Sebenko 978 Report post Posted October 15, 2015 Because the CoA ORBAT still has some glaring flaws, I took it upon myself to write this modified version of the standard ORBAT. The aim is to make some options more viable in the face of others. My thoughts are noted in italics. DronesMovement 14"Replace the Drone Feedback rule with "All firing at drones gains +1 to hit. In addition, each time a Support Aircraft Squadron is removed from the board, d2 drones from the scrapyard are removed from play. If there are insufficient drones in the scrapyard, remove drones from the board."Allows drones to be expendable, but discourages hundreds of tiny 3 SAW squadrons clogging up activations.Diophantus Assault CarrierPoints 215CR 11Drone Launcher (9) upgrade costs 40 points Four Dreadnoughts? Really? No. No no no no no. Aristotle BattleshipSpecialised Defences (2)May choose one of: Shield Generator (3) for +10 points Energy Turrets (S) for +20 points Euclid Sky DreadnoughtPoints 280Drone Launcher (9)Epicurus Sky FortressPoints 170May relaunch drones within 8"Alternately, if the stupid megabots can have pages of special rules:Drone Cannon (T) */*/-/-Drone Cannon: If the Epicurus could have performed a relaunch action and chose not to, it may fire the Drone Cannon. The AD of the Drone Cannon is equal to 3x the Epicurus' remaining Drone Launcher points. Each time it is fired, remove two drones from the scrapyard. I miss the cool drone cannon from 1.1Daedalus-Beta Large FlyerPoints 160Surface Mines x4 4/-/-/-This model is equipped with an internal Mine Controller Generator (12")Why bother with mines on a large model like the Daedalus, when a Ptolemy or Alea will always do the job better? They have to be more useful to justify the cost. And it's clear we're not going to get a real front-line fighter out of the Daedalus.Icarus Medium FlyerPoints 80Fore Energy Gun 6/6/-/-Energy Turrets upgrade costs 5 pointsCapek InterceptorEitherPoints 65OrFore Energy Guns 5/5/5/5HerodotusPoints 170Without the mobility it had before, the Herodotus' main weapon, the Particle Accelerator, isn't going to hit anything that doesn't blunder into the way.Arronax Assault RobotDesignation changes to LARGE ARMOURED CAPITAL BURROWING DIVING MULTI-PURPOSE ROBOTSeriously, it's pointless in naval games at the moment.Skorpios Heavy Tank-Hunter WalkerPoints 75They barely justify 75, let alone 80 points.Atticus Medium WalkerReplace Fore Guns with Fore Energy GunsFore Energy Guns 7/7/-/-I worked out that they made good AA defence in 1.1, but since 2.0 even that was taken from them. At the moment, I have no idea what these are for. 1 Wolfchild reacted to this Share this post Link to post Share on other sites
Lacrobat 17 Report post Posted October 15, 2015 Bring back the colossus' 2/2/2/2 energy weapons for 30pts each. There is no point to them now Share this post Link to post Share on other sites
likeAsir 405 Report post Posted October 15, 2015 Colossus' are the only reason to field Euclid on land. Those things wreck face if deployed from the skies. Totally with you on the areonax. I have two gathering dust 1 Sebenko reacted to this Share this post Link to post Share on other sites
Lacrobat 17 Report post Posted October 16, 2015 Agreed, but beyond 1 narrow useage as a single air assault squad, what to do with squad 2 & 3? Hide them behind the mediums while they advance till they get into knife fighting range for the boarding game? They used to have alot more utility Share this post Link to post Share on other sites