Vaaish wrote:
Not that I need any more of these
BTW Where do you feel this list is at right now? It seems like it's fairly solid, but I'm still not sure about some of the allies and crippling damage on titans.
I'm quite happy with the Knights-part of the list, even tho I haven't been able to test everything yet. Norto wasn't completely happy with them taking only half damage when losing engages, so that part might be too much considering everything else they have. On the other hand my consistent experience with both NetEA Knights and E-UK Knights has been that they tend to be extremely vulnerable to clipping engages, something I think will only become a bigger issue when people start playing with the huge A-T Knights... (tho my experience has been that it's less of an issue when you base them on oval bases like Knights in 40k) So might need more playtest on that before I decide if it stays or not.
I think the Skitarii part of the Allies section is OK, but I don't really have a strong opinion about it. I'm quite happy with the point values on the Thunderbolt and Maruder (as I think they're a lot closer to what they should be). The weapon options on the Reaver and the Warlord are OK as well, but don't really have a strong opinion on those either.
Completely agree on the Titan rules. Right now I'm leaning towards trying out the rules below in both the QM list and in TTL. I really liked the feel of the Split Fire rule when combined with a Warlord, as I think it made them feel a lot more interesting than they usually do, and really gives the player a reason to consider these big WE. Don't really think Reavers need fixing, they're alright as they are, so I've restricted the rules to DC8 or above.
9. Towering Incarnations of Chaos (TTL) / the Machine Spirit (QM) (Experimental Playtest Version)
Whenever a Traitor Titan Legion / Questoris Mechanicus War Engine with 8 or more DC is destroyed, all other friendly formations recieve d3+1 Blast Markers.
(The idea behind this rule is that it gives the opponent a very real reason to go after bigger WE. Not only might you bag the BTS, but you also disrupt everything else)
10. Split Fire (Experimental Playtest Version)
War Engines with a starting Damage Capacity of 8 or more may try to Split Fire when attempting to perform a Sustain Fire action. Split Fire gives an additional -1 on the activation roll. If successful, the WE may fire at up to two enemy formations.
May not target more than one formation per individual weapon. No +1 to-hit modifier from performing a Sustain Fire.