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AMTL 3.18

 Post subject: Re: AMTL 3.18
PostPosted: Mon Sep 20, 2010 5:21 pm 
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One other thing, will you eventually be including stats for all of the units into the list? It's a little annoying sometimes to have to consult the E:A rulebook for unit stats.

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 Post subject: Re: AMTL 3.18
PostPosted: Mon Sep 20, 2010 6:53 pm 
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Yup everything will go in. Just as soon as I remember to put it there. :-)

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 Post subject: Re: AMTL 3.18
PostPosted: Fri Oct 15, 2010 2:45 pm 
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Dredging up this thread again :) I was able to play a 3k game against IG using the new AMTL list last night. Unfortunately we only had time to get through a turn and a half, but it was enough time to see the effect of the changes.

Lists:
Reaver ( plasma cannon, 2x lasblaster, CML) 750
Reaver ( plasma cannon, 2x VMB, CML, Legate) 700

Warhound (TLD) 300
Warhound (TLD) 300

Forge Knights (6) 375
Forge Knights (6) 375
Sentinels 100
Sentinels 100

IG:
Superheavy Co (2x BB, 1x SS) 500
Superheavy Co (2x BB, 1x SS) 500
Superheavy Platoon (1x SS) 200
Superheavy Platoon (1x SS) 200
Thunderbolts 150
Thunderbolts 150
Sentinels 100
Deathstrike 200
Regimental HQ 500
+Hydra
Mechanized Platoon 400
+Hydra

The table had a central ruined city surrounded by hills and several forests to provide cover. I garrisoned both sentinel detachments to hold the two objectives on my half the table. The reavers were then deployed on the right side of the board in a stand of trees with a forge knight detachment on their right. The two warhounds were deployed on the left flank also in a stand of trees with the last forge knight detachment hiding in the open behind a crater. He deployed a mechanized company, the deathstrikes, and the two single shadowswords opposite the warhounds behind a hill next to his blitz. The rest of his force was hidden behind wrecked buildings on the right.

Turn 1:
I loose the strategy roll. This is fairly routine since I never seem to win them. He started by attempting to activate the deathstrikes and failing miserably. He then opted to use his SC reroll on it and they finally activated targeting mt Laserblaster BTS reaver. Even with the -1 to hit, both deathstrikes smacked the reaver and rolled a 5 and 6 for damage... goodbye reaver, goodbye BTS. The reaver next to him takes a BM for seeing it all go down. The warhounds are hidden behind a hill and don't get anything. I opt to activate the first warhound on a tripple and advance into another stand of trees just opposite the the hill his blitz was behind. I retain and after a bit of encouragement from the legate, warhound two moves up to stick close to his brother. IG then attempts to activate the mechanized company on the blitz but fails and makes a small move to unload the troops. I attempt to activate one of the sentinel detachments but fail, rolling a 1. IG activates one of the single SS and moves up just out of range of the forge knights on the left. I then attempt to activate the forge knights on the left (Knights1), fail and advance into the crater to get into some cover. IG counters by activating the second SS and makes a single move bringing Knights1 into range and pegging one of them with the Volcano Cannon. The knight fails his invulnerable save and is vaporized. I then double the second set of forge knights up the right swinging around the edge of a forest. IG counters by moving up the regimental HQ to the edge of the woods and unloading everyone in cover. They then proceed to shoot at the knights doing nothing useful but placing a BM. IG retains to pull up one of the superheavy companies again to shoot at the knights forcing a bunch of saves. Only one knight falls, again to the volcano cannon. I place the second Sentinel formation back on overwatch. The thunderbolts do a strafing run on Knights1 doing nothing but placing a BM. Seeing an opportunity, I move the reaver forward and target the single shadowsword out of cover with hte plasma cannon.... failing 2 of three shots. The one hit is saved. IG moves up the last superheavy company and vaporizes three of the sentinels in the woods. I'm out of activations so IG strafes one of my warhounds with the last thunderbolts dropping a shield.

End of turn, all formations except the bloodied sentinels rally.

Turn two:
I loose the strategy roll again. IG starts by activating the blitz mechanized co. and putting them on overwatch. I activate Knights2 and engage the superheavy company on the right flank that's intermingled with the second superheavy company. Three knights make it into base contact... and after three rounds of assault (I failed 90% of my 4+ rolls) I finally do enough damage to win, breaking both superheavy companies and killing one of the baneblades. He retreats toward the sentinel on overwatch hoping to rally the formation and exact revenge turn three. The second superheavy formation moves up on my objective with the withdrawal moves. The legate retains now that the superheavy company is in view and manages to knock down another baneblade with the hits on the broken company.

At this point we called the game due to time. While the assault with the knights was risky (failure would have left me open to retaliation by both the superheavy company, and the entire regimental HQ, likely vaporizing the unit entirely) it did turn the flank by knocking out most of his firepower. Whether or not I'd have been able to do anything with that, I don't know since there was only a sentinel detachment, the knights, and the reaver on that flank and the knights would have taken the brunt of the beating from the infantry co so there were good odds of them breaking. The left flank was a bit more tricky, but I think I was in a good position to eliminate teh SS and hold the objectives on that half the board. Blitz was probably out of the question though.

My thoughts on the changes:
turbolasers @ 25 didn't seem broken, though it didn't get a chance to fire. I wasn't trying to max them out though.

God Machines. This really needs to affect ALL formations in LOS not just Titan formations. The loss of the reaver turn one first activation laid a grand total of one extra BM which was pretty pathetic. It seems weird that the titans would freak out when one died, but the little guys are sitting there saying lolz.... if a titan falls in the woods, does it make a sound?

Knights. Actually getting to attack with them was nice, but I still think these guys go down too fast. Break the formation and one turn of shooting will send the rest packing. They are still an expensive formation at 375 points, but they go down just as easy as infantry once they break. Maybe others will have better luck with them?

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 Post subject: Re: AMTL 3.18
PostPosted: Mon Oct 18, 2010 3:42 pm 
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does the carapace landing pad provide indirect fire to:
any bp weapons in the army?
or any bp weaons on that titan only?


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 Post subject: Re: AMTL 3.18
PostPosted: Mon Oct 18, 2010 3:50 pm 
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Quote:
does the carapace landing pad provide indirect fire to:
any bp weapons in the army?
or any bp weaons on that titan only?

The latter.

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 Post subject: Re: AMTL 3.18
PostPosted: Sat Oct 23, 2010 3:17 pm 
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Vaaish, either the IG and Titan Legion you play with are scared shit less or just damn lazy. Seems like no one wanted to active turn 1. Good Grief!

After that first shot of the game I thought you were toasted, but you got lucky with SHT Companies being intermingled. Wish you could have played it out longer. Hope to see more reports...


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 Post subject: Re: AMTL 3.18
PostPosted: Sat Oct 23, 2010 9:48 pm 
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Yeah, tell me about it. It was getting a bit frustrating with all the 1's being rolled. I keep telling my friend that epic is about maneuver but it keeps ending up with no one going anywhere for a turn or so. Perhaps we should just make the standard game 4 turns to account for the first turn where little happens next time we play :)

it's the second time I've had a reaver toasted turn one with those deathstrikes. It really put me on the defensive and I'd mostly just resigned myself to attempting to take the left flank after that shot. Engaging the super heavies really helped break that flank, but it was more an act of desperation that, as you said, got really lucky.

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 Post subject: Re: AMTL 3.18
PostPosted: Fri Dec 24, 2010 11:57 am 
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My preference would be to use the War Engine Marauder we used in the Death Korps list!

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 Post subject: Re: AMTL 3.18
PostPosted: Fri Dec 24, 2010 1:19 pm 
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Oh for the supplement version I'll definitely use the WE Marauder.

This is the NetEA list though, so must conform to NetEA rules & regs.

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 Post subject: Re: AMTL 3.18
PostPosted: Fri Dec 24, 2010 1:48 pm 
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Also Rug, this list uses the NetEA Marauders, with 3BP each, so are worth their 250pts.

It's the EUK ones that are balls. :)

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 Post subject: Re: AMTL 3.18
PostPosted: Fri Dec 24, 2010 1:49 pm 
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Dwarf Supreme wrote:
One other thing, will you eventually be including stats for all of the units into the list? It's a little annoying sometimes to have to consult the E:A rulebook for unit stats.

What stats are currently missing?

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 Post subject: Re: AMTL 3.18
PostPosted: Fri Dec 24, 2010 3:36 pm 
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Evil and Chaos wrote:
Dwarf Supreme wrote:
One other thing, will you eventually be including stats for all of the units into the list? It's a little annoying sometimes to have to consult the E:A rulebook for unit stats.

What stats are currently missing?


I'm not sure now, but you already answered my question three months ago!

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 Post subject: Re: AMTL 3.18
PostPosted: Fri Dec 24, 2010 4:03 pm 
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heh, oops. :-)

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