, so I usually target AA and enemy Fighter aircraft aggressively.
I don't think a pair of TBolts can take out a Landa anyway, and I had a static AA umbrella for inflicting the mandatory blastmarkers on it.


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 Post subject: Re: AMTL v3.2
PostPosted: Mon May 27, 2013 11:26 pm 
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SpeakerToMachines wrote:

We usually have enough terrain that a direct-fire Titan can't reliably target something worthwhile every turn. How was the Reavers load-out? Both 2xQC+CLP? They're great against bunched up targets, or light armour, but tend to not do all that well against large spread-out infantry formations in cover.


IIRC one was a dual quake, and one had a pair of 1-shot missiles.

I was running a lot of mech inf and light vehicles so he was able to drop a lot of 3+ and 4+ death on me.
Eventually the necessity to move from his baseline to contest objectives reduced my death rate and enabled me to close on his isolated Reavers, managing to (somewhat fortuitously) break them in engagements.


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 Post subject: Re: AMTL v3.2
PostPosted: Mon May 27, 2013 11:51 pm 
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I'll write up the report tomorrow for you guys


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 Post subject: Re: AMTL v3.2
PostPosted: Tue May 28, 2013 3:42 pm 
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ATML vs Orks

Imperator, legate
Reaver 2x quakes, clp
Reaver 2x support missile (one vortex, one barrage), plasma blast gun
sentinels
sentinels

I'll let daz put up his list, but basically it was 2x units of boyz in wagons, 2x kult of speed, 2x zzap gun wagon units, supa stompa mob, boyz on foot, deth koptas, landa and fightas
Image
The plan: Last game against duncan I took small units, which got wiped out, leaving me out activated. I also had direct fire titans, which got avoided.
This time, knowing I'd be out activated anyway I didn't try making up the difference in activations, and took indirect fire titans, working on the theory that I'd simply bombard daz's units untill they came to me.

Deployment was my blitz in a corner, with the quake reaver standing over it, the imp directly infront ready to stomp over to the 2 objectives directly ahead. The support missile reaver was over in the opposite corner, ready to run towards the objectives daz had placed over there when required.

Turn 1:
Titans win Intiative.
-The support reaver fires the barrage missile directly at the supa stompa mob, placing the templates so it also hit one of the Kos and the unit with the warboss in it. Some whiffy dice rolling later and there's 3 dead ork stands (nothing important), but a decent ammount of BM's on each unit courtesy of it being a 10BP barrage.
-The unit with the warboss doubles into the middle of the board near the middle objective
-Quake reaver sustains at the zzap gun wagons, killing 5 (breaking them). They go and hide in the middle of the board.
-Fightas do a run on sentinels (1), killing 1 but getting flakked in return.
-Imperator opens up on the unit of boyz on foot garrisonned on the building directly in front of it, killing half of them and breaking the unit. They run into wood to hide.
-Kos (1) doubles towards the support reaver, stays out of range though.
-Sentinels (1) attempt marshall, failling. Use SC reroll. Fail again. Break themselves from blast marker gained. Go and hide behind imperator
-Deth koptas double to behind a hill in the middle of the board
-Sentinels (2) hide behind imperator, currently forming amusing mother duck with ducklings look
-Gun wagons (2) Double through the woods to shoot at the quake reaver with their zzaps. Take off 3 void shields.
-Unit of boyz in wagons (2) move to building just vacated by the garrisoned boyz
-Ko (2) moves to middle of board, nearer to support reaver.
End turn:
Sentinels fail to rally, so do the stompas (stompas not yet broken, just very nearly). kos rallies, as does boyz in the wood
Image
Image

Turn 2:
Titans win Initiative
-Imperator singles, shooting the gun wagons (2). Kills a chunk, breaking them, (they run off to behind building on my side) does some damage from the BP to the unit of boyz in wagons that are now occupying the building, and breaks the just recently rallied wood boyz
-Kos (1) doubles to block in support reaver
-Quake reaver tries shooting kos (1) to allow support reaver space to march/double. Cack dice later and there's 1 dead scorcha.
-Fightas take a BM coming in, but shoot sentinels (2), killing 3 of them! (not bad with 4 shots)
-Support reaver ignores KoS (1) infront of it, choosing to land a vortex missile on the boyz with wagons currently occupying the building in front of the imperator, killing 6 of them, breaking them. - they hide on hill on my side
-Stompas double forward, but due to BM are suppressed from shooting
-deth koptas shoot sentinels (1) - the BM kills 1 sentinel.
-boys with warboss expand into the woods/both objectives
-Kos (2) moves over to middle of board, now closer to quake reaver
End of turn:
sentinels still fail to rally, stompas however shed BM's. Everything else fails rally.
Image
Image

Turn 3
Orks win Initiative
-Deth koptas shoot sentinels (1) killing them
-Kos (1) doubles up to by support reaver, putting BM on it, but effectively blocking it in
-Quake reaver bombs Kos (1) Killing 3 but not quite wiping them out. They break, but stay near to support reaver
-Support reaver (now out of missiles) retains, attempting to march before it potentially gets blocked in by Kos (2). Fails retain, fails reroll. Opts for shooting the plasma blast gun at kos (1) wiping them out
-Stompas go and hide behind wood, contesting the objectives the imperator is trying for.
-Imperator doubles, wiping out boyz in the wood, and put 4BM on the stompas
-Fightas kill the remianing sentinels (losing 1 plane)
-Kos (2) closes in on blitz
-everything else moves into slightly different positions
Several ork units rally.
End of turn (orks currently 1-0 up)
Image
Image

Turn 4
Titans win Initiative
-Imperator doubles into wood, unleases large ammount of TK and kills supa stompa, breaking the stompas.
-Quake reaver retains before it gets assaulted, wiping out stompas (BTS)
-Boyz in wagon double to quake reaver, put a BM on it
-Support reaver assaults, since it has NOTHING that can fire this turn. Kills 2, but rolls a double 1 and loses the assault, runs forward.
-Everything that wasn't already closes in on quake reaver - who is literally surrounded in a semi circle of orks. Quake reaver goes down to 4HP (5BM)
-Kos (2) assault quake reaver, doing 1 point of damage (after all their support fire!). Quake reaver does.....1 kill (sigh). Somehow through utterly joke dice (daz rolled a 1 and a 2, I rolled a 6) The quake reaver wins the combat! Unfortunately though that 1 point of damage it suffered in the assault does now mean it's broken and therefore can't contest the blitz from the 3 other ork units that aren't broken.
End result 2-1 to orks (blitz, any 2 objectives vs BTS)
Image
Image


After thoughts:

Next list I'm going to try not having the Imperator, as I can have approaching a normal activation count without it. Support missiles are ok, but they're not a good basis for a titan's main weaponry. Perhaps if I have a reaver with 2 arm weapons then I might take one as the carapace slot, but for being used as a barrage titan, the quakes are better


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 Post subject: Re: AMTL v3.2
PostPosted: Tue May 28, 2013 7:58 pm 
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FWIW, this is the list I ran. Not designed to face ATML per se, it's the same list I ran up at the tourney in Sheffield recently. (Mostly because it was still packed in the case and it involved no thought/deciding on a list)


Incompertus, 2990 POINTS
Ghazgkhull Thraka's War Horde (Epic UK v100909)
==================================================

WARBAND [200]
2 Nobz, 6 Boyz, 2 Grotz

LANDA [200]

WARBAND [340]
2 Nobz, 6 Boyz, 2 Grotz, Warlord, 4 Battlewagon

WARBAND [340]
2 Nobz, 6 Boyz, 2 Grotz, 4 Battlewagon

KULT OF SPEED [200]
2 Buggy, 6 Skorcha

KULT OF SPEED [200]
2 Buggy, 6 Skorcha

BLITZ BRIGADE (BIG) [350]
2 Oddboy, 3 Flakwagon, 5 Gunwagon

BLITZ BRIGADE (BIG) [350]
2 Oddboy, 3 Flakwagon, 5 Gunwagon

BLITZ BRIGADE [150]
4 Deth Kopta

MEKBOY STOMPAMOB [510]
3 Stompa, Supa Stompa, Flakwagon

FIGHTA SQUADRON [150]
3 Fighta Bomba


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