Re: [NetEpic ML] Warmonger Playtesting from Daniel

From: quester <quester666_at_...>
Date: Sun, 12 Nov 2000 05:14:04 -0800 (PST)

 

  Peter Ramos <primarch_at_...> wrote:
ok thanks

Hi!
 
You must take into consideration the often misinterpreted rule regarding enemy troops taking over a space in the bastion, they only DAMAGE that location NOT destroy. Thus troops are only capable of damaging it and this can never destroy two bastion sites and thus the titan. It makes it easier for a shot to come in and THEN destroy it but of course the Imperators 12 shields are still in effect with its saving throw. The only advantage to the assaulting ploy is that it CANNOT be repaired until those troops are defeated, but it ONLY remains at damaged level nothing more.
 
This means that assaulting of the bastion really never yields any hope of destroying the titan unless you can get an extra shot in to increase a damaged site to destroyed.
 
Due to this the Imperator needs NO defense system since:
 
A: troops cannot affect the titan itself
B: they cannot do anything more but damage a captured location.
 
Note these rules ALSO apply to the mega-gargant.
 
Peter
 



  

  Peter Ramos <primarch_at_...> wrote:



ok peter


20 stands of troops attack a war monger 8 bolters kill 2 maybe 4 thats 16 stands vs 12 stands of imp. guard kill 2 of them more likely 6 or more and the titans dead becouse your troops destroy 2 lower baston spots and it falls over, always been the easy way to kill it thats its bigest weekness and with only 8 bolters its almost a easy kill




Hi!

 

Please note that emporer class titans like the Imperator and Warmonger dont need a titan defense system since lesser vehicles and troops cannot harm them at all. The only chance these troops have to affect the actual titan through close combat is through engaging the bastions and killing the defenders there and inflicting damage. Emperor class titans are at the top of the food chain so only other titans, praetorians and knights have any hope to inflict damage in close combat. Troops and lesser vehicles are just ignored. After all the damn things cost 2250....

 

Peter



----- Original Message -----

From: quester

To: netepic_at_egroups.com

Sent: Saturday, November 11, 2000 5:50 PM

Subject: Re: [NetEpic ML] Warmonger Playtesting from Daniel









  Daniel Wolf <MasterDanielWolf_at_...> wrote:








I like it but I still think you need to loose the bolters and use the titan defeance system



and what do you do with the 14 secondary guns on the mini ???? warlord titans can fight off a CC better then a Imp or War monger



Q...









Hi!


 


Here follows my newest write up of the Warmonger Titan, i used the suggestions of the other guys to come up with something "final" for playtesting:


 


 


I. Plasma Usage:


1 plasma to move (2/overcharge to run);


1 for fire control (2/overcharge for first fire);


1 for sensorium;


1 for shield-regen. on 5+ (2/overcharge for regen. on 4+);


1 for Doomstrike Launcher (2/overcharge for firing more missiles);


1 for Vengeance Cannon (2/overcharge for better shooting mode);


 


 


II. Weapons


 


A. Doomstrike launcher


Plasma: 1 plasma to shoot one missile, 2 plasma (overcharge) to shoot 2 missiles


 


range attacks to hit TSM SP
unlim. see below 3+ under temp -


 


The Doomstrike is fitted with 8 "Emperor's Fist" missiles (hehe, found a cool name) per standard; they are basical barrage missiles, which produce only d3 additional templates (instead of d6).


Up to three "Emperor's fist" missiles my be replaced by special missiles (warp, vortex, harpoon), but the points cost of these must be added to the points total of the warmonger.


 


 


B. Vengeance Cannon


Plasma: The accelerator chamber has place for two plasma counters.


 


A green counter gives this profile:


range attacks to hit TSM SP
75cm 2 3+ -2 ---


 


A red counter gives this profile:


range attacks to hit TSM SP
100cm 2 3+ -4 +3 on damage tables


if any ones are rolled,the coolant system has overheated, the weapon needs one turn to cool off.


(you lose the punch the gun has for the increased fire)


 


[remark: This profile i like. It gives you good firepower with just one green counter, effectively using a turbo-laser destructor with a range of 100cm (with sensorium). When you overcharge it you get a volcano cannon with 2 attack dice, which is also very neat. ;-)]


 


 


C. Flak Battery auto-cannons


Plasma: Fire control powered


range attacks to hit TSM SP
75cm 16 4+ -1 can shoot at titans/praetorians and buildings normally; AA gun


                                                                           Other models my be targeted if they are between 50cm-75cm (or 100cm


                                                                           with sensorium)


 


OR:


 





range attacks to hit TSM SP
100cm 16 5+ -1 can shoot at titans/praetorians and buildings normally; AA gun


                                                                          Other models my be targeted if they are between 50cm-100cm (or 125cm


                                                                          with sensorium)


 


OR:


 





range attacks to hit TSM SP
100cm 16 5+ -1 can shoot at any models; AA gun


                                                                          Other models my be targeted if they are between 25cm-100cm (or 125cm


                                                                          with sensorium)


 


[remarks: the flak batteries are very difficult to design, therefore i listed 3 stats. Which profile suits the warmonger best should be said after intensive playtesting. And the flak betteries will also have a high influence on the points cost of the warmonger, as they are his main weapon system. My favourite profile (until now; without playtesting; is Profile 3).]


 


 


D. Head guns





Plasma: fire control powered to shot


range attacks to hit TSM SP
50cm 2 4+ -2 ----



 


 


E. Secondary Weapons and Bolters


Plasma: fire control powered to shot
range attacks to hit TSM SP
50cm 4 5+ -1 Secondary Weapons
15cm 8 6+ 0 Bolters


 


The Warmonger Titan carries 12 stands of troops (only in the bastions!), which fire the bolters and secondary weapons.





III. Sensorium









Plasma: one green counter


adds +25cm to all weapon ranges, when powered and not damaged



 


VI. The Spotter Plane





move save CAF weapons range A.D. to hit TSM
35cm 5+ +1 bolters 15cm 2 6+ 0
The spotter plane allows the doomstrike launcher to be fired indirectly like artillery (with a scatter roll).


 


 


Points Cost:


Cheaper than the imperator titan (mainly depends on the flak batteries). But we can certainly start with 2250 pts. and make it cheaper. I'm aiming at something around 1800 points or so.


 


 


Finished! That's how i imagine the warmonger. Finally i have found a nicely profile (at least for myself; let's see what remains after playtesting and your devastating comments ;-).


 


 


Bye & hoping you're all fielding warmongers in your next battles ;-)


Dan Wolf


 


 


                 

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Received on Sun Nov 12 2000 - 13:14:04 UTC

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