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Squats: Thurgrimm Stronghold v1.5 DRAFT

 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Wed May 07, 2014 10:27 am 
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Good morning !

Thanx for playing ... no problem ;D I enjoyed...

Please update the transport craft rules (never block line of sight) because it is obvious but it is not mentioned in the text.

Terrain tests and land train ... two diffrent answers for my question ;) .
In case you had to roll a dice for each point of dc I would like the titans and other we to do so as well. (otherwise it would be a big disadventage for the train)

Overlord; I have nothing to add to mspaetauf`s comment.

Regards

Stefan


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Fri May 09, 2014 2:37 pm 
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Huh. It appears they clarified this a couple years ago and I never noticed.
http://www.taccmd.tacticalwargames.net/ ... war+engine

So the Train would take a single test.

Overlords... There are two aspects about this unit that I want to address.
1. The model size. Squat models were made a LONG time ago and the scales were terribly whacky. Overlords are supposed to be huge, I mean massive armored dirigibles that would measure 20-25 cm long on the table. That size model doesn't work so great for Epic because of cost and space. So presumably they made the models to appear small as if way up in the sky, or they just didn't care. If you put a gigantic beast like that on the table and then told people it had 4+ RA and DC3, they would call you mad and compare it against titans that are smaller, and so on.

2. The stats. Honestly, I spoke with a lot of Squat players who used to play back in the old days and the stats you see are very close to what they used to have. This was the intention of the Thurgrimm list from the beginning: an old school feel to the list. Could I change them? Sure. But why?

Think of it this way:
You have a flying war engine that can be hit by anybody in range. Every single successful hit has the chance to destroy it. To put it another way, every hit has a 25% of damaging it and a 1/24 shot of destroying it outright due to the critical (and anything underneath it). Upping the shields takes that opportunity away. Increasing the damage capacity is a better alternative (6+ RA with DC9? :) ), but players may look at that think it is weird too.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Mon May 12, 2014 11:15 am 
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Hello !

@ Moscovian; thanks for your answer concerning land train and thank you for the detailed information concerning the overlord (and I take it as it is)

One more thing that came up in our latest games. The spotter ability in combination with the doomsday canon make me ask, if the land train gains indirect fire for it s dommsday as well ( for collossus and levitian it is mentioned within the rules, but there is no entry for the land train to be found ?)

Regards

Stefan


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Mon May 12, 2014 11:34 am 
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Bah! I am an idiot. YES, the land train should have it. They have the doomsday cannon. In fact I used it the other day to great effect. :)

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Mon May 12, 2014 12:03 pm 
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Moscovian wrote:

2. The stats. Honestly, I spoke with a lot of Squat players who used to play back in the old days and the stats you see are very close to what they used to have. This was the intention of the Thurgrimm list from the beginning: an old school feel to the list. Could I change them? Sure. But why?


I don't know what Epic played like in the old days. I just don't like the "that is how it used to be" line of argument. After all, E:A is probably a lot different from the old-day-rules, so keeping the stats close to what they were is maybe going the wrong way.

If it feels like it should be, or felt like in the old days, not considering any rules, it might be ok. Might also be OP ;)

More DC for the Overlord is even worse in my opinion, because the model is so small.

I don't know what the role of the thing was in former times or what its role is supposed to be in this list. Since it is called a support craft, I'd imagine it to be like those Gunships the US army employs, circling above an engagement zone and shooting down with gatlings or cannons or whatever (which im my book translates to more FF shots and less shooting attacks...).

Anyways, i don't quite get this:
Quote:
You have a flying war engine that can be hit by anybody in range. Every single successful hit has the chance to destroy it. To put it another way, every hit has a 25% of damaging it and a 1/24 shot of destroying it outright due to the critical


I know I can destroy it. I was just saying that I don't think a Zeppelin should have 4+ RA, and there is no way from an engineering perspective to build something that a) can fly and b) has the armour capabilities of a modern battle tank. That's why I felt using shield technology would make more sense!

cheers,


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Mon May 12, 2014 3:29 pm 
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It's Epic, aka drawn from the world of Warhammer 40,000. A place where the finest warriors in the galaxy are 1) always outgunned, 2) always outnumbered, and 3) drive Rhinos with 5+ armor into the worst combat zones.

Epic, where being on overwatch in an open field counts as a cover modifier.

Epic, where only Squats and Tau have laser guided systems and everyone else is using technology from the 1940s.

Epic, where Thunderhawks which have VTOL tech can't vertically take off but must instead fly forward 30cm before turning, and only 45 degrees at that.

Epic, where being on overwatch can only be triggered if the enemy stops in front of you. Passing by? Screw it, those infantry were running too fast to bother wasting ammo.

Ad nauseam...

It's a game with weird mechanics and an even weirder stuff. Making it more realistic? That path leads to madness. But seriously go back and re-read my section on the model size.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Tue May 13, 2014 12:26 pm 
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Dear Moscovian !


The universe in the 40k setting is full of chaos, pain , fear and destruction. (not a perfect place at all).
Beside it´s few weakpoints I like the game system very much, indeed it has been my favorite system for a long time know.

My point of view is that there are just a few aspects we might discuss and it is obvious that any kind of rule system has to introduce game mechanics and abstractions.

Thank you for your time and work and your patience

Regards

Stefan


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Thu May 15, 2014 7:39 pm 
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Moscovian wrote:

Epic, where being on overwatch in an open field counts as a cover modifier.



Overwatch in Epic clearly includes the fact that troops are entrenched.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Fri May 16, 2014 5:22 pm 
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lord-bruno wrote:
Moscovian wrote:

Epic, where being on overwatch in an open field counts as a cover modifier.



Overwatch in Epic clearly includes the fact that troops are entrenched.


And that 2 inch tall war engine that goes on overwatch, that deserves a cover modifier because...? ;D

My point was relating to the fact that some things don't always make sense in Epic but you have to deal with it.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Fri May 16, 2014 6:36 pm 
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Moscovian wrote:
lord-bruno wrote:
Moscovian wrote:

Epic, where being on overwatch in an open field counts as a cover modifier.



Overwatch in Epic clearly includes the fact that troops are entrenched.


And that 2 inch tall war engine that goes on overwatch, that deserves a cover modifier because...? ;D

My point was relating to the fact that some things don't always make sense in Epic but you have to deal with it.


Yeah I get your point, but Overwatch is really solid in Epic. BTW war engines don't get the cover modifier, only infantry (->again, Overwatch is a pretty sensible and solid mechanic).

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Fri May 16, 2014 10:21 pm 
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This is still about the army list?


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Fri May 16, 2014 10:34 pm 
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Not even close.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Sat May 17, 2014 8:52 am 
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Going back to the "feel" of the list - the goal was to make it feel like in the old days. What was that feeling like? I mean what was the general idea someone got when he heard he was playing (against) Squats?


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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Sat May 17, 2014 1:14 pm 
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Someplace between humans and orks. Very tough war engines. The history was that they were raised on high grav worlds, separated from humanity, had to fend for themselves. They have a lot of old pre-Imperium technology. A lot of overlap with the Imperium as well. Armor was very tough on everything. Robots.

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 Post subject: Re: Squats: Thurgrimm Stronghold v1.5 DRAFT
PostPosted: Sat May 17, 2014 7:04 pm 
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mspaetauf wrote:
Going back to the "feel" of the list - the goal was to make it feel like in the old days. What was that feeling like? I mean what was the general idea someone got when he heard he was playing (against) Squats?

To answer it another way. The Squats were a foreigner's view of Americans. Brash, Bigger guns than anyone else and Biker boys


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