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Unified set of Weapon stats

 Post subject: Unified set of Weapon stats
PostPosted: Sun Dec 09, 2007 6:51 am 
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(nealhunt @ Dec. 08 2007,01:46)
QUOTE
Inferno gun ? Flamer AP3+/AT6+ IC or 30cm, BP3, Ignore Cover [one mode only, not an OR weapon]
Turbo Laser "Destroyer" - 45cm (60cm?), 3xAP5+/AT3+

So it comes down to do you like the flame template or not :)

If you stick a 60cm range weapon on the TLD it makes sense to double up (well more than it does normally) in which case you are comparing such a pair of warhounds with a TLD Reaver.

In fact should Warhounds have a rule saying two different weapons? Mono use ones do raise their power level somewhat. Regardless of the solution it can't be 4xAP5+/AT3+ if we want to keep plasma as a viable option.

Plasma Cannon - 60cm, 4xMW4+, slow fire [possibly 6x MW5+]
Plasma - I think the 4xMW4+ is pretty balanced.  It doesn't quite double kills compared to the Gatling Blaster but it has alpha strike ability.  OTOH, 6xMW5+ averages the same number of hits without mods, but strongly encourages Sustain Fire.  The problem is negative total mods are pretty common in the game, so it might suffer overall.


It is better sustaining, same advancing and worse on -1/-2.

Comes down to should you encourage assault use of plasma or support use of plasma?

Incidentally 7xMW5+ is better sustain and advance, worse at -1 or -2 but is now getting a bit better than the gatling (unless you wish to double everywhere).

Quake Cannon - 90cm, BP3,  Disrupt
Plasma Destructor - 75cm, 4xMW4+, TK, Slow Fire

The Quake Cannon might be too much - range increase and Disrupt as compared to ML - but unless many weapons on the same titan have increased range, range doesn't mean much.

Plasma v Volcano - Destructor has slightly more hits and alpha strike capability versus Volcano's d3 damage.  Modifiers to to-hit rolls shift their relative effectiveness dramatically - better to-hit strongly favors the Destructor, worse favors Volcano.

Yeah, I think MW is hard to make work on the QC.

As for the Plasma I don't think it would be attractive on any thing with a 15cm move. Plus Warlords can't double/assault as well as Reavers. Also its pretty strong (for a Reaver). Even on a doubling Reaver you are getting 1 1/3 kills vs 2/3 for a volcano at similar range.

Range wise for me the magic point is 90. More than its deployment zone strike, less than its not. The Reaver with this can advance and do it, or double and get in an assault position hopefully. The Warlord has to double to do it and won't as easily be in a position to assault.

I do see Support weapons as mainly a warlord thing as they are so slow (unless you have some sort of boost). Less than 90cm range makes it a reaver support weapon really.

Assault Weapons
Yeah

Support missiles - One Shot, Unlimited Range, Indirect Fire

Yes ont he firepower. Good idea spliting them up (as Blarg has done). As to effects have fun, I would just use a generic missile :)

CC Head/System - +3EA CC
FF Head/System - +2EA FF
Gun Head/System ? 45cm 2x AP5+/AT5+

Heads could be a range of stats, as there were so many made and these things will mostly be scratchbuilt anyway, so universal stats less of an issue. But unless you were never going to assault wouldn't you always go for the FF head? +1FF, +2CC, 2xAP5+/AT5+ prob a better balance.

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The more I think about this and how people will build titans (and the new model) I think having it as unique to each list is a good way to go.


(Ilushia @ Dec. 09 2007,04:14)
QUOTE
Well, I'll probably be using Neal's weapon list for my titans in the future, barring some new development which says they should have vastly differing stats anyway.

Yes I think that's probably right bar the scout TLD (maybe) and the Big Plasma.

Though are you saying Neal that the Battle Titan and Scout inferno gun and VMB should be the same?

Though saying that if you are simply dropping the VMB and Inferno to scout only tis simple enough for a different list to bring them back as tactical weapons.

I dislike having them reliant on fielding another weapon/upgrade to to be good as it hits existing model collections.

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 Post subject: Unified set of Weapon stats
PostPosted: Sun Dec 09, 2007 8:24 am 
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Ah, I have come up with a way to get round the mono mission warhound effectiveness. Tat is having two weapons the same. A straight ban impacts peoples models, so instead single warhound get to choose two different weapons from the list and warhound packs get to choose 0-2 of each weapon in the list.

So you can have doubled up weapons in the packs (though not all the same) but different singly. That should improve the balance somewhat.

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 Post subject: Unified set of Weapon stats
PostPosted: Sun Dec 09, 2007 4:54 pm 
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I'm assuming the implication is that the VMB and Inferno Gun don't exist for larger titans in his list. Which I'm okay with (I actually have two Reavers with VMBs on them. I've fielded them that way two or three times, but always found they just weren't good enough generally to be worth it due to the shorter range forcing me to double when my other weapons could reach on advance.)


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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 5:57 am 
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Just wanted to say I hope your real life situation improves for you soon Blarg.

I'm happy to leave this development debate to others for now, though I'm keeping half an eye on it.

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 4:21 pm 
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Sorry to hear about your problems Blarg, hope they sort themselves out (or the US gets a decent healthcare system in and hopefully reform of some sort or another could be on the cards).

Incidentally Blarg what's the profession?

Back to silly games - I think we are talking about a few weapons, with a core of about a dozen.

Your list has 50 plus (I think, can't remember how many exactly).

Chromas has more.

Tis indeed only my stripped to the bone one that has 3-4 more than that.

So having a common core to build systems around I think is quite do-able. Really I think yours of all the systems could accommodate others stats as it would simply be slotted into whatever level it was at.

To do each point on its own.


(Blarg D Impaler @ Dec. 10 2007,09:36)
QUOTE
1) Not everybody is looking at weapons from the same perspective.  This obviously has an impact on what somebody thinks a weapon's stats should be.  I'm approaching things from an SM/TL perspective, some are coming at the topic from a WH40K perspective, and others... well, others are coming from their own perspective.


Can't disagree with that. But as it is the most 'personal' of the design features it is something most subject to change.

2) Design by committee produces bad results.


Yes, I agree - for a list. But on the weapons it didn't do to badly. Fair enough it didn't do well, but the whole committee thing was I think most felt by what was included and what wasn't.

3) To have a common list of weapons there has to be an agreed upon set of rules defining how titans mount weapons.  Are we going to have set patterns of weapons?  Points based?  Modular?  The rules defining how weapons are allowed on the titans is going to affect the stats of a weapon.

I obviously disagree here. I do think you can have multiple systems dealing with the same stats.

Look at Epic A army lists. A hundred ways of slicing the same orange, all producing different 'feels' with very little actual change (marines are a great example).

4) What units/formations are going to be in the AMTL army are going to affect weapons variety and availability. *snip* Is the AMTL going to have access to Hydras?  If not, they are going to need more than carapace multi-lasers.  What about artillery?  Aircraft?  Scouts?

That would be a list design issue and then your build system would come into things. Got a system that favours assault? Implications for support, likewise if it favours 'artillary' titans and so on.

Having common stats for Land Raiders hasn't stopped different lists costing and using them differently.

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 4:58 pm 
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(Blarg D Impaler @ Dec. 10 2007,03:36)
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It's not going to happen.

1) Not everybody is looking at weapons from the same perspective.

It is going to happen, because there is an unstated condition in this thread that the goal is not universal approval but approval of a list that is compatable with the official EA rules.  In other words, there is a generally shared perspective.

There is also another unstated but implied condition governing this thread.  This is a collective starting point for potential lists to work from.  The goal is not an end-all-be-all weapon list set in stone.  It's just a "this is pretty darn close" common ground that people can use as a reference point.

There is really only one set of priorities that should be applied to achieve that and it's the same set that have been applied to every army list development since the core rules were finalized.  The general order of consideration is:

1) Existing EA rules and mechanics
2) Current background descriptions
3) 40K rules
4) Older background descriptions and rulesets

Particular issues may warrant greater or lesser consideration and that is a matter of ongoing debate.  However, some things are certain.  SM/TL era rules and background are never going to trump existing EA rules or 40K rules.  Older background material is never going to trump more recent revisions, no matter how much we might complain about GW's inconsistency over the long term.

3) To have a common list of weapons there has to be an agreed upon set of rules defining how titans mount weapons.

The framework is:  3 categories of weapons - scout, tactical, support - with relative power levels that are established by published precedent and have widespread community agreement, as demonstrated by the recent "role of support weapons" poll.  Details beyond that don't need to be defined because, as noted above, this is not intended to be a finalized, never-to-be-changed set of stats.

4) What units/formations are going to be in the AMTL army are going to affect weapons variety and availability.
There is largely a community consensus on this but in the end, this is a minor consideration.  Application in the army list can be adjusted from list to list based on the differing environments, just like variant lists for any other army that contribute to situational differences in relative power levels.

With all due respect to The Real Chris and everyone who has posted on this thread, this is a waste of time....
I'm not going to participate in this thread any more and I am going to ignore any results that come out of it.

Of course you're going to ignore it.  You're going to stick with your home-made list based on out of date and never to be used again SM/TL material because that's what you want to play.  You've made it clear you have no intention of adjusting to anything more recent than that.

There's no problem with that.  Go for it and have fun.

It would, however, be a kindness not to tell everyone it's a waste of time for them just because it's a waste of time for you.

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 5:29 pm 
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(Chroma @ Dec. 07 2007,20:22)
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(Evil and Chaos @ Dec. 07 2007,20:12)
QUOTE
IIRC the new Apocalypse book has given some appended names to some of the weapons.

Warhound:

Double-barrelled Turbo-Laser Destructor

Warlord

Apocalypse Missile Launcher

The Plasma weapons are rather short ranged compared to the other "primary weapons".

And the Melta Cannon is fairly long range there too and certainly not an "assault" weapon!

Interesting stuff.

As said before, I think it'd be useful if we could have a re-post of the full list of Titan weapons in Apocalypse, if only to find the massive inconsistancies (It seems we shall have to accept some minor range differentials).

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 5:46 pm 
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I have an idea for the Inferno Gun.
How about using a similar rules mechanism as for the Wh40k Inferno Cannon of the Hellhound?
Here you place the terdrop template on the targetet unit in such a way,thatit is entirely within range and covers as  much enemymodels as possible. It doesn't matter where the narrow end or the blund ends are pointed as long as the whole template fits inside the maximun range of the weapon.

Think about the gunner pointing the gun at point A and pulls the trigger, then moves the hose of burning liquid over to point B and releases the trigger. The area between point A and B ist the template.

With this we could use the flame template both for Scout- and Battletitans, even with the same stats but with the improvement of longer range for Battletitans.

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 5:52 pm 
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I'd rather see it as a BP weapon.

The lack of proper scaling for multiple templates is the big killer as far as I'm concerned.

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 6:00 pm 
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(Evil and Chaos @ Dec. 10 2007,16:52)
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I'd rather see it as a BP weapon.

The lack of proper scaling for multiple templates is the big killer as far as I'm concerned.

Well, long ago I (and probably others) proposed treating the "flamer" weapons just like BP weapons, but that they use the teardrop template instead of the barrage template...

So, the same "extra BMs" and template rules, perhaps with "narrow end" towards the shooting model for all templates.

I'll see if I can find the actual proposal again.

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 10:47 pm 
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Its a neat idea. Only drawback is it covers a larger area (similar to what? 2+ barrage templates?).

Though could do it as place the template entirely within range (say 30cm), doesn't matter if the thin end points to you and have it as 1BP.

2bp is probably out as it means if you take it, take two (more than double effectiveness).

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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 11:14 pm 
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I'm gonna propose something crazy for the Quake Cannon, based on some old fluff and what I think would help make it feel different then a better MRL... So... Uh, it's probably not functional and pretty silly really!

Quake Cannon/60cm/3BP/Disrupt
OR                  90cm/MW3+/TK(1)

Essentially the idea is that the quake cannon round is a penetration round, designed to hit a target, penetrate its armor -then- detonate. When fired in an artillery mode it'll hit the ground, submerge and detonate, which can certainly kill things but is really better for purposes of disrupting opposing lines and battle formations badly. But when fired directly it'll go straight through whatever you point it at. Whether you should fire it directly or as a BP weapon depends on range to target and how many guys you can get under the template, and what kinda armor saves they get. As you can pretty easily get five or six infantry stands and two or three tanks under the disrupt template even on a double you're likely to kill as many 4+ armors firing templates vs an advance firing direct (Alternatively you could change the ranges on it, too).

Dunno if it's balanced or useful, but the prospect of having a dual 'shoot direct or template' weapon like the Basilisk gun seems appropriate in this case.


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 Post subject: Unified set of Weapon stats
PostPosted: Mon Dec 10, 2007 11:39 pm 
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I like it.  A very cool weapon, though its' dual use does make t better than those weapons that can only do one thing.

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 Post subject: Unified set of Weapon stats
PostPosted: Tue Dec 11, 2007 5:04 am 
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Tis novel. Would probably have to be 4+ so as not to be better than the VC though.

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 Post subject: Unified set of Weapon stats
PostPosted: Tue Dec 11, 2007 5:42 am 
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You could also consider dropping its range to 60cm to match the BP weapon. But 4+ might fit better. The problem with going to 4+ is there's rarely a time you're likely to be substantially better off firing TK mode compared to Disrupt mode at 4+ (other then against things like Land Raiders where you've got only four targets and they're all rock solid).


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