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[Experimental] Chaos Titan Cult Union 0.7

 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Tue Nov 05, 2013 1:07 pm 
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I'm resarting work on this as of now.

Any special requests?

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Tue Nov 05, 2013 3:57 pm 
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Flying Titans ;D

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Tue Nov 05, 2013 5:34 pm 
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Spectral gets you jump-packs :)

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Tue Nov 05, 2013 5:39 pm 
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Just curious if you are going to keep the factions rule going? Isn't that kinda on the way out if most lists?
(sorry still mainly lurking in the chaos realms atm)

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Tue Nov 05, 2013 6:45 pm 
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erk. It is on the way out isn't it?

It doesn't really add much to the list, so I guess simplification could go ahead.

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Tue Feb 11, 2014 10:06 am 
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So, where are the stats for the Soulgrinder, Demon Knights, and all the rest of the non-standard units? I'm a bit confused as to what profiles to use.


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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 14, 2014 11:57 am 
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well that's just odd. Will try and fix today.

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 21, 2014 6:38 pm 
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ok, just so you know I'm still trying to get the list done up in the new purty format, I'm just having trouble getting LATEX to fit the table to the page.

http://imgur.com/lxwC0I8

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 28, 2014 12:57 pm 
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V0.6

Changes
1) moved list over LATEX for type setting, it's beautiful and now I've a tmeplate much much easier then working with excel.

2) Factions rule removed. It's on the way out across the board, and I didn't really want to label evey formation as which god is possible. Instead, the morale is still very low, but improves when close and improves again in base contact- so you get lots of formations, but they need to hug the big titans to remain effective, forcing the big titans to move up and engage as well. (hopefully).

3) Added Imperator - not 100% on how balanced it is, the 2 epithets options gives a ton of possible combinations so I may have over looked something. It's pretty expensive though, especially the more you load it up with.

4) got most of the unit stats back into the document. no idea how they fell out. 0.7 should be done soonish (I'm hosting a conference this weekend, and have just started a new job, so it was luck I had a long bus journey yesterday to do this one :) ) Focus will be on correcting the CC stats back to realistic attacks, and adding the stats for the other units (possibly pruning the air choices)

---

Still to do:

Spacecraft.

Fixing barbaric - I think I will swap the (base contact) EA(2+) for a (base contact EA(+1) TK(d3) to represent huge jaws. That should make the epithet worth more, bringing the cost of cheapest titan up to a more sensible price.

Fixing Vicious - it's near impossible to balance as it makes titans exponentially better the more CCw's they have. The output price range from a 4 CCW titian to a 4 rocket launcher one can be up to 200points difference!

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 28, 2014 1:02 pm 
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While excessive rules are often the ruin of tables set in excel or word, i would recommend adding a couple back in in key places and/or making greater use of vertical space to differentiate table elements (or even row shading).

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 28, 2014 1:37 pm 
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The fact that you still have "Assault Fist (base contact) EA(33+)" as an actual piece of text means I can't take it seriously at all. It even costs 0 points.

Also, I can make a warhound for 230 points that has 7 TK (1) CC3+ attacks and a 45cm 3BP disrupt shooting attack (the barrage is slow firing but who the hell is going to be shooting turn 2 with 7 TK CC attacks).


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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 28, 2014 1:43 pm 
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I did say fixing the CC attacks back to realistic values was my next focus :)

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 28, 2014 1:45 pm 
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I'll have another look once your new stats are in then.

Also, I'd like to apologize, I statted that theoretical warhound up wrong above.



It should have 4DC as well.


for 230 points.


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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 28, 2014 3:56 pm 
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right, just run some quick and dirty calcs.

compared to the Assault Fist in the Ad Mech Titan Legion List:

Warlord's CCW should have 3.47 attacks = EA+3 (or d6)
Reaver's CCW should have 3.66 attacks = EA+3 (0r d6)

There's no CCW for warhounds in that list. Using the Subjegator (and rounding be down)
Warhound's CCW should 4.16 = EA +4

Acceptable?

EDIT: Your hulking Warhound would still be DC4, and have the one shot disrupt weapon, but would only have a EA(+2) TK(1) cc bonus. Slightly better then a Hellblade on a subjegator, but you are at speed 30cm not speed 35cm.
(and of course, a subjegator has two hellblades)

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 Post subject: Re: [Experimental] Chaos Titan Cult Union 0.4
PostPosted: Fri Feb 28, 2014 4:24 pm 
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AMTL Titan Legion lists have Reaver/Warlord Close Combat Weapons being EA+3, TK(D3). I'd suggest using that and a lesser variant for Warhound sized titans.

Maybe try out variants (swap TK(D3) for macro but add in first strike as an example) as well.


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