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Bad experimental rule?

 Post subject: Bad experimental rule?
PostPosted: Fri Feb 09, 2007 5:59 pm 
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This change sounds like rubish to me as well, it takes away from the game as far as I can see. What percieved benifit does this change make to the game? And I'm also forced to wonder about the distinct lessening of effectiveness of Maco weapons and TK weapons? and therefore by default most WEs, most especially the titans, this rule makes Titans more survivable and simultaneously lessens their effective fire power, now if the point is to encourage titans to park their buts on objectives and instead of using any other tactics with them then I guess this rule change might have a point, otherwise it definitly seems like a step in the wrong direction.




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 Post subject: Bad experimental rule?
PostPosted: Sat Feb 10, 2007 6:42 pm 
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From reading through the old forum posts about the experimental to hit rule it was brought in for a few reasons.

Firstly to have one rule for applying hits in all situations (Ranged fire and assaults) and not to have similar situations having alternate rulesets and confusing gamers (along the lines of the cover to-hit modifiers in shooting and FFs etc. that we get every couple of months).

Secondly there was a call to allow using screening units to have some effect in the game(I think this may be where allowing defenders to allocate hits come into play,to try to represent screening units protecting the more expensive units).

There was also some worrying about MW sniping but not sure how this would work,all I could think of was maybe gamers were targeting formations with normal shots and stopping when they had enough hits to get to an important character and then using a MW so they would take the MW hit on said character (similar to the aircraft sniping debate we had not long ago).At the time there was the introduction of the playtest lists with mixed weaponry formations.

I have posted earlier in this thread stating our group uses these rules for nearly all games and even with grots and shields taking the main hits we don't have a problem with this as it is the same for both sides.We find it makes you think more about targeting formations etc. (especially the titans/gargants if you want to make the most of your MW/TKs).


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 Post subject: Bad experimental rule?
PostPosted: Sat Feb 10, 2007 6:47 pm 
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it is the same for both sides.


Sure, but it's still really gamey, and I severely dislike it.


I hope Glane has the chance to check this thread out at some point... opinion seems quite distinctly split.

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 Post subject: Bad experimental rule?
PostPosted: Mon Feb 12, 2007 11:11 am 
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(dptdexys @ Feb. 10 2007,17:42)
QUOTE
There was also some worrying about MW sniping but not sure how this would work,all I could think of was maybe gamers were targeting formations with normal shots and stopping when they had enough hits to get to an important character and then using a MW so they would take the MW hit on said character (similar to the aircraft sniping debate we had not long ago).

This was happening.

There is a reference somewhere in the rules to the attacker determining the allocation, though I can't recall where off the top of my head.  Obviously, that leads to the flip side of the "always on the weakest" problem, turning all MW attacks into semi-snipers as the attacker allocates them in the order which hits the most valuable target.

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 Post subject: Bad experimental rule?
PostPosted: Mon Feb 12, 2007 12:14 pm 
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(nealhunt @ Feb. 12 2007,10:11)
QUOTE

(dptdexys @ Feb. 10 2007,17:42)
QUOTE
There was also some worrying about MW sniping but not sure how this would work,all I could think of was maybe gamers were targeting formations with normal shots and stopping when they had enough hits to get to an important character and then using a MW so they would take the MW hit on said character (similar to the aircraft sniping debate we had not long ago).

This was happening.

There is a reference somewhere in the rules to the attacker determining the allocation, though I can't recall where off the top of my head.  Obviously, that leads to the flip side of the "always on the weakest" problem, turning all MW attacks into semi-snipers as the attacker allocates them in the order which hits the most valuable target.

Then it should be completely involuntary IMHO. The MW hits should land wherever the rules say they should. Noone should know in advance of firing where the MW shots will hit.

This proposed mechanic takes the concept of 'fog of war', and then spits on it. :)

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 Post subject: Bad experimental rule?
PostPosted: Mon Feb 12, 2007 4:10 pm 
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(Evil and Chaos @ Feb. 12 2007,11:14)
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Noone should know in advance of firing where the MW shots will hit.

This proposed mechanic takes the concept of 'fog of war', and then spits on it. :)

You mean like people always maintaining perfect fire discipline and never accidentally firing the TK weapons before the shields are down?   :devil:

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 Post subject: Bad experimental rule?
PostPosted: Mon Feb 12, 2007 4:25 pm 
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(nealhunt @ Feb. 12 2007,15:10)
QUOTE

(Evil and Chaos @ Feb. 12 2007,11:14)
QUOTE
Noone should know in advance of firing where the MW shots will hit.

This proposed mechanic takes the concept of 'fog of war', and then spits on it. :)

You mean like people always maintaining perfect fire discipline and never accidentally firing the TK weapons before the shields are down?   :devil:

No I mean that you don't know whether you'll apply enough normal hits to bring down the shield before the TK goes in (The rules decide where the TK hit comes) rather than *always* knowing that the TK hit will be the first shot in, or *always* knowing that the TK hit will hit a stand of grotz, rather than perhaps penetrating deeper into the formation if the outer fringe is successfully destroyed by AP/AT/MW hits.

Hit allocation should not be voluntary, because it's gamey. That's what I mean.

You've said yourself that other mechanisms can be easily found to deal with the problems this rule change was supposed to address, without having to have the knock-on effect of introducing a massive element of 'gameyness' into the hit allocation phase.


If Titans need some specific rule to maintain the fog of war effect because MW/TK needs to be downgraded then so be it... but don't do it by allowing the defending player to choose the order of allocation, make the hit order explicit in the rules (As it is now, of course).





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 Post subject: Bad experimental rule?
PostPosted: Mon Feb 12, 2007 4:46 pm 
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That was supposed to be funny - teasing rather than a serious jab...

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 Post subject: Bad experimental rule?
PostPosted: Mon Feb 12, 2007 4:47 pm 
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Sorry, the little devil icon should have tipped me off there. :D

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 Post subject: Bad experimental rule?
PostPosted: Mon Feb 12, 2007 5:02 pm 
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Oh, that's okay.  Sometimes I leave the faucet on and all TEH FUNNAY runs out...

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 Post subject: Bad experimental rule?
PostPosted: Tue Feb 13, 2007 12:05 pm 
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Well. There's always good thing in this: If this totally RIDICULOUS rule comes through rule review I can always just ignore it. Screw stupid rule changes. I'll just keep using the superior version...

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 Post subject: Bad experimental rule?
PostPosted: Tue Feb 13, 2007 12:41 pm 
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My gaming group will most likely ignore it too.

I've tried to tell them we're supposed to be testing it, but the change is universally disliked.


Don't do it dude. :)

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 Post subject: Bad experimental rule?
PostPosted: Tue Feb 13, 2007 12:49 pm 
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My opponents here tend to react with outrage to this suggestion as E&C and tneva do.  Thus we haven't used it (I dislike it too, but perhaps not as vehemently). Maybe it is worth a poll/reconsideration if so many people are kicking up a fuss?

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 Post subject: Bad experimental rule?
PostPosted: Tue Feb 13, 2007 3:34 pm 
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I would urge you to post on the SG boards and/or email Greg Lane directly.

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