Re: [NetEpic ML] War Monger play test
Daniel Wolf <MasterDanielWolf_at_...> wrote:
Hi all!
My comments on your comments qester. ;-)
Inevitable that i state my comments on this warmonger version! And believe on the warmonger creation i'll put my hands on, oh yes! I'm a full hearted imperial player and a big criticism which tries to keep things "on the ground" and make them not to powerful. ;-)
I m a ork and bug player at heart
I hate bugs; they are veeeery hard (bio-titans extremely difficult to kill!).
But enough talking.. talk about this version:
> >1 plasma to move 2 to run; 1 for fire control 2 for first fire,
> >one for sensorium, one for shields
let me say here: 1 counter for shield regeneration on a 5+, 2 counters for regeneration on 4+; I let that one by sorry
>> one for doomstrike, one for vengeance, standard plasma useage is 6 points over power >> from there
> > The Doomstrike launcher needs 1 plasma to shoot
> >
> > range attacks to hit TSM SP
> > table 2 missiles/4 blasts each 3+ under temp - can shoot 3 missiles on overcharge
> >
> > can change missiles to others, Adds stated points per and losing
> stock missile
I don'T understand quite enough, what is meaned with "attacks: 2 missiles/4 blasts each", maybe somebody can explain?
its a barrage missile with 4 blast markers and you add the special missile at there full points cost
Does this mean the launcher is fitted with 2 missiles � 4 barrage templates, and up to 6 special missiles can be added? ok it starts with 8 of the smaller barrage missiles but you can change them for the special ones at plus there points cost. you dont have to buy any of the special ones.
My suggestion would be: we use 5 barrage missiles (or some similar missiles) and 3 special missile (vortex,warp,harpoon).
Plasma usage is ok!
> > Vengeance Cannon needs 1 plasma to shoot
> >
> > range attacks to hit TSM SP
> >
> > 120cm 2 4+ -4 +2 damage
> > overcharge 4 3+ -4 +2 damage lists
> > 2 red 6 3+ -6 +3 damage
> > when shooting 2 red weapons burn out on roll of any ones, one turn to repair for each one
quite ok, but i think i double-barreld volcano cannon would be better (as more people mentioned);
If you take a look at the plasma annihilator of the imperator titan, you see that the vengeance cannon would be a little bit better than the annihilator (except for the point that only 2 plasma counters can be placed in it)
maybe with this profile (a maximum of 2 plasma counters of any type my be placed in the vengeance cannon; counters may be mixed and fired with different profiles as the imperator titan):
range attacks to hit TSM SP
1 green counter:
100cm 2 4+ -4
2 seperate green counters:
100cm 4 4+ -4 ok 2 green and 1 red is the same amount of power 2green = 1 red
1 red plasma counter (overcharge):
120cm 3 3+ -4 +3 on damage tables +3 is a bit over the top you think
2 red plasma counters:
120cm 6 3+ -5 +3 on damage tables
when shooting 2 red weapons burn out on roll of any ones, one turn to repair for each one
First i started with a volcano cannon with 2 attack dice, but then i saw that this does not work. It was hard to make the volcano cannons _better_. So i decided to stay close to your original suggestion, qester. ;-) I also used your burn out roll (nice invention)!no need for range change its at 150cm with a working senserium the power is used to shoot faster not farther
and i figered its overheating from full auto fire not power usage
On this weapon is interesting, that, compared to the imperator titan, it gives a modifier on damage tables!
After sleeping one night over my "famous" (*G*) creation, i've come to the conclusion that it's not good. It's basically nothing else than a small plasma annihilator although it doesn't look like one (optically).
Therefore i thought a little bit more and come up with the following:
range attacks to hit TSM SP
100cm 1 3+ -4 +3 on damage tables 120cm 2 3+ -4 +2 " " " for each green
The vengeance cannon is basically a volcano cannon with two barrels. Each barrel needs one green plasma counter to be fired with the above profile.No its a lot bigger then a volcano cannon
Each barrel can be seperately overcharged (putting a red plasma counter in it), which gives the following profile:
range attacks to hit TSM SP
100cm 2 3+ -4 +3 on damage tables
just on 1 is enough
When both barrels have been overcharged then a burn out can happen on a roll of "1 or 2" on the to hit dice. A repair can be made as per standard rules (!: If burn out happens both barrels have to be repaired!).
I think this ruling comes a bit closer to what it should be (my opinion; the above rules are just a suggestion, which can be altered).
> > Flak Battery auto-cannons fire control powered to shot on
> first fire
> >
> > range attacks to hit TSM SP
> >
> > 70cm 16 4+ -1 can shoot at any targets
After reading some of the postings and flipping the epic magazine again, i'll agree on this profile. I would only increase the range to 75cm, then they have the same range as the gun towers of the imperator titan (after all the flak batteries should be a replacement of them).
it at 100cm with a working senserium and its a snip fire weapon FF if it can shoot at all
Hehe, funny we start arguing over 5cm range!
I wouldn'T let them fire on first fire if the fire control is powerd; it should be overcharged (red counter)!
> > Head guns fire control powered to shot on first fire sorry typo <-- sorry, i don'T understand?! added "on first fire" buy mistake
> range attacks to hit TSM SP
> >
> > 70cm 2 3+ -2 none
Again i have a "counter" suggestion (I know i'm nasty; am i? ;-)
range attacks to hit TSM SP
75cm 2 4+ -2 thats 105cm with a working senserium (yes i know;)
can only fire on first fire, if fire control overcharged!
I modelled this weapon after the Gun towers of the imperator titan.
there a bigger gun then that
No, not by all means; when you take a look at the Epic 40k profiles you see that the gun towers of the imperator titan have a RoF=1, FP=3 and Str=6, whereas the Gun head as a RoF=2, FP=6 and Str=4.
You see that the gunhead is a bit better vs. normal epic models (infantry or tanks) but not so effective vs. titans. Therefore i would stick at my advice and maybe add 1 attack dice.
and your using the epic 40K rules "why" theres no cross over at all theres no differance in target types
but our differance is in to hit rolls not save mod.
> > Secondary weapons fire control powered to shot
> >
> > range attacks to hit TSM SP
> >
> > 50cm 12 5+ -1 none
Hehehe; Kill me, but i would skip these! No secondary weapons, because when you take a look at the epic magazine and compare the imperator and the warmonger titan, you see that the bastions are called "secondary weapons", but in the bastions are mainly troops, which fire bolters right?
there are 15 guns on the mini that are secondary guns only 2 of them in the bastions
Mhh were are the rest of the guns? I only see 6 of them: 2 in the bastions (lower legs), and 4 on each edge of the top plate where the flak guns are mounted.2 more on the sides of the top plate, 1 in center of legs, 1 on back of tower, 2 on top of new tower peace, and 2 on landing pad thats 14 oops i missed counted theres only 14
>> 12 stands of troops in leg bastons only due to there is no room in the head, any more towers are gone
>> and more weapons and ammo
Ah i understand. These fire the bolters, right? sorry but no, there are only 4 stands in the bastions that can shoot and they shoot their own weapons there is no need for bolters
But why has the Imperator titan infantry stands in it? These fire the bolters and if you kill them the imperator has less bolter attack dice? not if you kill them if you damage that spot
their there to fight CC and the bolters still shoot if you repair the damage and remember you don t have to put any troops in the titans at all. It just saids that you can
Therefore the following profile:
range attacks to hit TSM SP
15cm 12 6+ 0 none
Or let us say that 8 troops are firing bolters and 4 are firing secondary weapons?!?
> > standered Titan defence system fire control powered to work
Sorry, but i don'T know what a standard titan defence system should be?all attacking troops need to roll a 5+ to live to attack a titan in CC its in the titan rules take a look and is why you don t need bolters ok
Ah yes, this titan defence system i know ;-); But the rules state that the imperator titan has special rules regarding CC; models able to enter buildings fight a boarding action (all bolters are fired before this), and all other models fight a cc following the normal rules. yes but this is not a Imperator LOL
to save points and ease of gaming replace the bolters with the Titan defance system and it works better then the Bolters
> > Sensorium adds 30cm to the range of all non seondary weapons
> when powered and undamaged
ok.
> > Spotter plane gives line of sight of table for Doomstrike
> >
> > move save CAF weapons range A.D. to hit TSM
> > 35cm 5+ +1 bolters 15cm 2 5+ 0
OK.
> > looks right at 2250 points please play test this
Finally i just would like to say, that it seems we are getting closer now to a warmonger profile (hopefully). With the listed profile, we created a imperator titan which is quite good on his own, but is a bit "weaker" as his big brother (just my opinion).
For the points cost i can't say anything, but i would estimate that i should be cheaper than the imperator titan.
Points value? Maybe 1800 or 1900 or 2000??? I don' know.....
will see after some play testing ok even with my rules i saw it at 2000 but most people wanted 2250 so thats what it is
You'll have to keep in mind that i want to create a warmonger that is not so good as the imperator titan, and should thus therefor cheaper. So i try some "tinkering" on the rules. The final conclusion can only be brought by extensive playtesting.
write it all up like I did and I see how it looks
Bye
Dan Wolf
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Received on Wed Nov 08 2000 - 21:25:41 UTC
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: Tue Oct 22 2019 - 10:59:11 UTC