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Dreadnoughts again
1. Dreadnought Formation 43%  43%  [ 12 ]
2. 3+ armour 46%  46%  [ 13 ]
3. 5+ armour, reinforced 11%  11%  [ 3 ]
Total votes : 28

Dreadnoughts again

 Post subject: Dreadnoughts again
PostPosted: Mon Oct 01, 2007 4:38 pm 
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(Ginger @ Oct. 01 2007,15:32)
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While obviously tougher, I am not sure I agree on "almost 50% better"!

It is one of those statistical occurrences that is counter-intuitive.  As saves improve, each +1 becomes a greater improvement befause it bites deeper into the remaining chance to actually fail a save.  +1 to a 3+ save is vastly more effective than +1 to a unit without a save at all.

4+ save - 2 AT hits on average to fail a save.
3+ save - 3 AT hits on average to fail a save.

That's 50% more firepower required for one kill.  MW/TK makes no difference, but that's why I said "almost."

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 Post subject: Dreadnoughts again
PostPosted: Mon Oct 01, 2007 7:02 pm 
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The problem with dreadnoughts is two-fold:

1) As mentioned previously, they end up being the only AV in a formation of INF.

and/or

2) They do not have the operational maneuverability of the rest of the army.

If you stack the formation that they are in with more AV to provide padding and more targets against AT weapons (like Rhinos for infantry or added on Vindicators) then their lack of operational maneuverability becomes an even bigger problem.  If you put dreadnoughts with only similarly quick units (like infantry in a garrison) then the fact that they are the only AV unit becomes more of a weakness.

Everything else, including their armor save and FF rating, is in line with what one would expect from dreadnoughts.

You have to address one or both problems to fix dreadnoughts.  Any other fix is meaningless.  Nobody here seems to be interested in performing a real solution because the solution either goes against what the ever-changing WH40K has to say, it is not addressed in WH40K and therefore goes against what WH40K has to say, or it goes against what people think the Space Marines should be like.  Until enough people here are willing to realize the fallacy of WH40K on this subject and move away from it ever so slightly there will be no real solution to this problem.

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 Post subject: Dreadnoughts again
PostPosted: Mon Oct 01, 2007 7:13 pm 
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You have to address one or both problems to fix dreadnoughts.  Any other fix is meaningless.  Nobody here seems to be interested in performing a real solution because the solution either goes against what the ever-changing WH40K has to say, it is not addressed in WH40K and therefore goes against what WH40K has to say, or it goes against what people think the Space Marines should be like.  Until enough people here are willing to realize the fallacy of WH40K on this subject and move away from it ever so slightly there will be no real solution to this problem.


Apart from ranting, I assume you're suggesting that Dreadnoughts be given some sort of land-based transport vehicle? It's hard to tell...

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 Post subject: Dreadnoughts again
PostPosted: Mon Oct 01, 2007 7:34 pm 
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All the talk about Dreadnoghts being a weakness, because they will be the only AV in the formation.
So how much weapons are there which have only an AT-Value? Only the Lascannon and Pulse Lasers come to mind.

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 Post subject: Dreadnoughts again
PostPosted: Mon Oct 01, 2007 11:54 pm 
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(Evil and Chaos @ Oct. 01 2007,13:13)
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You have to address one or both problems to fix dreadnoughts. ?Any other fix is meaningless. ?Nobody here seems to be interested in performing a real solution because the solution either goes against what the ever-changing WH40K has to say, it is not addressed in WH40K and therefore goes against what WH40K has to say, or it goes against what people think the Space Marines should be like. ?Until enough people here are willing to realize the fallacy of WH40K on this subject and move away from it ever so slightly there will be no real solution to this problem.


Apart from ranting, I assume you're suggesting that Dreadnoughts be given some sort of land-based transport vehicle? It's hard to tell...

Or give them their own formation.

Neither Dread transporters nor dedicated Dread formations jive with the current 40k fluff.

I think, of the 2, that the dedicated formation is the more palatable from the background (there's a story in the 40k Armageddon codex [from 8? yrs ago] describing an all-SM dread assault on a dock complex. Even there, tho, the dreads came from many different SM chapters).

What if they were LVs, but had that 3+ save (or a 4+ RA or a 3+ RA). They would still be AV fire magnets, but they could screen for the infantry. I mean, sure, they aren't really LVs in 40k (any more than they have the equivalent of 3+ armor), but absorbing AP fire seems like a role they would perform in "reality."

Of course, you could go ahead and just except that Dreads really aren't designed for anything other than a drop pod list (or maybe let them teleport with termies, since it would be reasonable for them to fulfill the same role).






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 Post subject: Dreadnoughts again
PostPosted: Tue Oct 02, 2007 5:09 am 
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(nealhunt @ Oct. 01 2007,13:19)
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Thread recycle.
===========

I have a hard time reconciling a 3+ armor save to the actual 40k abilities of a Dreadnought.

3+ armor save is almost a 50% increase in survivability over a 4+.  That means even just in Epic terms, without reference to 40K, the armor save change would make a dreadnought substantially tougher than all those 4+ and 5+RA armor saves.

Either way, to me, that just feels wrong.

OTOH, Markconz' handbook had a typo that made so much sense to me that I thought it was intentional:

3+ FF

Dreads have 2 heavy weapons (or 1 heavy and 1 secondary) and walker level mobility and flexibility in a firefight.  Their role in the background fiction is frequently described as shock troop/"up close and personal" fire support which is in keeping with assaults in general and firefights in particular.  An FF improvement would improve their ability in air assaults and drop pod attacks as well as helping their staying power when used in a garrison.

Basically, it's a decent buff in keeping with the unit's 40K stats and traits per the background.  I actually included it in the "change docs" but then someone questioned it in light of the revelation that it was originally a typo.

I don't recall this particular option being discussed before.  What do you guys think about a simple FF boost?

To me the idea of 3+ armour for dreads gave me more pause than almost any of the other change proposals, for exactly the reasons stated by Neal ? (1) it seems potentially overpowered, and (2) what justification is there for Dreads having better armour than preds or vindis anyway? To that end I have considered it rather deeply, but in the final analysis I ended up supporting it for the following reasons.

(1)
On the first critical point ? is it overpowered?  Well possibly. However, I believe there are good indications that Dreads do need a reasonable boost, rather than something minor like the proposed FF tweak.  Dreads have been widely regarded as a poor choice ever since EA was published with fierce debates about how to fix the problem since that time. Furthermore with the MW AP barrage rule change they have just taken yet another downgrade.

To summarise the problems most often cited by people. First off, you are paying points for a slow, vulnerable unit that ruins your free ground transport options. For the price of 2 dreads you could have 4 razorbacks and keep your mobility ? it?s not really a contest.

Next, regarding air assault - though a better option, they are also expensive to transport in t-hawks due to the space they take up.  Instead of air assaulting with 2 dreads, you could be assaulting with a full assault or devastator formation and getting more bang per percentage of transport cost per point. Also an air assault with dreads mean that an infantry formation that would have been immune to AT attacks, is now a prime target for various forms of combined AP/AT attacks, including exceedingly common ones like fighta bombas, thunderbolts, etc. This is of course is a problem with mixed infantry/dread formations in general, and from my experience it is a real factor discouraging dreadnought use. Drop pods are something of a better option but have their own limitations.

In Epic assaults where Dreads should gain advantages of resiliency if the fluff and 40k rules are any guide, they instead die just as easily as a normal marine squad.

In short the dread option isn?t worth the bother in the current tourni lists. They are currently something for masochistic dreadnoughtophiles in air assaults, or uncharacteristically and limply feasible as garrisons. In my view they need a reasonable boost to make them worth bothering with, and FF3+ is not that (especially seeing as it helps the non-assault dreadnought more than the assault dreadnought - problematic given the iconic image of dreadnoughts in assaults, and problematic if you compare the power of the weapon loadouts of say a termi squad with a dread). I believe FF3+ would just result in further ongoing debate, houserules, and in dreads being largely left on the shelf until the next revision rolls around.


(2)
On the second point -  how is it possible to justify 3+ armour in terms of background and 40k terms given the relative armour values?

Pixelgeeks idea of 3+ armour he supported with his observation that according to the background Dreads are more fearsome than we currently have them. Ie they are supposed to be veteran engines of destruction so why not just match their reputation a little bit more? I would say ok yes maybe that's a reason - but importantly I think that even from 40k the translation to EA is  poor and could do with a boost from that perspective alone. However, I will recap all reasons here.


Firstly in 40k Dreads are more resilient in an assault situation than tanks (something that makes sense in terms of background).  By the 40k rules a dreadnought is not nearly as easy as a tank for infantry to stick a grenade upon (and also you are always having to attack a high armour rating even if you do manage it), because the dread fights back in close assault on the same terms as the infantry.  Also in 40k, unlike a tank, the close assault of a dreadnought locks the infantry in close combat preventing the effective use of ranged AT weapons by the infantry.  Tanks are supposed to be more vulnerable in built up areas and assaults, but that is specifically the roll that dreadnoughts are supposed to excel in. In 40k Dreads gain resiliency in the assault situation but this is not reflected in Epic.

Second it is worth noting that in 40k Dreads do actually have better combined overall armour than preds and vindis (34 total as opposed to 33, but the actual qualitative game results of this are more important than the quantitative values).  In an engagement the combat situation is by definition mixed up and confused and fire may be coming from multiple directions. In such a situation it?s worth comparing the benefits of ok front and side amour (dreads) vs better front armour but weak side armour (preds, vindis). In a 40k engagement, Vindis and Preds can and do die to 'Heavy machine gun' fire (Heavy Bolters, and also to a lesser extent Heavy Flamers) that are able to penetrate their vulnerable side armour (which also has a wide target profile). Dreads are immune to that problem, and more resistant to other enfilading fire in general. This is another factor that I do not believe is not taken into consideration in the current 40k to Epic translation.

Thirdly, there is the issue of the long-ranged fire in Epic that is not modelled in 40k (40k being limited to engage actions). From this perspective, compared to tanks, dreads obviously have a much smaller target profile (especially from the side, but also the front/rear, and possess a much smaller critical area than a tank). On top of this they also have a more morphable target profile. Ie their greater articulation should lend itself to taking advantage of cover in the way normal tanks cannot (eg quickly and unpredictably sidestepping in a way a tank cannot, sticking an arm weapon around a corner in a way a turret cannot (note a 40k dreads arm weapons have their own targeters on the arm), and able to make better use of craters and minor undulations in the ground and smaller clumps of cover not necessarily represented by rules specifically -  but likely to be  present even in ?open ground? class terrain in EA ). Also dreads are exceptional veterans that should be able to take maximum advantage of these opportunities. (On that note it is worth observing that in systems like Flames of War veteran troops get better ?armour saves? to represent the fact that they are more skilled in taking advantage of battlefield opportunities to improve their resiliency). Thus given the target profile and skill (and in actual fact real better overall armour), there is probably fair enough reason to expect that a dread may possess advantages to resiliency in longer ranged fire situations in addition to such effects in assaults.


Lastly it is worth considering that Dreadnoughts (like Landraiders) are one of the most iconic and defining features of the 40k marine imagery - instantly recognisable and distinctive. I think we would do a considerable disservice by leaving them rendered as such a lacklustre choice. From what I have observed, I think there is significant support for putting a bit more ?Dread? back in dreadnought.  With this proposed boost to 3+ armour I very much doubt we will see hordes of dreadnoughts dominating the Epic tourni scene, but we might actually see them again, rather than being left on the shelf in their currently enfeebled state.

Thus despite my own initial hesitation about it, I?m supportive of 3+ armour. It has reasonable community support (divided with the dread formation), and it has reasonable justification in terms of background and 40k effectiveness.  If it is overpowered, I have yet to see good evidence of that, and I believe a change is the only real way to find out in any case. Rather I am left thinking it is probably the level of power change required to make dreads a reasonable choice given their other drawbacks, and it certainly fits the concept and imagery of what dreadnoughts should be, eg:
http://www.youtube.com/watch?v=VSmmKTXmQMM
http://www.youtube.com/watch?v....search=

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 Post subject: Dreadnoughts again
PostPosted: Tue Oct 02, 2007 5:55 am 
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Wow, there is some feeling. :)

I personally use dreads everytime I play with marines, and so  far devs+lib+2 cc dreads on thawk have worked really well. After assault they give devs a cover and help on cc too.

I don't feel that they'll need changes but chromas idea having one extra instead of rhinos sound good. Also nowadays there comes 3 in a blister so one wouldn't go in vain. :)

Dreads are used in such small numbers so that even slight stat changes wouldn't break game balance.

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 Post subject: Dreadnoughts again
PostPosted: Tue Oct 02, 2007 6:02 am 
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(Charad @ Oct. 02 2007,04:55)
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Wow, there is some feeling. :)

Well actually I hoped that it wasn't so much 'feeling' but sufficient thoughtful and detailed consideration to relevant factors  :D  

It's one of the last things that needs to be decided on, so it was worth the effort in my view  :;):

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 Post subject: Dreadnoughts again
PostPosted: Tue Oct 02, 2007 7:31 am 
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Neither Dread transporters nor dedicated Dread formations jive with the current 40k fluff.


I believe that Dread formation do fit the current background just fine. There's even a Dread-specific storyette in the Epic rulebook.

They don't work at 200pts for four though; Maybe at 175pts.

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 Post subject: Dreadnoughts again
PostPosted: Tue Oct 02, 2007 9:49 am 
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(Hena @ Oct. 02 2007,08:42)
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Chromas suggestion is still the one that fits background perfectly. And requires no change in stats. A little change in transport rule though is needed,

Sorry but honestly it is one of the most awkward suggestions I have seen, it raises all sorts of army list issues in how it is worded, and it certainly doesn't fit the background any better than anything else that has been suggested (with the exception of various 'dreads riding shotgun on landraiders' ideas).

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 Post subject: Dreadnoughts again
PostPosted: Tue Oct 02, 2007 9:50 am 
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Ok Markconz your posting convinced me of 3+ Armour :D Even ThickRearArmour would make sence.

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 Post subject: Dreadnoughts again
PostPosted: Tue Oct 02, 2007 10:13 am 
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Much better is 1-3 dreads for 50 points each and worth those points.

The whole idea of swapping a dreadnought for transports is an exceptionally odd mechanic for an army list, not to mention in terms of background ("right boys this dreadnought is joining us so you all have to get out of your transports"?!).

More to the point it's non-standard in every way, and totally violates Jervis's design principle of making the least number of exceptions and special rules as possible (and it might be timely to remind those who have been contributing to the Tyranid list of this principle by the way). It's simply not good game design. It also doesn't solve the problem that dreadnoughts would still be individually feeble.

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