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Lugganath Craftworld 0.1

 Post subject: Lugganath Craftworld 0.1
PostPosted: Sun Mar 11, 2007 8:05 pm 
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However, a D-cannon can be devastating when it hits a target.  Anything other than a Titan is automatically destroyed, regardless of armour or saving throws.  A Titan with operating void shields is completely unaffected - it does not even suffer a knocked-down void shield - but a Titan without void shields suffers one automatic critical hit for each successful hit by a D-cannon.

The grade of a Titan-mounted D-cannon is always one less than the heavy wepons grade of the hard point on which it is mounted; this is because of the neccessity for additional stabilising equipment to keep the weapon still for firing.

Vibro Cannon
Commonly known as the vibro-cannon or V-cannon, the induction field projector is a very heavy weapon, which can only be fitted to Eldar Titans; it required a very precisely modulated power supply, which is beyond the capacity of Human plasma reactor designs.

The V-cannon causes a fluctuating electromagnetic field which induces a powerful interference in heavy-duty power transmission systems.  This is often compared to an electric current inducing muscular paralysis in a Human.  When two or more are brought to bear on a single target the fields will interfere with each other.  This interference is modulated to induce resonant vibration in the structure of the target, causing damage by literally shaking it apart.

The V-cannon can only be used with first fire orders.  It has no effect on infantry.  A roll is made to hit as normal, but void shields and power fields provide no protection; a hit always causes damage to the target.

If a hit is scored, the V-cannon is locked on to the target.  It remains locked on until:

- The attacker chooses orders other than first fire for the unit operating the V-cannon

- The attacker decides to fire at another target

- The target moves out of the V-cannon's range, fire arc or line of sight

- The target is destroyed

Hits from a V-cannon cause damage in the end phase of the turn.  The target suffers the following the effects for each V-cannon locked onto it:

- movement reduces by 4cm, to a minimum of zero

- the target loses one 45* turn per movement phase, to a minimum of zero.

When two or more V-cannon are locked on, the target also suffers one automatic critical hit for each V-cannon apart from the first that is locked onto it.

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Tue Mar 13, 2007 2:32 pm 
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Quite interesting stuff!

We?ve obviously come a long way from AT to E:A...

I hope to get a stab at fielding some Lugganath as soon as the nearest opponent ?can free some time, possibly even this weekend when I?m back in my home town and the old crew finds time. Available armaments are FusionLance/D-Cannon, D-Cannon/TremorCannon, Pulsar/TremorCannon. And two PowerFist/PsyLance Warlocks of course...

D-Cannon/TremorCannon is of course somewhat suboptimal. D3+5BP, all specials lost...


If the option was available, I?d probably mount 2 Tremors instead. Is there a balance problem with two weapons of the same type other than the Pulsar? The way the BP rules work, I don?t see any overpowered combos, even 2 PsyLances isn?t that bad. Everything else, 2 D-Cannons, 2 Tremors, 2 Fusion Lances, even 2 Powerfists looks allright to me.





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 Post subject: Lugganath Craftworld 0.1
PostPosted: Tue Mar 13, 2007 2:50 pm 
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Irondeath, I don't know of any balance issues but there could be.  I'd say try it if you'd like.  Just keep some good notes for the battle report and take some pictures if you can.   :D

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Sun May 13, 2007 5:53 pm 
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Hey Moscovian,

Noticed your list over on the ASP while searching for a bit of inspiration for ideas on a multiscale long term campaign between myself and an avid Epic player.

We gave the list a go, didn't spend much time or thought on the lists just done them up quickly so we could have a quick game.

One of the things I would like to see in the list is the option for the different weapon variants that used to be available (ie we have a Warlock with weapons configurations that can't be used with any of the lists we have found yet).

3000pts

Vs ATML 1.2
Warlord
Reaver
2 Warhounds
3 Knights Lancer
3 Knights Errant
3 Knights Crusader



Eldar
2 Warlocks
2 Revenants
2 Bright stallions and 1 tpweromg destroyer
1 Swords of Vaul (5 falcons)

Terrain Set up.


I didn't take any photos during the game because the Eldar titans and knights haven't been assembled properly because we don't use then usually and were just legs blutacked to bases.

We didn't take detailed notes to do a proper battle report because we were going for a quick game but I thought I would give what feedback I can.  We will definitely give it more of a playtest later when we have more time.

Turn 1

I attempted to break the knights to no avail, only causing one point of damage to the towering destroyer.

I tried to surround one of the Warlocks to charge it in turn two with the knights lancer but failed to activate the lancers and didn't do any damage to it at all despite a fair bit of shooting.

One of the Warlocks managed to take 1DC each off two of my Crusaders.

Turn 2

One of the Warlocks that I had tried to surround and take out asaulted my Warlord, supported by the eldar knights causing him to break

I pretty much took 3/4 of my army to break one of the Warlocks, only doing two damage to it with the Lancers and Warlord (during CC) getting one unsaved hit each.

The Swords of Vaul knocked off two Crusaders and broke them.

The Reaver took out three Falcons in revenge breaking them

Everything regrouped

Turn 3

The other Warlock and Revenant titans got stuck into my Reaver, doing 4 damage and a critical, causing it to break.

As revenge I sustained fire on the Warlock with my Warlord, taking it up to 5 damage and breaking it, Yey for titan killer weapons and failed holo field saves.

My Errants moved forward to take one of the enemy objectives and finished off the Towering Destroyer.

I managed to claim victory by moving my Warhounds onto the eldar blitz objective due to my higher number of activations.  I had actually been going for they shall not pass and defend the flag but didn't have the ability to expell the two revenants after I had broken the Warlock on my table edge.

My Reaver decided not to blow up and repaired itself to boot.

Thoughts......

I not sure how I would go about taking on a list like this with most of my normal armies.  Taking out two Warlocks would be a bit of a struggle.  Hopefully I could just avoid at least one.

Playing games with lots of titans on each side didn't really prove to suit our playing style that well.  There was a lot less action and excitement in this game for us due to having so many things around that are just so hard to take out.  Both of us prefer playing games where we are killing lots of stuff rather than struggling to put damage on titans.  Even facing each other off they didn't do that much damage to each other except when lucky TK hits got through.

We will give it a shot against some of my other armies and do more detailed battle reports.  Especially if we can get some eldar titans assembled and properly painted.

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Sun May 13, 2007 9:38 pm 
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Warlocks are a pretty tough thing for their points. Never saw a chance against it when taking Marines anyway. Should be considerably more expensive or 0-1, best both things. If playing against them you can only hope for luck. Every unit supporet by this fast titan wins any assault. Makes things really scary when combined with SR5 in Ulthwe list. Maybe this titan should be a thing to alter.

Soren

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Mon May 14, 2007 3:15 pm 
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(Mark_Logue @ May 13 2007,12:53)
QUOTE
3000pts

Vs ATML 1.2
Warlord
Reaver
2 Warhounds
3 Knights Lancer
3 Knights Errant
3 Knights Crusader

I know this off topic, but Mark are you aware that AMTL needs to take Paladins before you can take any other Knights?

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Mon May 14, 2007 3:26 pm 
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Hey Mark,

Thanks for the batrep and feedback.  I can honestly tell you I have never fielded the army before - I wasn't sure how it would play or even if it should play.  If you would like to put together some ideas for changing the list I am totally open.  My personal feeling is that the weapons should not be equivalent, but point based.  Unfortunately, my existing commitments have kept me from Lugganath and I see no chance to work it until November. :O

As for it being a boring game... I don't know what to tell you.  That can happen - I've had some boring games of Epic with the core armies, so hopefully it isn't just the Lugganath list.  Once again, if you have some suggestions for improving the list throw them up here or PM me.

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Tue May 15, 2007 11:31 am 
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As for it being a boring game... I don't know what to tell you.


Sorry Moscovian I didn't mean that the list is boring.  (dam me and my poor explanations)

We just found that playing with two opposing titan legions made for a less exciting game because there wasn't much carnage (only a couple of models actually died).

Looking forward to playing some games with the Lugganath list against my standard armies.  That way their is still heaps of carnage.

We will give it some more play testing when we get time.

The list seems about right to me at this stage, definitely comparable to ATML.

I know this off topic, but Mark are you aware that AMTL needs to take Paladins before you can take any other Knights?

Not until you just pointed that out to me.  Thanks!  (thats what I get for making lists up really quickly)  Dam it and I think Paladins are the least visually appealling models.

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Tue May 15, 2007 11:35 am 
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Mark, I wasn't offended.  It might be a boring list! :p   I can totally see a Lugganath vs AMTL degenerating into a battletech type of situation.  

Keep the candid remarks coming: it is the only way to build a list.  Thin-skinned people have no business posting their ideas on forums, so beat up the list as much as you want. :;):

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Tue May 15, 2007 2:26 pm 
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(Mark_Logue @ May 15 2007,06:31)
QUOTE
[I know this off topic, but Mark are you aware that AMTL needs to take Paladins before you can take any other Knights?


Not until you just pointed that out to me. ?Thanks! ?(thats what I get for making lists up really quickly) ?Dam it and I think Paladins are the least visually appealling models.

They might not be as visually appealing as other Knights, but they can be quite effective in assaults.

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Thu Apr 30, 2009 12:19 pm 
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*cough*

"Alakazam!" (or whatever the appropriate word to resurrect a thread is...)

Mosc, is this list still available? I just get a "File not found", when I try to download the most recent version from your previous post.


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 Post subject: Lugganath Craftworld 0.1
PostPosted: Thu Apr 30, 2009 3:53 pm 
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Sorry about that!  Not sure when that link when dead but here is the list regardless.

Remember this is an experimental list and probably in need of severe revision.  AMTL 2.0 has been out for some time and I will take time after the May tourney to look it over and try to build Lugganath into that type of framework.  While it isn't necessary, I think it is easier on Epic players if similar lists are built in similar ways.

In the mean time, feel free to play the list as is or -if you think something is chewed up- then change it.  Battle reports are always appreciated.

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Thu Apr 30, 2009 4:14 pm 
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I thought AMTL V2.0 was dropped in favour for E&Cs War Griffons?

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Thu Apr 30, 2009 5:36 pm 
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Really?  Do you have a link?

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 Post subject: Lugganath Craftworld 0.1
PostPosted: Thu Apr 30, 2009 5:42 pm 
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No clue. Perhabs in one of the bazillion threads here? :D
But AFAIK AMTL V2.0 isn't developed anymore. The most recent list is WarGryphons V3.13b

EDIT: This thread is actually labeled AMTL 3.13:
http://www.tacticalwargames.net/forums/ ... 22;t=14798




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