suggesting I still have "range of more than half the board" is underselling the changes quite a bit
a standard 4 foot by 6 foot board is 122cm by 183cm
Lets assume a standard deployment
Quakelord deploys directly it's blitz. lets say its on a smallish base, and is thus 4cm onto the table.
Current setup, the Quakelord can sit and sustain. it has a 90 degree firearc at 9BP, or a 180 degree one at 6BP (as a note, reavers get the 180 by default, and your current CLP proposale also forces the Quakelord into the 6BP 180 setup, as both carapace slots are filled with CLP, leaving the arms free)
now, as it currently stands, the Quakelord has a 180cm range on the table, which means it can hit anything on its arc. It could sit in one corner, and have its 90 degree arc cover the entire table except for the 3cm edge (which corresponds with the size of the titan anyway) except that then there's this big gap on the opposite corner that is no good.
A canny player will probably make an AMTL player play corners for just such a reason (plus it makes it a longer slog to get to their blitz, which for titans, pretty much means "wont ever get to blitz" but for now lets ignore corners. I dislike playing that way to begin with, so my experience with them is limited
a 90cm range, however, is much less than this. and because each cm you add outwards to a radius increases the size more than the one before, the second 90cm is much much larger than the first (there's some sort of nifty mathematical forumula for this, something about pies, maths is hard, but its a big number)
here's a little diagram or two
The rings are 60cm, 90cm, 120cm, and 180cm
The lines are Fire Arcs
First Diagram is Standard Deployment, with the Artillery standing straight in the centre of the table
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so, a Quake Cannon can at this stage, shoot 90cm, so the second ring, in the central segment if a Carapace mount is involved at any point in the barrage, or the full segment if only arm weapons are used.
You'll note that it is possible, if you deploy 15cm forward, and advance, to hit an enemy deployment if they are directly in front of you. but otherwise, you're pretty unlikely to do so, and are mostly waiting till your opponent comes to you.
The AML is currently the first ring. which is pretty puny, and cannot hit diddly squat for the first turn of the game on less than a double, where it can hit the first 5cm of deployment, assuming it deploys as far forwards as it can, and moves in a straight line
the third ring is a pretty healthy segment of the board. It's the range an AML with CLP can currently hit (again, central segments for any carapace mounts, all segments for arm only)
It's also the area proposed by me for the new CLP/Relay Quake. (again, remember that the central segments only will be applicable to a full barage for the warlord
the final ring is invisble. thats the current QuakeLord setup. at 6BP, it can hit anywhere on the table. It's also, incidentally, the range an artillery company can hit. yes, yes, artillery are generally easier to degrade (not really, I'll note, the Ironwarriors Ordinatus though) also note that artillery do not have fixed arcs, and can infact shoot whereever the hell they want)
Second, Is standing in the far left corner
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You'll note here, that the three inner rings are covering a minor part of the board. This is the same area as they were in the previous diagram, it just looks less, because the outter "arm only" ring has gone)
You'll also note that the 4th ring is finally visible, and here, even a current quakelord cannot hit everywhere, though it comes close (and clever deployment would suggest moving to the right far enough to clip the entire deployment, and if everything pushes into the channel you've now abandoned on the left, redeploy)
that is not that scary. not for a thousand points.
and I'm proposing the 3rd ring is the safe point.
at 120cm, i have Half The Board, at 90cm, I have about 1/3rd if we're being generous
as to the 1 or 2 turns in 5 games, no, not really. if I was to attend a tournament of 5 games, one on each of 5 different tables. in my experience, about 1 of those tables would contain enough Warlord Sized Terrain to seriously hamper my ability to direct fire. Certainly others, quite probably all 4 others, will have some terrain, but not a lot. not enough to sacrifice a free PBG for instance.
So, one game out of 5 the LOS ability of Indirect will be useful enough to outweigh the loss of weaponry it represents.
In that game, there's a good chance atleast one turn, maybe two my titan will be unable or not need to fire indirectly anyway, due to fire arcs, scouts preventing a sustain, a broken titan, or just because the best target for me is in the open. that leaves one or two turns when it will be optimally useful.
now sure, the PBG might be of limited use, hell, it pretty certainly will be, a turn or two out of every game, but thats still 10 turns worth of fire (and the slow firing means I'm likely to get minimum impact out of some of those missed turns, since i'll be recharging anyway) vs 2
and for those 2 turns, when the CLP would be really useful, I'll probably have an alternate target anyway.
when you halve the range at which I can use that CLP, the chance that LOS will be a problem drops with it. now there's a roughly 1 in 20 chance it'll make the difference worth losing a weapon. Worse, now that I also need a functional warhound in position
do you regularly build your lists around a 1 in 20 shot?