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Updated force list, phase one

 Post subject: Updated force list, phase one
PostPosted: Sat Nov 19, 2005 8:07 am 
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Quote (Tactica @ 18 Nov. 2005 (19:57))
Hopefully it works to answer your question about 40K infantry though Asaura,

I think it does, thanks a bunch!

To sum it up, both Epic and 40K model the ability of agile light infantry to use cover by giving them a terrain cover save. Bulky and clumsy units like Terminators get less benefit from cover, since they have high (armor) saves in the first place.


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 Post subject: Updated force list, phase one
PostPosted: Sun Nov 20, 2005 12:12 am 
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Perhaps we could add to the "Tau Jet Pack" rule that "units equipped with Tau Jet Packs automatically pass dangerous terrain checks". ?That would allow crisis to use terrain like woods without penalty.

Would this pacify the opposing factions?

Mmmh... it seems unwieldy to create a variant of the existing walkers special rule. Doing so adds unnecessary complication to the game as a whole. Just think back about 40K V3, when various armies had different versions of special rules such as fearless, tank hunters etc. Those have been streamlined in V4. We'd rather think twice before adding a special rule and in this particular case, we'd better live with walkers.


Tneva82
But should crisises be able to enter forrests etc without danger? They can't do that in 40k anyway.

And with walker chance of failing it is 1/36, sixth of 40k danger!

This is a very good example where 40K doesn't translate to epic 1:1...

In 40K, Jetpacks make entering difficult terrain dangerous. But in Epic, it does not. And surprisingly for the 40K player, an assault Marine is able to enter woods/ruins at ease in Epic.

Applying Epic 'logic' now, a vehicle having legs should be made a walker. Jetpacks has nothing to do with this and there is a precedent to this with the Revenant titan, that combines Jetpacks + Walker as well.


As a more general point, I don't think everything is good to take from 40K. Inspiring ourselves from 40K is interesting as a first draft. It's also good to try to stick to it as long as we can, because making game systems consistant one another retains some 'design beauty'. But then you don't have to stick to every 40K bit.





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 Post subject: Updated force list, phase one
PostPosted: Sun Nov 20, 2005 1:47 am 
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Quote (baronpiero @ 19 Nov. 2005 (23:12))
This is a very good example where 40K doesn't translate to epic 1:1...

In 40K, Jetpacks make entering difficult terrain dangerous. But in Epic, it does not. And surprisingly for the 40K player, an assault Marine is able to enter woods/ruins at ease in Epic.

There's another difference though - what counts as ruins or buildings in Epic is different to what might count as the same thing in 40k - a cluster of buildings might all count as the same terrain piece in Epic, while those same buildings in 40k would be a number seperate terrain pieces, around and above which a Crisis suit are highly mobile without a great deal of risk.

I can only speak for myself, but I'm for having Broadsides susceptible to AT fire (LV or AV, either is ok). Crisis suits could be either inf or LV. I like LV better, but I do agree that the troubles with entering woods and ruins can be a problem with that.

I still personally can't see, beyond a number of 40k-related reasons (which, when relating to 40k tactics, I tend not to consider, as 40k tactics are generally based on exploitation of the rules, not of the situations on the battlefield), why they should be susceptible to AT fire, but that's presently beside the point. A Broadside isn't notably bigger than a Crisis - they're built from exactly the same chassis - and suggesting that one be treated differently from the other is no different from saying that a Rhino or Devilfish should be treated differently to a Predator or Hammerhead because the latter has a bigger gun on the top than the former. IMO, define what they are, and put them both in that category - splitting them up sets something of a double-standard.

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 Post subject: Updated force list, phase one
PostPosted: Mon Nov 21, 2005 7:53 am 
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Personally I would be ABSOLUTELY FINE with them being LV(if they absolutely HAVE to be LV that is) - I can see the arguments from ppl who want to be able to fire their AV weapons at them. I will also go as far to say I'm happy to give them a 4+ armour save instead of 3+!! SO LONG AS they can utilise cover.

CS, I think I've mentioned this before but isn't it possible for the Tau to have a special rule regarding this? Call it Battlesuit and let it move into cover for e.g.

IMHO I think it would solve ALL our issues. It has to be resolved some how and just making them Inf or LV doesn't feel fair to either side.


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 Post subject: Updated force list, phase one
PostPosted: Thu Nov 24, 2005 5:35 am 
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Woh woh, Crisis suits can enter any terrain that infantry can without damge.  You can always choose to "Walk" in 40k, and since the Jetpack moves as fast as a "walking" unit, they can walk just as far as they can "Jet" in the movement phase.  This is a commonly used tactic, as you can jump out of dangerous terrain with no danger of damage.  It's only jumping in that risks damage, and I already mention that is solved by electing to walk.  So its false to say that they can't enter forests in 40K, therefore they shouldn't be able to in Epic.


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 Post subject: Updated force list, phase one
PostPosted: Thu Nov 24, 2005 9:38 pm 
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Quote (RedDevil @ 24 Nov. 2005 (05:35))
Woh woh, Crisis suits can enter any terrain that infantry can without damge. ?You can always choose to "Walk" in 40k, and since the Jetpack moves as fast as a "walking" unit, they can walk just as far as they can "Jet" in the movement phase. ?This is a commonly used tactic, as you can jump out of dangerous terrain with no danger of damage. ?It's only jumping in that risks damage, and I already mention that is solved by electing to walk. ?So its false to say that they can't enter forests in 40K, therefore they shouldn't be able to in Epic.

...de-lurks...

E:A has a similiar mechanic, see


1.8.1 Dangerous Terrain Test
Roll a D6 when you enter dangerous terrain, or when you
start to move if already in dangerous terrain. On a roll of
1, the unit is destroyed with no save allowed, but the
formation it is part of does not receive a Blast marker.
Units may choose to move through dangerous terrain
cautiously. A unit that is moving cautiously counts as
having a speed of 5cm, but is allowed to re-roll any
Dangerous Terrain tests that it fails.


Although I?m under the impression that this isn?t widely known. At least at the german October tourney it wasn?t...

...re-lurks... :zzz:

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 Post subject: Updated force list, phase one
PostPosted: Fri Nov 25, 2005 4:33 am 
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Yeah, I see that.

Though the point was that the suits don't have to go slow.  They go just as fast as any foot slogger when walking.  Infact their jetpacks don't move any faster than regular infantry, they just get an "extra move" later in the turn, to reprisent mobility.

Anywho, in 40K they are infantry, not vehicles.  And behave like infantry in almost every way.


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 Post subject: Updated force list, phase one
PostPosted: Fri Nov 25, 2005 2:13 pm 
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OK, to get to the heart of the matter...

What is it about the Infantry/Light Vehicle debate that people want to see? As far as I can tell, the mainly Tau players (with exceptions, granted) go for Infantry for these, based on the fact that they should be able to go where the infantry go. The others seem to be split between the two options, but the LV speakers seem to favour this as the unit can then be targetted by all weapons.

Now, if this is indeed the case, it would seem that a half-way could be reached, as these two cases are not exclusive. For example, Light Vehicles, with an addition to the Tau Jet Pack rule stating that any unit with a Tau Jet Pack which moves at no more than 15cm is treated as Infantry for all terrain types.

Now, I realise that this wont please everyone and that the issue is more complicated than this, but would go part-way to a solution?

[Disclaimer: The above is not suggested as a final decision and may not even be sensible, so please dont shoot it down as missing the point without making the point. Thanks.]

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 Post subject: Updated force list, phase one
PostPosted: Fri Nov 25, 2005 2:48 pm 
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Quote (CyberShadow @ 25 Nov. 2005 (14:13))
OK, to get to the heart of the matter...

What is it about the Infantry/Light Vehicle debate that people want to see? As far as I can tell, the mainly Tau players (with exceptions, granted) go for Infantry for these, based on the fact that they should be able to go where the infantry go. The others seem to be split between the two options, but the LV speakers seem to favour this as the unit can then be targetted by all weapons.

Now, if this is indeed the case, it would seem that a half-way could be reached, as these two cases are not exclusive. For example, Light Vehicles, with an addition to the Tau Jet Pack rule stating that any unit with a Tau Jet Pack which moves at no more than 15cm is treated as Infantry for all terrain types.

Now, I realise that this wont please everyone and that the issue is more complicated than this, but would go part-way to a solution?

[Disclaimer: The above is not suggested as a final decision and may not even be sensible, so please dont shoot it down as missing the point without making the point. Thanks.]

So, you want... thought about making all Battlesuits LV? And adding this to the Jet Pack Rule? Good Idea so far. But will that silence those that want a pure Infantry out of them? I suppose not. Same could be done if you revert that thing: Make them Infantry and say if they move more than 10cm  into dangerous terrain for LV/AV they must take a test. Still don?t solves the shooting issue AT/AP ->LV .But reflects the bulk of the Greater Suits and their possible problems in unsteady terrain. Makes sense?

Cheers!
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 Post subject: Updated force list, phase one
PostPosted: Fri Nov 25, 2005 3:54 pm 
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I guess that I feel that there are strong arguments for both ways on this, and that this is dragging on too much. If the two factions want difference effects, both of which represent the suits well and which are not exclusive, then it makes sense to try to encompass both schools of thoughts into the final product.

I am not so much looking for thoughts about making the suits LV (that way lies madness!), but about what the important issues are and the reasons that Infantry or LV represent would be 'best'. I am still picking out the points in various other threads at the same time.

Thanks.

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 Post subject: Updated force list, phase one
PostPosted: Fri Nov 25, 2005 4:00 pm 
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I think Steele has summrized this fairly well. Although the movement issue is a part of the debate, the whole point really revolves around who gets to shoot at them.

Because in the grand 40K scheme of things, most opponents don't try to outshoot crisis suits, that's how you lose to the Tau. The best way to take them out is in an assault.

So again, I've cast my vote and supported other peoples various points, but I'm really struggling with why there is so much resistance to calling them infantry. I have yet to see crisis as the dominating unit in the list.

In fact, one could make the point that we don't really have a dominating unit (although our tanks are pretty good) and that only in conjunction with each of the parts does the list perform to expectation.

My two yen...

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 Post subject: Updated force list, phase one
PostPosted: Mon Nov 28, 2005 2:38 pm 
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Quote (Honda @ 25 Nov. 2005 (15:00))
In fact, one could make the point that we don't really have a dominating unit (although our tanks are pretty good) and that only in conjunction with each of the parts does the list perform to expectation.

...Which is the essence of 'combined arms' strategy, the core ideology of the fire caste.





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 Post subject: Updated force list, phase one
PostPosted: Mon Nov 28, 2005 4:55 pm 
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I agree with CS's summary of the primary standoff.  Where people fall is generally dependent on which aspects they feel are more important for overall feel.

Infantry mavins - maneuverability
LV mavins - vulnerability to AT

If it's only the battlesuits that are at issue.  Why not make a "Tau Battlesuit" technology stating that they use Infantry movement regardless of unit type?  


[Yes, I know this is basically the same as the "Agility" proposal.]

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 Post subject: Updated force list, phase one
PostPosted: Tue Nov 29, 2005 9:45 pm 
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So CS, are you considering turning 4.2.8 into your 4.3.2?

And will you be forwarding that update to Jervis for posting in the Vault?

(I want to hold off updating the relevant Gue'senshi unit entries until the Vault list is modified beyond 4.1...)


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 Post subject: Updated force list, phase one
PostPosted: Wed Nov 30, 2005 12:10 am 
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Quote (Nerroth @ 29 Nov. 2005 (20:45))
So CS, are you considering turning 4.2.8 into your 4.3.2?

And will you be forwarding that update to Jervis for posting in the Vault?

I will be turning v4.3.1 into v4.3.2!  :D  However, I will be drawing heavily on v4.2.8 for inspirations, etc.

I am working on the v4.3.2 right now, and I hope to have it done soon. Once it is done, I will submit it here for critique, and then send a copy off to Jervis after feedback on it (possibly without requiring a new update version).

Thanks.

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