Re: [NetEpic ML] Warmonger Playtesting from Daniel

From: quester <quester666_at_...>
Date: Sun, 12 Nov 2000 10:03:33 -0800 (PST)

 

  Daniel Wolf <MasterDanielWolf_at_...> wrote:


Hi Qester,
 
this one is the official ruling when Emperor Class titans are in CC (and the warmonger is a emperor class titan):
 
Quote:
"It's important to state these Imperator rules since there are a lot of
misconceptions.

First, the special rules regarding how lesser vehicles and troops engage with titans do NOT apply. Simply stated the Imperator is INVULNERABLE to such an assault. Now this is in respect to the actual titan. Now infantry CAN attack any troops in the leg bastions and if defeated cause damage in those sections, but this is the only way they can affect it. In other words lesser vehicles and troops attacking the Imperator itself would just be destroyed. They cannot affect the titan itself externally, they MUST engage
and defeat its occupants, its more like attacking a building, you can occupy it and damage it but you can't destroy it in close combat.
and once they are in side you roll on the damage list for the bastion like all titan damage, I ve seen it happon at the 95 games day at GW damage is damage its a cc hit from the inside no armor save I dont like it but thats the way it is
Only titans, praetorians and knights can affect the Imperator normally.

Peter [Ramos]"
 
Addition from me:
"The special Titan CC rules are not used for imperator titans, because:
- all of the troops can fire before attack in cc (this would mean to mean that all secondary weapons and bolters may be fired, if they haven't been already fired in the first fire segment). the troops dont man the titans weapons they only shot their own the troops are there for CC titan defance
only the bolters not the secondaryers and they only hit on 6s like all bolters
- when cc is resolved, the onboard troops defend the imperator titan"

 
This should make the question, that a warlord is better in fighting off CC assailants, obsolete.

Therefore you need no titan defence system. Hope this was quoted the right way. What do you say Peter?
 
Bye
Dan Wolf


----- Original Message -----
From: quester
To: netepic_at_egroups.com
Sent: Saturday, November 11, 2000 11:50 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 - 18:03:33 UTC

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