Brood Brother |
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Joined: Mon Jul 18, 2005 9:08 pm Posts: 356 Location: Beavercreek, Ohio, USA
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(The_Real_Chris @ Apr. 10 2007,12:14)
QUOTE Hmm, I agreed to that? I must be going soft in my old age  So whats the MA Blarg? International Relations?  Oh Blarg something to factor into your system maybe is what proportion of epic games last three turns - as a three turn game gives the same chances to fire as a 4 turn, but obviously doing more damage per turn if its only 3 turns. The masters is a Masters of Operations Management, kind of like an MBA. Combine that with all of my engineering work experience with Delphi ranging from design, product engineering, being a supervisor, & coordinating engineering prototypes, my Bachelors in engineering technology, and being a US Army ROTC cadet in college I'm hoping that I'll be able to get a good job when Delphi US Operations go belly up.
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My system assumes a 4 turn game and that the opposing players are both roughly equally skilled and sufficiently skilled. If you are able to pull out a win in three turns do to tactics, dice, or board set-up then I congratulate you.
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The Plasma Cannons are good when you have a moderate to low number of opposing units (individual tanks, stands of infantry, etc.) on the board where the MW has meaning and the slow rate of fire is not a problem. When you start looking at a wall of flesh coming at you (horde of Orks, tide of Tyranids, infantry heavy IG army selections) then the plasma cannons start to become a hindrance and you want the raw rate of fire that the Gatling Blaster gives you.
Yes, you could have an all Plasma Cannon armed Warlord and have an excellent first strike ability against your typical combined arms force or heavy armor force. (Assuming that they are in range, LOS, etc.) But if you are opposite a lot of fast, light cav or infantry then your next turn is going to be rough. You could stagger your fire to fire half one turn and then half the next, but then you are just trading shoot-and-scoot tactics with a constant barrage of fire. In effect, if you have an all Plasma Cannon armed Warlord it is like a slightly milder version of the all Volcano Cannon armed Warlord; yes you have some awesome firepower, but you are vulnerable to hordes of light/fast stuff.
You can play around with the weapons load to make a nasty killing machine, like arming your Warlord with 2x Plasma Cannons and 2x Chain Fists, allowing you to alpha strike first turn and then wade into CC the next turn. I may be alone on this, but I don't find this type of a tactic unfair. If anything, I think it should be expected of Imperial Titans.
Let's face it, Imperial Titans are rather bland and inherently not that good. The carapace firing arcs are restricted and they don't have any special abilities/rules that give you unusual tactics to exploit, like Holofields, 360 degree firing, high speed, high DC, etc. What has made Imperial Titans worth taking is their shear flexibility in weapons selection. Eldar Phantoms compliment the rest of the Eldar Army rather well with their abilities, likewise with the Ork Gargants. Why can't the Imperial Titans be able to compliment the IG or Space Marines in their own way?
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All right, enough of the off-topic stuff. Who's in favor of eliminating the price difference between base Land Speeders and Land Speeder Tornadoes?
_________________ I shot a Deathstrike Missile and destroyed an enemy titan in my pajamas last night. ?How it got into my pajamas I still don't know...
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