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The Warlord Titan - why must it be pants

 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Mon Nov 29, 2010 10:56 am 
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I'd be tempted to try something like:
Quote:
DEPLOYED:
Land Speeders
Land Speeders
Devastators w. Hunter & SC
Devastators

THUNDERHAWK AIR RESERVE:
Assaults
Assaults
Assaults
Thunderhawk
Thunderhawk

ALLIES:
Warlord
Thunderbolts


Solid-ish, but no real Engagement punch compared to a standard Marine list, I'd have to rely on always having Supporting Fire available when and where I wanted it.

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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Mon Nov 29, 2010 12:49 pm 
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I can see it already. 2011 the year of the Warlord. Where's AndyH when you need him!

Might even get my beetleback up and running for next year.


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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Mon Nov 29, 2010 12:51 pm 
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TBH with my recently finished scratchbuild I'm more likely to be running a Reaver-Warhound combination this year, but I may bring a Warlord to one tournament.

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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Mon Nov 29, 2010 2:05 pm 
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Rug wrote:
Possible marine Warlord Tactics:
Warlord
TBolts
Strike Cruiser
Devs+ Librarian+ 2 Dreadnaughts
Tacs+ Captain+ 2 Dreadnaughts
Terminators+ Chaplain
ThunderHawk
Assault+ Chaplain
Assault


I tried a warlord/drop list a while back at a london tourney. Sadly it did not do well :(


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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Tue Nov 30, 2010 11:27 am 
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Again, while it may work changing the core rules to try and fix one unit isn't the way to go.

The game as it stands is fine, amend the unit if it needs fixing.


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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Tue Nov 30, 2010 11:53 am 
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elsmore wrote:
Regarding the Warlord cost effectiveness - what if a special rule was introduced that allowed to target 2 formations (only using each weapon once)? This could apply to Titans armed with 4 or more titan weapons. Movement would be the same and activation count wouldn't actually change, but the Titan could affect a greater number of enemy units, thus levelling the playing field.


I had an idea about a rule for the emporator titan wherby the basic idea was that it was a formation of 3 rather than one.

Such a thin isn't needed for the warlord though - and wouldn't help much either. it's lack of speed and inability to be in two places at once (so to speak) means that it's less valuable than currently costed. So just drop the price.


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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Tue Nov 30, 2010 1:26 pm 
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elsmore wrote:
Dropping the price is fine if you can do it without making the Reaver/other lower tier units redundant.


well you won't have to worry about the warhounds on that score.

As to the reaver - even if the warlord was only 50pts more than reaver, the reaver would still have a place as it is faster?


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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Tue Nov 30, 2010 2:52 pm 
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Drop the Reaver and Warlord in points, and I guess raise the Warhound slightly again.


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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Tue Nov 30, 2010 5:05 pm 
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Quote:
I assume the Emperor class titans suffer from the same issue.

Actually, reports on Emperor Titans from the one list they're allowed in are pretty positive.

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 Post subject: Re: The Warlord Titan - why must it be pants
PostPosted: Tue Nov 30, 2010 6:53 pm 
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Quote:
I also disagree that updating the core rules slightly would make the game more difficult to get into. If a player wants to make the most of this game by joining the community and taking advantage of all the armies/units/rules, it's already an uphill struggle. This is not because of any change/changes per se, but because there is no complete "Armybook for Dummies" (Something which I believe is being addressed). I'm speaking from experience, as a returning player.


Without diverging from the topic too much, I agree with you completely. Being an E:A Newbie, my biggest issue has been digging through the many forum posts to find Army Lists. Rule changes and such are not a barrier as long as they are compiled and organized and easy to find and it NetEA gets books and a well maintained web page or wiki then this becomes a non-issue IMO.

Quote:
Over time, faults in the ruleset will be uncovered by experienced players. Unless these faults are addressed, players will get bored and look for something better. If the EA ruleset is one of the best ever created, why not strive to perfect it?


Agreed very much! I feel that point adjustments and Stat Adjustments alone can't fix some of the flaws that are found in the extensive playtesting that goes on. If a flaw like this is found (ie causes an undesireable metagame) then work towards a rule amendment that comes from best practices discovered through playtesting. To put it another way; over time, point changes and stat changes cause "creep", its simply a fact and can't be avoided. If a rule change can help avoid issues like this across all lists, then it is a much better solution, IMO.

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