[NetEpic ML] Re: Net Epic Revision: Titans

From: Hellreich <hellreich_at_...>
Date: Sun, 5 Mar 2000 15:31:00 -0500

  ----- Original Message -----
  From: Peter Ramos
  To: netepic_at_egroups.com
  Sent: Sunday, March 05, 2000 2:02 PM
  Subject: [NetEpic ML] Re: Net Epic Revision: Titans


  Hi!

  Now I'll comment on my own post.
    Warhound hull, 250 points

    At 125 per warhound its TOO low for such a useful unit, 200 per hull is my guess, the cost of weapons keeps it around 350 on average.

    sounds good

    Reaver hull, 300

    The only one I'd leave as is.

    Agreeded

    Warlord hull, 500

    I'd trim it down to 450 and would even argue for a 400, the changes made although useful, still make 500 points too much.

    Disagree leave at 500 for the changes make up for this, tryed the 4+ save and in 3 round damn thing still had 4 sheilds and not one hit on it. And that was with using only -1 gun fire to take a sheild down. no plain weapons are allowed to take a sheild down in are house rules.

    I will list the Imperial weapons below with current cost, the comments should be two fold, first wether the cost is okay and second whether the rules for it should change.

    1.Gatling blaster, nice weapon, but hits on a 5+ perhaps a cost of 50 is better
> rules are fine
> increase to 75, for you almost always get 2 hits and at -1 TSM

    2.Laser blaster, lots of dice but no modifier, anti-infantry really not bad at 50 points
>Agreed
>rules are fine
    3.Quake cannon-overpriced, by a lot, only one shot and the volcano is a lot better, I'd say its not worth more than 50 points
>disagree for you can take out a building with one shot, and -3 or -4 on 1D6 not much of a differance still going to much damage I say 100pts for if you check out the Knights with this gun they are at 130pts each and no one is crying bout that.
>rules are fine

    4.Melta cannon, pretty good as is.
>agree
>maybe up range to 50cm
    5.Turbo laser, perhpas too good, two dice hits on a 3+, at the very least keep at 75 points
>Leave as is
>rules fine

    6.Vulcan mega-bolter, leave ass is
>Agreed both pts and rules fine

    7.Volcano, leave as is
>Disagree Up points to 150
>Weapon Bucu powerful an unsheilded Titan is almost always going down, put on list to destroy buildings.
     
    8.Balstgun, very useful weapon, I'd say bump it up to 75 points
>Agree

    9.Plasma cannon, In general I am very disatisfied with the rules on these plasma weapons, its not effective to have if you can fire anything else. I'd import an idea from Heresy, in the case of the cannon you lose half of the active shields (due to power drain) and the electrohull doesn't work. You can regain sheilds next turn as well as the electrohull. Only this way is 100 points justified
>disagree
>just drop to 75pts, and leave as is

    10.Destructor- same as above, but lose ALL shields, e;ectrohull and no move for the next turn (with reduction in CAF), and bump up cost to 150. Its just silly to mount weapons that dont permit you to use anything else.
> are you crazy any unsheilde Titan is gone,Almost always say goodbye to Gargant, increase to 175, but allow to move.

    11. Inferno gun, good as is
>agree

    12.Deathsrike centerline head, good a is
>agree

    13.Multi-launcher, if you played AT you know this is NOTHING like its predecessor, it just plain sucks. I say either give it a save modifier of -1 or extra templates to earn its points.
>ok ok ok put the crack pipe down, This weapon in the game is very effective at what it was designed for, Infantry killer and light tank killing.
>leave as is

    14.barage missile launcher, having use and abused this thing for many years leave as is, sure its an expensive one shot, but its too easy to mount several and cause damage, especially at the games start.
>limit one per Titan
>leave pts alone

    15.harpoon missile, I dont like the rules, who uses this anyway? I'd amke this ignore shields (like the trident) and take over the titan the same turn, (even if it already acted), otherwise why bother?
>up the TSM to -4
>Leave as is

    16.Voretx, something is just gotta be done with this, its a "kill-a-titan-for-free" card, with gargants its a joke, they are so wide this never scatters far enough not hit it. If the rules are kept, its got to be limited, preferable by special card.
> up cost to 300pts, for this will limit it to game size as it should be.
>leave rules as is

    17.warp missile, same here as above
>up pts to 400 for this is alway a Titan killer, and as such shuold cost as much. This will limit to game size as should be
>leave rules as is

    18.All close combat weapons, they rules are okay, but why pay for them, how often does close combat occur in these rules? Not very much unlike AT. I'd save give people an incentive and give close combat weapons for free
> not free but all 10pts for some destroy buildings
>all rules ok

    19.cerebus,AA, augment the stats, at least as good as hydra.
>increase to 4 dice, decrease range to 75cm.
>other rule fine
    20.Landing pad, okay as is
>up points to 75 for you may now fire indirect barrage with no scatter
>if leave as is make scatter 1D6 like forward obsevers

    21.Different heads, okay as is
> command head should be 50 pts same as commander stand.
    22.Corvus, too expensive unless the termies are included, I'm okay with leaving the cost if termies are included.
> ok now I know your on crack LOL it cost 350 pts for drop pods and you have to give up your rihnos, you don't get an extra die in close combat, and after all these are termies +4-+6 CAF already. Protected by void sheilds, if Titan goes down they get to roll there fixed save. Come on up points 250
> change rule for arm pod and let termies be deployed on ground also.

    23.devotional bell, okay as is
>agree

    24. Fire control, as is
>agree

    25.trident, as is
>agree

    well. thats my rather long two cents.


    Peter

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Received on Sun Mar 05 2000 - 20:31:00 UTC

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