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AMTL 3.13

 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:12 pm 
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Packs are less flexible in other ways, so it's not such a big problem with them.

You can surpress on Titan in a Pack, and killing one breaks the Pack. 'Ya can't do that to lone Hounds.

Additionally, you'll still have a mixed weapon loadout like the Standard Configuration titan, just spread across two hulls.

====

However, like I said, if people will promise to take a lot of twin-fit Warhounds without the 25pt surcharge and prove that they're not as powerful as I think they are, I'll consider changing it.

But I'd like to hear about some battle tests first.




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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:22 pm 
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I think thta E&C summed it up quite well. A specialist warhound either single or as a pair makes IMHO an improvement to the power of the titan.

I'll try and get some test games in next month with single fitout at no extra cost.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:28 pm 
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Perhaps instead of just dropping the 25 point surcharge, just limit it to lone warhounds.

alternatively it could be solved by simply stating that as scout titans, warhounds are equipped to deal with most targets they find themselves against and must select any two DIFFERENT weapons from the list. That would ensure that two of the same weapon system aren't fielded on a single warhound and eliminate the need for the surcharge.

It does limit options, but with the surcharge, are they options that people take with something like a twin turbolaser single warhound weighing in at 350 points?

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:32 pm 
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I'd take twin mega-bolters & twin plasma guns.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:42 pm 
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Quote: (Vaaish @ 21 May 2009, 15:28 )

...alternatively it could be solved by simply stating that as scout titans, warhounds are equipped to deal with most targets they find themselves against and must select any two DIFFERENT weapons from the list. That would ensure that two of the same weapon system aren't fielded on a single warhound and eliminate the need for the surcharge.

Many people have already built their Titans.

There was enough outcry when I asked people to proxy their Missile Launcher Warhounds as Inferno Guns...

...imagine what'd happen if we asked them to cut their painted models apart.  :))

It does limit options, but with the surcharge, are they options that people take with something like a twin turbolaser single warhound weighing in at 350 points?


It's really worth it, that 60cm stand-off range with 8x AT3+ shots is superb.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:45 pm 
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Vaaish: i like the wording there, 'different' would ensure no twin load-outs and keep the warhound fluffy.

However, I find the image of a lone warhound loaded out with 2 plasma blastgums or 2 vulcan megabolters really cool.

D.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 3:49 pm 
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I won't argue that a Warhound with 2 VMBs or 2 TLDs can be nasty.

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 Post subject: AMTL 3.13
PostPosted: Thu May 21, 2009 6:23 pm 
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Quote: (Evil and Chaos @ 21 May 2009, 15:42 )

There was enough outcry when I asked people to proxy their Missile Launcher Warhounds as Inferno Guns...

I think that's a fine "counts as" option.

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 Post subject: AMTL 3.13
PostPosted: Fri May 22, 2009 12:07 am 
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Quote: (Evil and Chaos @ 21 May 2009, 15:15 )

Twin Turbolaser, twin Plasma Blastgun, and twin Megabolter Warhounds were tested, and found to be more powerful than their 'Standard Configuration' cousin.

I definitively agree.
And I'm ok with the +25pts for twin weaponery.

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 Post subject: AMTL 3.13
PostPosted: Sat May 23, 2009 12:18 pm 
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I just noticed something strange about the Rapier and Mole Mortar : they have disappeared!

I can't find any stats for the Rapier and the Mole Mortar has lost its datasheet in 3.13b... It used to be there in v3.13 but now the Mortar's stats can only be found in the summary sheet.

Please help!  :p


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 Post subject: AMTL 3.13
PostPosted: Sat May 23, 2009 12:25 pm 
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I seem to have accidentally deleted it.

It'll be back for 3.14.

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 Post subject: AMTL 3.13
PostPosted: Sat May 23, 2009 12:31 pm 
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Quote: (Evil and Chaos @ 23 May 2009, 12:25 )

I seem to have accidentally deleted it.

It'll be back for 3.14.

Fine. :))

Will their stats change at all? And is the AM's Rapier the same as the Baran Siegemasters' Rapier?


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 Post subject: AMTL 3.13
PostPosted: Sat May 23, 2009 12:48 pm 
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I don't think so ; Yes.

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 Post subject: AMTL 3.13
PostPosted: Sat May 23, 2009 1:06 pm 
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Quote: (Evil and Chaos @ 23 May 2009, 12:48 )

I don't think so ; Yes.

Thanks for the quick reply, E&C.  :D


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 Post subject: AMTL 3.13
PostPosted: Wed May 27, 2009 4:02 pm 
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Quote: (Dave @ 20 May 2009, 15:44 )

There were stats for the powerfist in the rulebook, +1EA TK(D6) I believe. Any thoughts on that?

I disliked the 1D6 as it was too random to be a reliable weapon.

The Laser Burner has no 15cm shooting attacks. Wouldn't something giving you that many extra attacks in FF give you a few shooting attacks as well?

I wanted its niche to be specifically a Firefight/CC weapon.

In Adeptus Titanicus it was a Close Combat weapon only, IIRC.

The Melta Cannon got a bump to TK(D3) at 30cm and then went up 25 points, but I never found out why. I thought the old +25 points stats with TK(1) at 30cm fit melta fluff pretty well.

There were complaints that the Melta Cannon was not useful.

I too quite liked the old stats as it matched the fluff of the weapon becoming more powerful at close range.

The Barrage Missile bit has a bunch of small missiles instead of one large one. Thoughts on giving a 5-7 2BP Disrupt Single Shots?
Historically it was one large barrage fired as a single shot.

I still lament the loss of the Chainfist. :sad:
There were too many weapon options and some had to go... the Power Fist went too, what we have now is a generic 'close combat weapon' that could represent a Power Fist or a Chain Fist or a Wrecking Ball, etc.

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