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The Jetpack rule is 'broken'

 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 12:26 am 
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'rule's still broken


You like to use that word don't you E&C? :D I think I hear foot stamping going on.

Broken means it's overpowered and can't be defeated.






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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 12:37 am 
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(Dobbsy @ Nov. 02 2007,05:40)
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Wouldn't it be easier to learn ?to set up assaults against tau jump pack troops better rather than change rules because a few cannot get to grips on how to counter something.
If your assault troops only have an engage range of 30cm (15move + 15 FF) then get your troops inside 20 cm before calling the engage then even with 10 cm movement the tau are still in range to FF.With most armies having assault troops with decent assault moves (Rough Riders 40cm,SM Assault Troops 30cm,Stormboys 30cm etc.)I cannot see how players keep making the mistake of engaging knowing the tau can get away when they could get there troops closer before calling the assault.


Hallelujah!! someone who actually knows what he's talking about.!! Rock on Dexys!

Agreed!

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 3:05 am 
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(dptdexys @ Nov. 01 2007,15:05)
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Wouldn't it be easier to learn ?to set up assaults against tau jump pack troops better rather than change rules because a few cannot get to grips on how to counter something.

If your assault troops only have an engage range of 30cm (15move + 15 FF) then get your troops inside 20 cm before calling the engage then even with 10 cm movement the tau are still in range to FF.With most armies having assault troops with decent assault moves (Rough Riders 40cm,SM Assault Troops 30cm,Stormboys 30cm etc.)I cannot see how players keep making the mistake of engaging knowing the tau can get away when they could get there troops closer before calling the assault.

I've even had a couple of games (quite a while ago so were probably with older version of the tau rules) were I've set up an opponent with a "faked" assault,called an engage with a formation knowing my opponents stealth suits would jump back to a nearby fire warrior formation thus making the initial assault pointless (too many FF attacks to come from tau) then called an intermigled assault on the two tau formations now knowing they have to stay in coherency .

That is one way of looking at it. ?You can simply tell people to "learn to play better." ?However, as has been pointed out to me in the past, this isn't very constructive.

Not passing judgement on the Jet Pack Rule, here is what I see:

Without the rule, Engages work as normal. ?You Engage, get into BTB contact or within 15cm, and fire away. ?Simple enough.

With the rule, that is no longer the case. ?Now, you must essentially get within the enemy ZoC (5cm), or their Jet Pack move will take you out of the Assault, leaving you high-and-dry. ?As you said, you must, essentially, begin you Engage Action within 20cm of the opponent. ?And it will be all but impossible to engage them in CC unless you happen to have the Infiltrator special rule or an extreme movement rate. ?

It will be extremely difficult to pull off successful engagements, as they will, for all intents and purposes, require an extra round to set up. ?First round, you have to wait until they move, then cram yourself up nice and close. ?Next round, you have to hope you get to go first, before they move too far away and/or blow the crap out of you. ?While this is the general case with any Engage action, the Jet Pack rule makes it distinctly more difficult to pull off.

This is a HUGE advantage for such units. ?One that I am not entirely sure is accurately reflected in their points values (especially considering their firepower and armor).

Now, is it broken?

Well, that depends on your defintion of broken. ?In my vocabulary, "broken" does not correlate to "unbeatable." ?Instead, I view something as broken if it has an untoward or over-powerful effect on the game itself. ?Does this rule qualify as such?

Well, it could, easily. ?I can see how. ?Against Feral Orks or Tyranid, for example, well, you won't be getting into many Engagements against these units. ?Ever. ?And you certainly won't be shooting them to death with any regularity.

Couple that with the fact that they can do this multiple times per turn (which is downright silly), and I can easily see how some people could call this rule broken. ?There might simply be no way to bring these units to task in an Engagement without commiting or risking a disproportionaltely large amount of your own forces.

I'm not sure I'm convinced it is actually broken as such, but I DO think it has a very large effect, perhaps a bit too big. ?It also doesn't really make much sense, or jive with the 40k version of the rules. ?The proposed extra 10cm of movement meshes much better in those areas, and would, I think, work much better. ?Its simpler, for one thing, and you only get to do it once per turn for another.

I personally like the idea of Tau Suits moving forward, firing, then falling back a short distance, just as they do in 40k. ?Thats VERY characterful and useful, and I seriously doubt anyone would ever consider it overpowered or broken.

Tau Jetpacks could simply allow the following:

"When making any action other than an Engage, March, or a Hold, a Tau Formation equipped with Jetpacks is allowed a free 10cm move in any direction after their action has been completed. ?Units may not take this move after going on Overwatch, but MAY take this move after they complete firing on Overwatch. ?If they do not choose to fire while on Overwatch (i.e. it carries over to their next activation), this free move is lost, but they may be eligible for one after their new activation orders, as normal."

So, for example, the Jet Packs could do the following:

--Move (Advance or Double), fire, then move 10cm.
--Marshal (fire/regroup or move/regroup), then move 10cm.
--Fire on Sustained Fire, then move 10cm.
--Go on Overwatch, then, if they choose to fire while on Overwatch, move 10cm after doing so.

Damn. ?That would just be outright cool. ?The Tau units with Jetpacks would become this rolling backwards or sideways wave of firepower, playing the range game and attempting to elude Engagements. ?As opposed to what we have now, which seems a bit silly.

Just some thoughts.






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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 3:51 am 
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You can simply tell people to "learn to play better." ?However, as has been pointed out to me in the past, this isn't very constructive

I prefer to think of the term as learning how to play against a particular army.

You can't fight every army the same way. You need strategy and tactics to win you the day.

To me it seems to me that people who say it's non-constructive seem to be people who want to play a bland "do it this way and never change your tactics" kind of game.

A "batter myself against the opponent's forces the same way everytime you play" mentality doesn't win you games IMO. You need to learn what the enemy is capable of and deal with it differently to beat him. This is far more pleasing a way to play IMO.

For example, don't engage with foot infantry! try mechanised or fast moving skimmer units. Air assault is deadly too. Drop artillery on them to give them blast markers making it hard for them to move around the battlefield so you can set up an engagement. There are a plethora of tactics you can use to defeat Crisis suits.

My regular opponent always has me thinking about what he will do. I have to worry where his assault will come from. The reason? He has good strategies to deal with my suits. Granted, sometimes he's not in a postion to engage but by heck I worry about where I'm putting my troops!

If we make Tau jump packs some bland cookie-cutter rule just to appease those who can't seem to deal with them, you'll be taking out a bit of flavour from the list and if you start doing this with every unit in the game well Epic is gonna die - again.

Keep the flavour please. It's what makes this game fun and interesting. If I want bland I'll play 40K thanks...

Oh, and while I'm on the subject of 40K....



Can we PLEASE PLEASE PLEASE!! stop bringing 40K rules into Epic discussions?!

The games share fluff. They don't share rules systems. People argue that "that's not how 40K plays it". Well you're right, it doesn't. But this isn't 40K! Stop trying to interject rules from 40K into Epic. It's very tiring. Think about Epic in a more abstract way. You'll be better for it I promise you.

40K tactical squads run around in groups of 10 men. Epic Tactical formations run around in groups of 30 men. There's a massive difference between the systems and I like it! If you want to play 40K in epic scale go back to playing Epic 40K - that was a winner wasn't it?

One more thing... there's a stream of thought that we should avoid as many special rules as possible because Jervis said so. Well, sadly,  Jervis has pretty much ABANDONED this game. I've not heard boo from him for years.

If a special rule gives something flavour well I'm all for it. Ok we don't go overboard with them but some lists need them to flesh out their feel.



think I'll go have a lie down now...






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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 5:26 am 
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I prefer to think of the term as learning how to play against a particular army.

You can't fight every army the same way. You need strategy and tactics to win you the day.

To me it seems to me that people who say it's non-constructive seem to be people who want to play a bland "do it this way and never change your tactics" kind of game.

A "batter myself against the opponent's forces the same way everytime you play" mentality doesn't win you games IMO. You need to learn what the enemy is capable of and deal with it differently to beat him. This is far more pleasing a way to play IMO.


Slow the "you're stupid and don't know how to play" train down here a bit, sport.  I've been at this a VERY long time, and I can assure you, I am well versed in how to play, strategy, and tactics.

And, the thing is, I agree with you.  Many, many things can be overcome with smart play.  I was simply telling you not everyone sees it that way, and some won't like such a suggestion.  Not because they are bad players or one-trick ponies...simply because of the suggestion that something isn't "broken" because you CAN beat it.

Remember, also...something "broken" in the hands of a bad player becomes meaningless many times.  Doesn't really matter if ITS good if THEY aren't.

And, counter to that, something which is really, really good, but perhaps not quite broken, can very easily become so in the hands of the skilled or those who choose to abuse it.

Isn't that WHY we have these discussions?  To weed out those units, rules, and so forth that are either broken or easily abusable?  To do something about stupidity in the ruleset?

If we make Tau jump packs some bland cookie-cutter rule just to appease those who can't seem to deal with them, you'll be taking out a bit of flavour from the list and if you start doing this with every unit in the game well Epic is gonna die - again.

Keep the flavour please. It's what makes this game fun and interesting. If I want bland I'll play 40K thanks...

How is changing the special rule for Jump Packs from 10cm move when Engaged to 10cm move after they complete certain actions qualifying as a "cookie cutter" rule or a "loss of flavor" to you?  No one else gets to do this.  The Eldar get to do something similar, yet very different.  Only the Tau would have this rule, and you would be using it every turn, as opposed to only when you were Engaged.  Which of those if more "flavorful?"

"Flavorful" does not need to equate to "overpowered" in order to keep variety in the lists.

Can we PLEASE PLEASE PLEASE!! stop bringing 40K rules into Epic discussions?!

The games share fluff. They don't share rules systems. People argue that "that's not how 40K plays it". Well you're right, it doesn't. But this isn't 40K! Stop trying to interject rules from 40K into Epic. It's very tiring. Think about Epic in a more abstract way. You'll be better for it I promise you.

40K tactical squads run around in groups of 10 men. Epic Tactical formations run around in groups of 30 men. There's a massive difference between the systems and I like it! If you want to play 40K in epic scale go back to playing Epic 40K - that was a winner wasn't it?

While I am as big a fan of 40k bashing as the next guy, I think this might be pretty narrow-minded.  A LOT of the people who seem to be developing these lists are trying very hard to make 1-for-1 conversions between 40k and Epic, and, when that proves impossible in some instances, they go for as close as they can get.

Again, I agree with you in principle...one should not march in lock-step with 40k when writing the completely different rules system of Epic.  But so many things DO translate so easily that we would be stupid not to do such conversions when we are able.  The fluff is another thing that should be drawn from (but not taken for gospel).

In the end, the deciding factor has to be, "does it work under the Epic rules?"  If the answer is yes, and it can be while drawing on the other two sources I mentioned, thats probably the best way to go.  If nothing else, simply for consistencies' sake.  Not to mention the fact that there are probably thousands of times more 40k players than Epic players...if you are trying to make Epic survive, wouldn't it be nice to be able to draw in some of these players by enticing them with better gameplay for an army they already enjoy using?  As opposed to going the snob route, and saying "Oh, the game is completely different, AND the army you are using doesn't really share anything with its Epic equivilent except a name."

Because THAT'LL draw in the crowds, let me tell you.

40k has some crappy game mechanics in general (ugo-igo, the lackluster survivability of vehicles, ugly codex creep to name just a few), but it also has an utter boatload of really cool concepts, ideas, and rules.  Why not cherry-pick the best of what is there, steal the cool concepts, and make them actually work in the better rules system?

I'm thinking that the alternate suggestion for Jetpack movement might be a better way of doing that than the current rule.

One more thing... there's a stream of thought that we should avoid as many special rules as possible because Jervis said so. Well, sadly,  Jervis has pretty much ABANDONED this game. I've not heard boo from him for years.

If a special rule gives something flavour well I'm all for it. Ok we don't go overboard with them but some lists need them to flesh out their feel.

Honestly, I'm not sure I understand this mentality either.  I mean, yes.  There has to be a limit on special rules for an army, or it just becomes silly.  I run into that a lot in Fantasy...the Special Rules in some of the army books take up multiple pages.  Sometimes its like playing an entirely different game depending on what army book your opponent is using.  That can be fun, but it can also be really frustrating at times.

I don't think Epic is anywhere near that yet, by any means.

Take the Epic Tyranid discussion for example...I have seen multiple comments on how "we already have FOUR special rules for them!  We CAN'T have any more!"

Well, that one way to look at it, I guess.  To me, I hardly think Voracious and Regeneration really even count as "special" rules.  But, in some people's views, they are most definitely so, because they are add-ons to the list, not present in the main rules.

So, I understand the view on limiting the number of odd rules attached to a specific list.  But I tend to agree with you...a few more here and there might not hurt.  In fact, they might help quite a bit.

Unfortunately, the Epic rules discussions are just a complete and utter mess right now.  Dozens of lists floating around, hundreds of ideas, millions of opinions, and no real leadership from the company that owns the rights to the actual game.  I find the entire thing to be a bit sad, actually.  You talk about Epic dying...well, my friend, the complete and total lack of any form of support or promotion from GW will pretty much ensure its untimely demise, until at some point they decide to dust off a "golden oldie" and resurrect it in yet another incarnation 10 years down the road.  Then they'll immediately stop supporting THAT version so they can rush to market some new crap for 40k Space Marines again.   :glare:

Until then, this is what we have.  Dedicated players and fans trying to keep things going and make things better.  You are ALWAYS entitled to your opinion, and to argue for it...just as everyone else is.  Just remember...its only your opinion, and it doesn't really count for more than anyone else's.

Some of us think the Jet Pack rule should probably be changed.   :;):


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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 6:46 am 
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I think everyone should take a break now from this. Let CS come in, have a look and decide what to go forward with.

If you like someone can summarise the debate. My somewhat light skim seems to reveal two positions.
1) - Leave it as it is, accept that they are near impossible to bring to CC/develop new tactics/just shoot them etc.
2) - Change to something more predictable for an attacker (WYSIWYG position I guess), which may make it easier for slow moving hordes to bring them to justice.

Things to consider, how often they do it, the discrepancy between being shot at 15cm or being engaged at 15cm, whether or not its too 40kish, whether the 10cm extra move whether moving an extra km a turn is 'realistic', whehter doing that jump is realistic during the assault phase etc etc.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 10:37 am 
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(The_Real_Chris @ Nov. 02 2007,05:46)
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I think everyone should take a break now from this. Let CS come in, have a look and decide what to go forward with.

I am monitoring this closely, but currently working on older issues for version 4.4.2. When I rejoin the present, I will post. However, any changes (if made) wont make v4.4.2 and will need to be saved for 4.4.3 (hence my saving my discussion at this point).

Thanks.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 11:12 am 
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I think I've said all that's nessesary on this topic anyway, Kagetora makes some very good points above, but unless new points of discussion arise, I agree with TRC that we can now wait for Cybershadow's thoughts / concerns / rebuttals / etc.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 12:35 pm 
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This is going to be my last contribution to this thread unless something new comes up, because I've said the same thing twice to Hena so far and he hasn't noticed apparently.

The moving after sustain would be huge bonus. Same as moving after shooting on marshall or hold. And hugely much more on Overwatch. Much more breaking effect in my mind than current rule.


The current rule lets you move an unlimited ammount of times after taking an Overwatch or Sustain, or Marshall order.



- Suits go on overwatch
- Suits are Engaged
- Suits fire overwatch fire
- Suits jump back 10cm
- Engagement stalls.

Or

- Suits sustain fire
- Suits are Engaged
- Suits jump back 10cm
- Engagement stalls.



Really Hena, your point here that the 10cm post-shooting move somehow gives the Suits a 'huge bonus' makes little sense. It's a nerf, not a bonus, because they can only hop back 10cm once per turn, not indefinitely, and they have to chose their hop back direction immediately, rather than postponing their tactical choice and maybe gaining an advantage later in the turn.





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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 1:21 pm 
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Fluffwise Tau Jetpacks are designed to make the Crisis suits a mobile but stable firing platform and not to evade assaults. So firing on the move (Engage or Double actions with 10cm extra move after shooting) would represent this.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 1:57 pm 
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Kagetora and BL, good points all around.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 5:50 pm 
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One more thing... there's a stream of thought that we should avoid as many special rules as possible because Jervis said so.


I think we should avoid as many special rules as possible because it makes for a better game.  The fact that "Jervis said so" just reinforces my opinion he is blessed with reasonable judgement and good sense.  :D

===

Movement after actions where no movement would otherwise be allowed (Susatin/Marshall/Hold) is a massive benefit.  Those that played E40K will testify that even modest moves with a Sustain Fire action can create a major difference in game dynamics compared to the EA system.

That's not to say this proposal couldn't work just fine, just that this is a serious factor for consideration.

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 Post subject: The Jetpack rule is 'broken'
PostPosted: Fri Nov 02, 2007 5:59 pm 
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The version of this proposal that we've tested half a dozen times in my group is simply:


- When undertaking an Advance or Double action, units equipped with Jetpacks may make a 'free' 10cm move after shooting.




The Sustain / Overwatch / Hold elements were only proposed during the course of this thread, and have never seen testing in my group.


Note: The current Jetpack rule does allow unlimited 10cm jumps even after Sustaining, etc.





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