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Simple vote - one list or two
Current list plus tweaks (see below for explanation) 63%  63%  [ 27 ]
Combined air/ground list (see below for explanation) 26%  26%  [ 11 ]
Two different air/ground lists (see below for explanation) 12%  12%  [ 5 ]
Total votes : 43

Simple vote - one list or two

 Post subject: Simple vote - one list or two
PostPosted: Fri May 04, 2007 7:27 pm 
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Our group discussed TRCs Drop Pod army of doom and one suggestion which came up was tha t if a Marine army used DPs they couldn't take any Titan legion support.
This could be justified/explained by saying that if DPs were being used the army was too far ahead of the titans for them to be included and any marine ground troops had been deployed by LCs and moved into position.
Players could still take lots of DPs but the deadly list with 4 warhounds would be impossible.


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 Post subject: Simple vote - one list or two
PostPosted: Fri May 04, 2007 7:37 pm 
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Scouts should not have drop pods, period.

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 Post subject: Simple vote - one list or two
PostPosted: Sat May 05, 2007 12:28 pm 
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According to background Titans can use droppods too. Even Imperator Titans...

What about allowing Terminators to use droppods too? According to Codex Space Marines, Codex BlackTemplars and the upcoming Codex Blood Angels they canuse them. Only 5 marines will fot inside instead of the usual 10 but this wouldn't be a concern in epic :D

Naturally Terminators can't use Teleport if they are deployed via droppod and they need a Spaceship and will probably drift away from the intended dropzone but they gain the Deathwind attack and don't risk gaining blastmarkers.

What do you think about this?

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 Post subject: Simple vote - one list or two
PostPosted: Mon May 14, 2007 6:04 pm 
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So we have a consensus now?

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 Post subject: Simple vote - one list or two
PostPosted: Wed May 30, 2007 10:15 am 
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I voted for the first option (which by my means includes the second) the list should be updated/balanced as well for air assault und planetbound.

Serious fixing points are (in alphabetical order):
adjust costs (eg. LR Transport, marauder)
attack bikes (speed 35cm, mounded infantry, two models per unit, 2 heavy bolters)
dreadnought (detachment option, transport)
scouts (no drop pods for scouts)
vindicators (redesign)


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 Post subject: Simple vote - one list or two
PostPosted: Tue Jun 05, 2007 5:08 pm 
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(The_Real_Chris @ Apr. 26 2007,12:08)
QUOTE

(alansa @ Apr. 26 2007,15:51)
QUOTE
Perhaps another poll is neccessary. If it ain't broke then don't fix it. So we have to find out if it's broke first.

The only broke stuff is the items under review for nerfing - slight power downs for terminators and landing craft and big power downs for the only really 'broken' list which is the Drop Pod Army Of Death tm (scouts) and the support of the Warhound Quartet Of Doom tm.

In essence this is 5 detechments of suicide drop pod scouts plus strike cruiser (950 points), 4 warhounds (normally singles but perhaps 2 singles and a pair) (1000 points) and 1050 points or stuff to support them (terminators, thunderhawks and interesting cargos etc).

You saturate the entire enemy deployment zone with orbital bombardment, 5+ deathwind attacks and blast markers, have the warhounds take out forward garrissons and have you teleporting termies and air attacks zapping everything else.

The only armies that can avoid this are the ones that can pretty much all garrisson forward (eg Ork foot army) which then becomes a 50/50 chance of getting hammered and you still have to deal with the warhounds off loading in your face (cunning players stick the enemy objectives on the mid table point to enable this), have a spacecraft and pray they win the roll for the first turn, or are trying to do it themselves.

A less powerful varient is one that does away with the scout suicide attack and instead has Marine Landers and thunderhawks and their cargos turning up in a similar fashion - again supported by the 4 warhounds. Still very deadly - a properly kitted out Lander can knock pretty much anything on the head.

Its really only overpowered though because of the four warhounds - I would be perfectly happy facing such a list as long as there were not 4 warhounds.

At the end of the day you are basically sacrificing 950pts of your army on a gamble that you do significant dammage - against armies that can garrison or have lots of troops off table for air assault or in gates etc its a bit hit and miss.

Two termie air assaults on top of four warhounds in probably the most overpowered marine list no matter what you spend the other 950pts on.





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 Post subject: Simple vote - one list or two
PostPosted: Thu Jun 07, 2007 10:58 am 
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Mhm, would give the list a try with single Warhounds  or even disallow them used as single Warhounds at 275 but allow scout drops. Maybe it?s really enough to cut out the "Warhound-maxing"

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