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Arty Power in E-A Playtest Rules? - Discussion

 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Wed Jul 09, 2003 6:58 pm 
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Quote (Legion 4 @ 09 2003 July,09:16)
....they will forever be haunted by the concept that war is hitting the other guy over the head with a club! :laugh: ?

You mean it's not ?:o

One of the things I like about the old GW type view is that I never need to confuse it with "reality". ?:laugh:

When I play Dirtside for example we sometimes get into lengthy discussions based on what kinds of changes real life is having. Can slow down a game. :p

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Wed Jul 09, 2003 7:36 pm 
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Not to be an ass or anything (ie. Paul "You're in the wrong hobby" Sawyer), but I think its a bit silly to complain that 40k has too much emphasis on close combat, and isn't an accurate reflection of modern combat. The setting and rules have always been a sort of patchwork tribute to every era of warfare known to man, and the ones in which guys with clubs beat each other over the head outnumber the ones with smart artillery and APC's. Complaining that anything 40k has too much heroic close combat is a bit like complaining that a Star Wars game system has too much focus on Jedi's and Wookies, and not enough on the intricacies of squad psychology.

I've always seen it as a crazy amalgamam of historical combat, historical mythology, and Star Wars. I mean where else can you have the legions of Genghis Khan (rough riders) charge from a foxhole of entrenched WW1 infantry (Imperial Guard) at a horde of gibbering demonic hordes allied with well-trained special forces in futuristic plate mail (chaos). That sheer whacky madness is why I play with the 40k universe. Of course the rules are going to have to take a few steps away from realism in order to support such an unrealistic (but fun) universe. :oo

Maybe thats why I like playing Chaos. :D

That said, artillery could perhaps use more rules, but would the net effect be all that different? I mean, if shots have a tendency to scatter, isn't the net effect nearly the same as a simple reduction in "to-hit" rolls, for example? Sure you lose the "scatter onto something completely different then what you were targetting" effect, but realistically, does that kind of scattering really have much effect on a battlefield? (serious question for those in the know, as I haven't a clue) Since a turn is supposed to represent 15 minutes of sustained artillery barrage I find it hard to imagine that a few stray artillery shells would really have an appreciable effect on a formation unless the misfiring artillery got really lucky.

Just my forum-newbie 2 cents. :blues:

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Wed Jul 09, 2003 9:26 pm 
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Well, in an "intellectual" discussion all points of view are welcomed. ?However, we are not talking about 40K rules, which in my opinion, are silly and ... suck ! ?We're talking about Epic rule systems for FA. ?I know you're new to the forum so welcome aboard, however you won't find too many rabid 40K fans here. ?Most of us are pretty hard-corps Epic players. ?I've been playing Epic since SM1 in '90, and collect all the armies, so I've been around. ?Too many times on 40K sites your brethern use the same very tired excuse, "It's not supposed to be realistic, it's a Sci-Fi/Fantasy game." ?Well we have had similar discussions here many times, and you'll find most of the Epic gamers here are a little more "evolved" when it comes to gaming rules. ?We like Sci-Fi and we like some reality in our rules, as well. I have some knowledge and experience in the use of Infantry, tanks, artillery, etc., so regardless, whether tanks are manned by Orks or Nazis, they should function a certain way in modern mid-20th century warfare which Epic rules, in general, are based, ie. WWII mobile warfare. ? If you read the entire thread you would have seen that I said, that by making the FA rules simpler and a little weak worked or it appeared so, an entirely accurate portrayal of FA would not be much of a game (WWI, Dien Bien Phu, etc., etc.). ?And we have always used Scatter rules in Epic and it does matter. Hitting the wrong target may affect your plan, if you have one ? ?Oh BTW, I've also called in FA and CAS for real, and again, it does matter. ?And I know about the 15 min. per turn, which is in the E-A rules. I doubt, it's a 15 min. sustained barrage, anymore than any unit that fires is "hosing" a unit with small arms fire or tank rounds. That's alot of ammo - "Amateurs talk tactics - professionals talk logistics.", is a current saying with the US Army. So does it matter - "NO" - play whatever game or rules you want, but, saying you play Chaos and 40K and saw Star Wars - well, "that ain't gonna cut you no slack" with me ... :laugh: And again, welcome to the forum ... :;):

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Wed Jul 09, 2003 11:02 pm 
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Hi!

The problem with placing a blanket restriction for artillery not to move and fire is it makes mobile artillery worthless. Why buy a whirlwind if a basilisk is so much better?

This has been a problem with artillery in epic for a long time and the only solution has been to make mobile artillery weaker and cheaper, which isn't much of a reflection on modern combat doctrine where most artillery is mobile, or dead...

I would restrict the move and fire penalty to static batteries and let mobile forms "shoot and scoot". It makes for a more mobile game.

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Wed Jul 09, 2003 11:51 pm 
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We played Whirlwinds, Manticore 1s, Thud Guns, and M/Mortars, could move and shoot but, it effected accuracy (-1 to hit). ?But again, my favorite rant ... about a little realism vs. comic book skullduggery ! ?:laugh: ?Even dafrca almost agrees with me ... :p

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Thu Jul 10, 2003 12:31 am 
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Quote (Legion 4 @ 09 2003 July,15:51)
Even dafrca almost agrees with me ... :p

I would have to say this is true. I almost agree with you  :laugh:

dafrca

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Thu Jul 10, 2003 1:38 am 
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Sometimes almost is the best you can hope for ... :laugh:

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Thu Jul 10, 2003 7:48 pm 
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Well, the idea of the change in slow fire has had a large number of people saying please leave it as is. Interesting, here is the thread:

http://uk.games-workshop.com/40kuniv....ID=1018

dafrca

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Fri Jul 11, 2003 4:39 am 
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Very interesting comments. However, in reality (yes, I'm going to use that word again :;): ) artillery moves, (1 turn) and Shoots (next turn). ?

The only exception to that were the vehicles I mentioned previously, these would be light or medium indirect fire assets. A Basilisk is like a SP 155mm, no way should it or the Bombard (a heavy mortar) or the Manticore (G/W's version of an
MLRS), shoot & move in one turn. ?

But this is my opinion, and we will continue to use the system I had talked about before. By simplifying the FA rules, Jervis may have done the game and certain armies a disservice... but what do I know?! :D

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Fri Jul 11, 2003 6:44 am 
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I know what you mean when you are talking "reality". There are so many things in all the games I play that just fly in the face of reality.

Sometimes I just look at some of these rules as pure game "balance" and/or mechanics control rules. They are not made to make sense but rather the help control some game issue.

Who cares that a Fighter Bomber should not be able to drop its full load, return to base, load up, fly back, and drop another load in less then 15 min. I do not mind when I realize the plane is just a piece in a game no different then a rook or pawn.

Ah look, now you made me go get all philosophical  :;):

Guess it is time to go to bed  :laugh:

dafrca

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Fri Jul 11, 2003 4:33 pm 
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Yes, we can certainly agree on that, to make FA & CAS too "realistic" i.e. to modern standards; wouldn't be much of a game. ?

We use the same system to call in CAS as we do FA. And kind of keep everything to WWII standards. Plus we are thinking about a longer rearm & refuel rule for aircraft.

But like I said before, everybody should do what works for them... and have fun! :D

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Tue Dec 21, 2004 12:09 pm 
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If you've seen my piece for A Tale f Five Gamers, you'll have noticed that I'm unsure on how many of my SM detachments actually need Commanders. At the moment, I'll have 2 Assault detachments, 3 tac detachments and 1 Dev detachment, with both assault detachmetns having Chaplains and one Tac one having a Captain.

Is it worth giving commanders to my other two tac detachmetns and the Dev one, and if so, which should I use? Also, how many commanders of each type do you get in a SM Battle COmpany box?

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 Post subject: Arty Power in E-A Playtest Rules? - Discussion
PostPosted: Tue Dec 21, 2004 1:41 pm 
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I don't think there is a single character in the SM Battle Company (the EA one, right ?) box. You have to buy the metal character pack, IIRC.

There is a lengthy discussion regarding SM Commanders on the official forum. My take (as an Ultramarines player) on them :
- Chaplains are good (especially for Assault Marines and Terminators), as they will allow you to alleviate the often higher numbers on the opposite side
- Captains are good, especially for Tactical units and for Terminators. But another excellent option for combined assaults is using a Thunderhawk loaded with either 2 Assaults or 1 Assault and 1 Devastator detachments.
- I find Librarians a bit underpowered right now, and best suited for Devastators (since their MW FF attack will then benefit from the 3+FF value of Devs). That's only good if you plan to use your Devs in an offensive role, though (aerial drop for example). Librarians can work with Terminators too.

If you have the points for extra characters, you could get another Captain or a Chaplain for one of your Tactical detachments, but that depends of the use you make of said detachments. The SM characters really are at their best in offense, so if your Tactical detachments are used for defense, characters could not be worth it.


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