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Playtest Changes

 Post subject: Re: Playtest Changes
PostPosted: Sun May 27, 2018 11:06 pm 
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Not following what you mean there. Can you explain?

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 Post subject: Re: Playtest Changes
PostPosted: Sun May 27, 2018 11:39 pm 
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With minous only having 1 upgrade you can either make it fast or CC3?


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 Post subject: Re: Playtest Changes
PostPosted: Mon May 28, 2018 12:04 am 
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Yeah, if you take a corvus it's 25cm move and with a cc weapon it gets cc3+ right now. You can only take one weapn per chassis so it's one or the other.

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 Post subject: Re: Playtest Changes
PostPosted: Mon May 28, 2018 12:32 pm 
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Maybe pairs with CC weapons charging up the field could be fun? ;)


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 Post subject: Re: Playtest Changes
PostPosted: Mon May 28, 2018 7:01 pm 
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Nah. The bonus is specific to what the loadout is to balance those particular options. The Minorus doesn't warrant a 10cm speed upgrade just for picking up a Close Combat weapon and likewise it doesn't get better at close combat if you take a Corvus pod. The rational is that if the AdMech are outfitting the minorus with a corvus pod, they are also going to optimize it for the best speed they can, probably putting power generation that would normally power the weapon into the engine.

Price reduction on the Minorus chassis would be more helpful than changing the stats.

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 Post subject: Re: Playtest Changes
PostPosted: Mon May 28, 2018 9:18 pm 
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Sorry, i meant a pair of minorus with just the CCW upgrade. Would be cheap and scary with so many TK?


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 Post subject: Re: Playtest Changes
PostPosted: Mon May 28, 2018 10:09 pm 
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Ok, really not following. This is already possible with the minorus detachment and it's not too bad. Slow so hard to get into combat.
To get back on track here, let's focus on the demi- century

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 Post subject: Re: Playtest Changes
PostPosted: Tue May 29, 2018 5:48 pm 
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I'll be the first to admit i have very little experience but i can help to spitball ideas?


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 Post subject: Re: Playtest Changes
PostPosted: Tue May 29, 2018 6:39 pm 
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all ideas are welcome, so long as I can understand what the idea is :P

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 Post subject: Re: Playtest Changes
PostPosted: Tue May 29, 2018 8:39 pm 
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Ah ok... Are you looking to reflect the 40k codex?
Ideas:
If you gave the hypaspists more range it might overlap some of the Sagitarii capability?

FF4+?

Maybe drop the points a little bit to have something to add some bulk?


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 Post subject: Re: Playtest Changes
PostPosted: Mon Aug 20, 2018 2:19 pm 
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I've been looking over the EUK Skitarii and thinking this over for the past month or so. Here's what I'm adding to the playtest changes for review whenever we hear back from the ERC:

Avengers: drop in cost by 25 points to 200 points.

Minorus: chassis reduced to 100 points across the board. So Minorus upgrade goes to 100 points, and minorus company goes to 250 points

Majoris: Chassis reduced to 300 points

Rationale:
Avengers perform rather poorly for their cost. They were originally costed at 225 because of their statline in comparison to some of the Eldar aircraft but they really never perform to that level. They have a fair amount of firepower but are much worse AA compared to tbolts for the same durability. Potentially these could still drop to 175 points.

Minorus generally aren't horiible on their own but Skitarii do seem to struggle in the firepower department do the the increased costs and generally fielding fewer units. The goal here is twofold. First, the reduction grants you and extra 25 points per minorus that can go into better weapons or more formations. Second, it makes the corvus minorus more attractive as a transport option.

Majoris are very rarely taken and it's been my experience that when you do the slow speed, lack of fearless, and expensive weapons options make them extremely situational and pretty easy targets. The price drop should help list capabilities from being compromised if you take one.

Future changes to Skitarii still under review:
Minorus and Majoris gain Fearless as per the EUK list
Avengers to 175 points
Hypaspists weapons change to multilasers from EUK list.
Minorus Coy allowed to upgrade to three minorus.

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 Post subject: Re: Playtest Changes
PostPosted: Mon Aug 20, 2018 2:23 pm 
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Changes under consideration for AMTL:

1. Replace Forge Knights with Amiger Warglaves.
2. Add Knight Allies section, 20% of force: Select one knight household. May have any upgrades except Baron.


I'll go back on my original plan to just do a name swap this go round for the Armigers and give them the warglave loadout. I'm not convinced that they should be AC5+ rather than 4+. Scout could be interesting on them, but I do kind of like the idea of Infiltrate. Here being used more to show their ability to push forward and engage enemy units rather than screening things as scout would enable.


Knights are pretty straightforward. Titans do fight with knight allies and both lists are approved. 20% nets you one reinforced Knight Household or lets you take two households with no upgrades.

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 Post subject: Re: Playtest Changes
PostPosted: Fri Oct 26, 2018 9:51 pm 
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I've updated the playtest changes with the Skitarii CLP point cost set to 50. I'm not convinced the formation is worth quake +clp combo is worth 600 points and the Apoc + Clp definitely isn't worth +100 points. I also think that the effectiveness here is highly dependent on matchup. 50 points is a good balance between lists this combo is useless against and those it's great against.

Added back the second lascannon for each avenger fighter to make them more attractive even at 200 points.

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