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Alternate critical hit table

 Post subject: Alternate critical hit table
PostPosted: Thu Sep 14, 2006 4:57 pm 
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DS remember to send me .doc file with all the tables!!  :cool:  :cool:

cheers
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 Post subject: Alternate critical hit table
PostPosted: Thu Sep 14, 2006 5:30 pm 
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I haven't forgotten.  :)  As soon as I have a finalized version, I'll email it to you.

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 Post subject: Alternate critical hit table
PostPosted: Fri Sep 15, 2006 2:48 am 
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Hi!

Thanks DS, appreicate the help and contributions!

Primarch

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 Post subject: Alternate critical hit table
PostPosted: Fri Sep 15, 2006 2:30 pm 
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(primarch @ Sep. 14 2006,21:48)
QUOTE
Hi!

Thanks DS, appreicate the help and contributions!

Primarch

My pleasure.  :cool:

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 Post subject: Alternate critical hit table
PostPosted: Fri Sep 15, 2006 3:00 pm 
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yeap well done DS

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 Post subject: Alternate critical hit table
PostPosted: Wed Sep 20, 2006 3:41 pm 
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Tables for Eldar titans are almost done. Since the tables for head, reactor and weapons are the same, my job was easier this time around.

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 Post subject: Alternate critical hit table
PostPosted: Tue Oct 03, 2006 8:00 am 
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We played a 3000 point battle last night and used the alternate critical hit tables.

My personal feedback is that they work nicely to extend the life of the titans.  

We had two marine armies with a warhound on each side and kev had a reaver.

The reaver dominated the battlefield striding through the right flank un opposed.  (Marines really do suck at anti titan work especially with the point defence hits on inf and light vehicles of 3+!)

The warhounds sat in the middle and cancelled each other out for most of the game (in CC for about 3 turns, minimal damage to each)

I think that the new tables would be useful on really large battles but at low point battles they are to effective.  Titan's just cannot be damaged...

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 Post subject: Alternate critical hit table
PostPosted: Tue Oct 03, 2006 2:19 pm 
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I'm glad to see that my tables have been battle tested.  :) I can see why titans would be even harder to damage in a low points game. Perhaps they should only be used for games with at least 4000 points.

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 Post subject: Alternate critical hit table
PostPosted: Wed Oct 04, 2006 10:23 am 
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Yeah at low point value battles there just isn't enough stuff that can effectively damage a titan.

I think a couple of weapons might need changing to add a modifier to damage as well. e.g. volcano cannon plus 2 or 3 to damage table results.  

This would lead to the use of high power weapons killing titan but not low power ones unless by an absolute fluke.

A couple of bits of wording in the document need tweaking as well (not sure if they have been mentioned) -

7-8 : The reactor is breached and must be brought under control. The Titan may do
        nothing until the reactor has been repaired. In the next repair phase, roll a D10
        and consult the following table:

              1-3 : The reactor is partially repaired. See 1-4 result above.
              4-6 : The reactor is completely repaired. The Titan resumes functioning.
              7-8 : The breach has been contained, but the reactor shuts down completely.
                       See 9 result below.
              9-10: Meltdown! See 10 result below.

I think that options 1-3 and 4-6 should be swapped, plus I think that 4-6 should be re worded slightly as it implies all reactor damage is repaired not just this breach.  (we had a situation where two lots of reactor damage was fixed by "The reactor is completely repaired"

Overall though very good.

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 Post subject: Alternate critical hit table
PostPosted: Wed Oct 04, 2006 3:39 pm 
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Enderel,

Thanks for the feedback!

Good point on the rewording. I'll change it. As for swapping 1-3 and 4-6, another good point. I'm not sure it's necessary since they have equal chances of occuring. I'll think about it.

I have already been thinking about boosting those weapons with "penetrating". I agree that on a D10 table, weapons, the volcano cannon especially, need to have their penetrating value increased. I'll probably need to look at them on a  weapon-by-weapon basis, instead of giving a blanket +1 or +2 boost. An increase of +2 or +3 for a volcano cannon is certainly warranted, whereas other weapons might be fine with a moderate increase or none at all.

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 Post subject: Alternate critical hit table
PostPosted: Wed Oct 04, 2006 4:02 pm 
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That's very true regards the equal chance, it just seems more logical to have a better result earlier then get progressively worse as the table goes up the values. ?

At the moment it goes slightly bad, great news, bad, finally it's run for the hills. ?:D

Oh I'd definately only add a modifier to those weapons that are proper Titan weapons.  Volcano cannon's heavy lasers of all sorts, heavy plasma and designated Titan killer weapons in the army lists.  e.g. Knight errants already have a +2 bonus.





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 Post subject: Alternate critical hit table
PostPosted: Wed Oct 04, 2006 4:12 pm 
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(Enderel @ Oct. 04 2006,11:02)
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That's very true regards the equal chance, it just seems more logical to have a better result earlier then get progressively worse as the table goes up the values. ?

At the moment it goes slightly bad, great news, bad, finally it's run for the hills. ?:D

Point taken.  :laugh:  I'll swap the two results.

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 Post subject: Alternate critical hit table
PostPosted: Mon May 25, 2009 2:46 pm 
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(blowing the dust off this topic) Now that I have more free time, I'm resurrecting this project.

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 Post subject: Alternate critical hit table
PostPosted: Fri Jun 05, 2009 10:39 pm 
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Hi!

Thanks for the link reminder.  :)

Looking forward to see it all.  :)

Primarch

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 Post subject: Alternate critical hit table
PostPosted: Wed Jun 10, 2009 2:20 am 
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Unfortunately I lost my original Word documents and have to retype everything.  :sad: I just finished typing all of the tables for the Warlord. All of the tables for the Reaver and Warhound are exactly the same, except for the Weapon table, because neither of them can have the Carapace location. I'm not sure how to post a look to the documents, so any help would be appreciated.

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