Let's talk: Overall!So discussion about rules that affect all four of the big blocks.
Close Combat ValueOnyx wrote:
I would like to see the War Engine CC changed.
4+ is just too good.
Onyx isn't the only one making this call. Squat WE's are fairly solid. Lots of DC plus a CC value of 4+ means that outside of troops with serious CC the Squats will probably pull through.
Let's look at the history So where is this high value coming from? Like all things in this list, it's 2nd Edition.
Check out the rules for the Cyclops in 2nd Ed
These rules are taken from the 1994 edition of Titan Legions by Games Workshop. Permission has not been given to post them here, but I believe that it is posted here under the 'fair use' doctrine. If this photograph is in breach of copyright or on Taccoms forum rules, please PM me and I will gladly remove itFor those of you that can't read 2nd Edition, the column that you want to look at that is Close Combat value is labeled "CAF". At +12 the Cyclops has an amazing CC value, equal to a Reaver Titan, which in EA is sporting a hefty 3+ CC.
Also look at the Bolters weapon line. The Cyclops is carrying a staggering 10 ranks of bolters, which is where the high FF value is taken from.
Let's look at the math
A lot of people instinctively look at a unit's CC value in order to determine the effectiveness in combat, but when the 6mm hits the tabletop combat is more influenced by armour and special rules.
Let's take a formation of four terminators - a common Titan-hunting squad up against a Cyclops.
With 4 regular attacks and 4 macro attacks all hitting on a 3+ the termies are doing 2 points of damage against the Cyclops 4+ RA armour
In return the 4+ CC Cyclops is only doing 0.625 wounds back. Losing combat by 1.375
Decreasing the Cyclops CC value doesn't change it much
A 4+ CC cyclops is only doing 0.625 wounds
A 5+ CC cyclops is only doing 0.416 wounds
A 6+ CC cyclops is only doing 0.208 wounds
ALSO don't forget that War Engines are able to freely choose to allocate attacks to FF instead of CC if an applicable. Therefore in a large percentage of combats a 6+ CC Cyclops can just choose to use the FF value instead.
BUT there is a counter argument. If the CC value doesn't really mean much
other than the reader's perception of the strength of the unit then there isn't too much trouble if we reduce the CC values of the big 4 War Engines to 5 or 6+. Remember that Squats are still viewed as an outlier list, and perhaps a little too strong, and changing people's perception about the War Engines may make it more likely that the list gains acceptance.
Points Costs:Squat War Engines are pretty cheap for what they do. I can build a ATML Reaver with almost the same weapons and rules as one of the squat blocks and it will come out 200 points or so more expensive. While Reavers have other benefits (better speed, initiative, CC etc) there is a still a worthy call the the Squat Engines could do with a price bump.
Secondly, we want Sqauts to be balanced against other armies.
If playtesting is showing them winning more than they should, the easiest and simplest way to pull the Squats back would be to put a 10-15% price increase on the war engines. I'm not going to implement it right away but if playtesting shows that squats are 'working great, but a bit to tough' I'll be playing the increase price card as my first trick.
Summary of Feedback QuestionsSo I need feedback on mainly:
1) Are we happy with keeping the Colossus and Cyclops as they are?
2) What can we brainstorm to do with the Land Train?
3) Should the Leviathan stay or become the Cadian version?
4) Should be bump the CC value of the WE's down to 5+?
5) How much resistance would there be to a 25-50pt price bump on the big three engines?
Also any other feedback just on these might Squat Tanks!