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Bad experimental rule?

 Post subject: Bad experimental rule?
PostPosted: Tue Feb 06, 2007 9:45 pm 
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Our gaming group has used all the experimental rules since they first came out(the only time we don't is at tournaments or for warm up for tournaments) and they do improve the game.They make the use of tactics,strategies and combined arms more important than before and you have to pick and prepare targets better.
At first we had the same ideas as some that they felt slightly wrong but once you get used to the experimental ?to hit rules they work well you just have to pick your targets better or plan your attacks well.
I feel its works along the same lines of engage actions,prep the target formation so things are in your favour and it should go well in this case instead of placing BMs etc. on the target of the assault your trying to strip shields,grots etc. before the big attack comes in.


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 Post subject: Bad experimental rule?
PostPosted: Tue Feb 06, 2007 9:52 pm 
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From what I've read on titan crew tactics (mainly from Storm of Iron).  Titan crew seem to keep the volcano cannon in reverse.  They hit the enemy with lighter stuff (gatling cannons TLD) first and then wack the enemy with the big gun.

From SoI they waited until they saw the gatling blaster shots hit the hull of the traitor titan before they unleashed the VC.  True they traitor got some of its shields back before the VC fired so some abstraction is required.  Since titans get their shields back constantly, rather than at the end of a turn.

Perhaps the titan player could roll a dice for each grade of hit (AT, MW and TK).  The loest one firing first, the second lowest firing second and the tird going last, with thetitan's player deciding on draws.

So a standard configuaration warlord would roll 2 dice, one for the TLDs and the gatling blaster one for the VC.  If the VCs dice scores equal to or higher to the TLD and GB dice then it goes last.

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 Post subject: Bad experimental rule?
PostPosted: Tue Feb 06, 2007 10:28 pm 
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(Chroma @ Feb. 06 2007,18:50)
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(Evil and Chaos @ Feb. 06 2007,18:48)
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Plus, all the MW hits go to Gretchin. :(

What MW attacks are you firing at Boyz Mobz anyway?

You should be using those on Blitz Brigades and Kults of Speed! ? :alien:

Warhounds are good anti-infantry units. ?So when an Ork mob rolls up with Stompas in its midst, it's a little frustrating seeing your valuable MW shots heading towards the puny infantry in front of them. ?However, that I can accept as a quirk. ?Seeing such shots get downgraded even further to Gretchin is rather rubbing salt in the wound!

This change makes Warlords even worse than they already are, which is surely not ideal. ?And I'm still not understanding why this change was even conceived, let alone deemed necessary.

If it?s a toss-up between who should have the shot allocation advantage in ?real life?, then to blazes with real life and allow the gamer firing his guns to do something sensible.

EDIT - I suppose the counter to the issue of this affecting Warlords is that they are getting a range boost to their weapons.





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 Post subject: Bad experimental rule?
PostPosted: Tue Feb 06, 2007 11:42 pm 
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And I'm still not understanding why this change was even conceived, let alone deemed necessary.


Me too.

Noone's providing me with an adequate reason as to why MW / TK should be downgraded so radically, seemingly against the background and to the detriment of the game (The hit allocation process becomes MUCH MORE abstract... and this is NOT a good thing without SERIOUS REASON).

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 Post subject: Bad experimental rule?
PostPosted: Wed Feb 07, 2007 8:02 pm 
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(Evil and Chaos @ Feb. 06 2007,22:42)
QUOTE
And I'm still not understanding why this change was even conceived, let alone deemed necessary.


Me too.

Noone's providing me with an adequate reason as to why MW / TK should be downgraded so radically, seemingly against the background and to the detriment of the game (The hit allocation process becomes MUCH MORE abstract... and this is NOT a good thing without SERIOUS REASON).

First, the downgrade to MW and TK weapons is being grossly exaggerated.  It's a modest downgrade in the large majority of situations.  It only really only makes a substantial difference with void shields/power fields.  Against other units, the actual change is that you've gone from the attacker applying to the most valuable eligible unit to the hit being applied to the closest surviving units.

Most of the time the difference is no more than a pip or two on a saving throw.  That's practically nothing.  To go with the Ork example, now a grot takes the MW and the boyz stand behind it gets a 6+ save instead of none.  And that's a big deal?  As Chroma pointed out indirectly, it's not uncommon that the majority of units in a formation are of roughly the same power anyway.  Who cares if this Leman Russ takes the MW hit or that Leman Russ takes it?  In that case it makes absolutely no difference.

Any WE can still be targetted per the WE rules, so it's not like you'll have to burn a MW attack on an IG infantry stand attached to a SHT company.  Just target the WE.

Also, I rather suspect that most people claiming there is a big downgrade are doing their allocations wrong.  There is not a tremendous amount of "penetrating" into the formation as several people have implied.  It's actually very little, which is what makes me thing it's being done incorrectly.

MW hits under the book rules form an entirely separate allocation after the other hits are allocated and saved.  So, just to pick on Bombot's example, you couldn't use the MW to pick off Stompas attached to an Ork Warband.  You would apply all the normal hits, make all the saves, and then any remaining MW hits would be allocated as a separate round, starting with the units at the front, probably back to the Boyz.  The Stompa would only be a valid MW target if the regular fire destroyed every other model between the firing formation and the Stompa, regardless of how far the first volley of non-MW fire penetrated into the formation.

Finally (on this point), short range MW attacks have actually received an upgrade, especially MWCC attacks.  Under the current book rules, when it comes time to allocate MW hits, if something is out of range you lose the hits because there are no valid targets for allocation.

Sure it's a downgrade, but outside of the fields/shields, it is quite modest.  With respect to the fields/shields, I consider it more of an upgrade for them than a downgrade for the TK.


Second, there are several reasons for the changes to hit allocation.  I suppose most of them must have been before you came around.  In no particular order:

1)  It allows LVs to be better at screening their respective formations.  This is desired partly to offset their inherent vulnerability but also to help them function better as screening units as they were intended.

By allocating hits that can be applied to all the units first, the LVs can receive a hit, but then hits which can only be applied to the LVs have to double up.  For example, a KoS with 6 bikes and 2 buggies (in front) is hit by 2 AP hits and 1 AT hit.  The Ork player can allocate the AP hits first.  As the buggies are in front and a valid target they are hit first.  Then when the defender applies the AT hit, the only valid targets are the buggies.  One of them gets a doubled up hit, rather than hitting a thrid unit.

2)  It removes the entirely goony MW hit allocation round which caused (causes) no end of questions.  As noted above, it seems from the descriptions of people's play just in this thread that it's misunderstood and misapplied.

3)  It fixes the doubling up of multi-TK weapons.  As the rules are written, if you fire 2 Deathstrikes at a formation of Warhounds and both hit, they are both allocated to a single titan because each is a single "hit."  And yes, I'm aware the FAQ changes that, but FAQs aren't supposed to change rules, only clarify or resolve contradictions.  The hit allocation rule codifies that change.

4)  There was a desire to upgrade the MWCC attack.  Really good CC units could actually do better by having normal CC attacks than MWCC because normal hits were never wasted.  For example, Terminators couldn't effectively CC a formation of light units because they would lose almost half their attacks (the valid targets were dead before MW attacks were applied), while the same number of Ork Nobz with all normal attacks could do a lot more damage because all their hits were always applied.

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 Post subject: Bad experimental rule?
PostPosted: Wed Feb 07, 2007 8:37 pm 
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(nealhunt @ Feb. 07 2007,19:02)
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MW hits under the book rules form an entirely separate allocation after the other hits are allocated and saved. ?So, just to pick on Bombot's example, you couldn't use the MW to pick off Stompas attached to an Ork Warband. ?You would apply all the normal hits, make all the saves, and then any remaining MW hits would be allocated as a separate round, starting with the units at the front, probably back to the Boyz. ?The Stompa would only be a valid MW target if the regular fire destroyed every other model between the firing formation and the Stompa, regardless of how far the first volley of non-MW fire penetrated into the formation.

Just to be clear, this is how we play it.  It's also why I'm conscious that MW hits are getting even 'worse' (range issue aside, which I hadn't considered), as now you don't even get the chance to cut down the screening units first.

Now the CC issue - that I hadn't noticed, although I don't think it mattered in he last game where my Teminators attacked a KoS as the Termies were fighting two units each.

But regarding the screening issue - is this something that's really necessary, as in are the formations that use them really considered underpowered?  Seems a bit 'gamey' to me - sticking all the hits on as few units as possible.

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 Post subject: Bad experimental rule?
PostPosted: Wed Feb 07, 2007 9:20 pm 
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Just to be clear, this is how we play it.


We play it in the same manner too.

Seems a bit 'gamey' to me - sticking all the hits on as few units as possible.

The entire rule change smells of 'gameyness' to me... the old rules were non-voluntary (You never knew if the MW hit was going to go onto something valuable or not).

This new Voluntary rule is... well it's just damned gamey. Any mixed formation will now *always* take the hit on the lowest armour save unit.

It's really, really gamey.

And gamey is bad.


If MW / TK is needed to be downgraded (Though noone's explained why it should be yet), then a different, non-voluntary system need to be found.

Allowing the defender to apply all the MW hits in a formation to one or two low value units (By cycling the hits around and around) is really really gamey.

When TRC (Back when he was still around) explained the new rule to me last year when we playtested the Tau, it struck me as gamey then.

I told my mates, they thought it was gamey and dumb.

"That's just stupid" is one of the quotes.


Seriously, this is a bad rule.


:(





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 Post subject: Bad experimental rule?
PostPosted: Wed Feb 07, 2007 9:26 pm 
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But regarding the screening issue - is this something that's really necessary, as in are the formations that use them really considered underpowered?


From my opinion or from the community in general?

My opinion is that they are generally fine.  However, there is this overwhelming "OMG DOANT TAEK ELL-VEES!!! TEHY R DETH O N A STIKK!!1!" aversion to LV formations.

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 Post subject: Bad experimental rule?
PostPosted: Wed Feb 07, 2007 9:28 pm 
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(nealhunt @ Feb. 07 2007,20:26)
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But regarding the screening issue - is this something that's really necessary, as in are the formations that use them really considered underpowered?


From my opinion or from the community in general?

My opinion is that they are generally fine.  However, there is this overwhelming "OMG DOANT TAEK ELL-VEES!!! TEHY R DETH O N A STIKK!!1!" aversion to LV formations.

I think LV's are fine... generally they're pointed appropriately to their vulnerability.

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 Post subject: Bad experimental rule?
PostPosted: Wed Feb 07, 2007 9:35 pm 
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For the record, the only parts of the rule I care about are 1) the multi-TK allocation and 2) not losing MWCC attacks.  Those issues could be addressed by other kinds of changes instead.

Outside of that, I agree that it's gamey.  I think that stems primarily from the intended effects on LVs, which were addressed with what is basically a gamey solution.

Any mixed formation will now *always* take the hit on the lowest armour save unit.


Actually, several times I've taken MW hits on units that had RA so I had a save, especially in an assault when it can make a difference in the all-important resolution mod.  Still gamey, but just pointing out that it's not *always* one way or another...  :p

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 Post subject: Bad experimental rule?
PostPosted: Wed Feb 07, 2007 9:44 pm 
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Still gamey, but just pointing out that it's not *always* one way or another..


I'll agree it's gamey alright. :(


Gameyness is for Warhammer 40k, IMHO. It's what makes that system so bad (The only way to win is to be 'gamey' because every rule has a gamey exception or condition).

I hate gameyness... because it breaks from making games like Epic a scifi-fantasy simulation (Where tactical skill and luck are the deciding factors in seeing who wins) to an abstract game (Where player's knowlege of 'gamey' tactics is what wins the day).

Gameyness is really bad and most people don't like it!



Those issues could be addressed by other kinds of changes instead.

If I had one wish...


Well I'd wish for something else.

But if I had a second wish...  :D





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 Post subject: Bad experimental rule?
PostPosted: Fri Feb 09, 2007 5:54 am 
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I'm wondering about this "Wrapping the unit enough times to force Macroweapons onto the same unit multiple times" complaint... How often has this actually happened? While I recognize the potential for abuse here, in all the games I've played of Epic I have yet to ever see a unit hit so many times that every base in the unit has been assigned one or more hits except for the time that my Imperator engaged like three Landspeeders and two Tactical Stands. Even throwing around 8 attacks at 3+, 4 at 4+ and 1 at 2+ I've never seen a unit get hit more then enough times to hit each base more then once or MAYBE twice for a few of them. You'd need an astonishing hit-rate or very very few bases inside legal targeting to manage to wrap a unit more then once or twice. I will admit, though, that the way of stacking hits seems a little wrong. The ultimate trouble, I suspect, stems from the idea that you have to figure out who gets hit with Macroweapons SOMEHOW. If I fire into a unit with 6 stands of Tactical Marines and 2 Rhinos and hit them with 2 Macroweapon, 2 AP and 1 AT shot, which things in their unit takes the Macroweapon hits? Who decides this? Are they simply assigned last (which still means it's likely they'll be 'wasted' as if you really have managed to wrap the unit two or three times they're likely to hit the front end which already has 2+ hits assigned to it anyway). Does anyone have suggestions about what other experimental rule might be used to solve this 'how do hits get assigned?' question or is this all essentially a lot of belly aching over something people don't like, but don't have any good way to improve on?


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 Post subject: Bad experimental rule?
PostPosted: Fri Feb 09, 2007 12:25 pm 
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I'm wondering about this "Wrapping the unit enough times to force Macroweapons onto the same unit multiple times" complaint... How often has this actually happened?


Playing against Marines and Eldar, I see it quite often.

Sometimes I even try and use the rule myself, apologising to my opponent as he looks at me in disgust.

It's a common problem when you're dealing with small formations.


Does anyone have suggestions about what other experimental rule might be used to solve this 'how do hits get assigned?' question or is this all essentially a lot of belly aching over something people don't like, but don't have any good way to improve on?

I'd stick with the current rules with minor modifications along the lines of Neal Hunt's concerns (1) the multi-TK allocation and 2) not losing MWCC attacks.).

Such modifications would be fine, and are seemingly needed, while screwing around with the core mechanics of the combat process is not needed, and it'll make the game qualitatively worse.


Having the defending player able to choose when and where each of his units die / take armour saves is not in the spirit of a what a wargame should be IMHO, it's in the spirit of something entirely more abstract and well, dumb... like Warhammer 40k. :D

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 Post subject: Bad experimental rule?
PostPosted: Fri Feb 09, 2007 12:37 pm 
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(Hena @ Feb. 09 2007,11:32)
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I also like very much about the TKs ability to target WEs within a formation. I'd rather not lose that either.

That rule would stay if we just used a modified version of the currently existing hit allocation rules, rather than re-writing it entirely (Seemingly for the specific purpose of making Epic more 'gamey').

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