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[Fanlist] Dark Angels 3.X (deprecated)

 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 9:00 am 
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Angel_of_Caliban wrote:

Still not sure going the AMB is the better way, it turns into a AP unit more then AA which is why we added it in the first place.


seriously.... all the arguments and then this?? I'm glad you're seeing it my way at last... (even if we disagree on the stats) :D

Angel_of_Caliban wrote:
Running 4 lots of planes would change your list drastically and would not easily breaking formations in T3.

4 RW (1400 pts) + 4 Nephilim (1000 pts) = 2400, leaving 600 points for other formations.

I'm at a lost here. Would dropping the rockets appease you and Ginger? My hands are pretty tied while trying to match stats and hold consistency. The AMB will match whatever Vaaish wants to do, he started the stat line and I'm willing to match it, I have no fight in what the stats are. The Twin Lascannon matches the current stats, unless you can find me another Twin Lascannon stat that isn't 45cm AT4/AA4 I think were stuck with it, hence the move to keep the AMB instead the Twin Las where in theory the stats can change. As for Heavy Bolters they have both 15cm and 30cm in lists. Considering this fighter is a interceptor I figure the 30cm was more suited then the 15cm found on larger AC as a additional piece instead of the main AA armament.


I've been over and over the arguments why stats should be flexible across different units, would you (the layman) expect to wield a samurai sword as well as a samurai? the weapon is the same, the use is different.... the lascannons on the marine landing craft have no AA value so there is plenty of precedent to make application-specific, game balance calls on stats.... hell if it sets your OCD off too much call it a 'nephilim lascannon' and have it at 30cm with AT4+/AA5+ and you're golden :)

Quote:
Fair point with the Preds. I was thinking last night that maybe make the Executioner Preds as upgrades for XX points. Leaving Annihilator, Destructor and Vindicators in the Core option. I'll have a think on this.


good stuff, I think 4 pred executioners with HB sponsons for 300 points would be acceptable

Quote:
First, what is faff? ;)

Indeed, I did not think they were any other lists as DA had them first and then IF. I consented to match the IF previously for consistency even tho I felt they didn't represent Assault Termies but more Thunder Hammers as the IF list called them. I'll revert back and once were Approved its something we can try testing in conjunction with other AC's.


faff = fiddle/mess with

I think if you really want to give them more extra macro attacks, you need to start charging extra points.... given how potent the extra 2 attacks are, I'd suggest 50 points for a pair at a minimum, you pay that for a character with 1 extra MW and an ability, I think it's fair to start at 50pts

Quote:
I'm grateful for your playtesting and comments, but when you repeat the same issues. I have explain my concerns with the planes and on many occasions have pointed out where I'm willing to adjust. I then get more demands even to areas I agree we can change like points and formation sizes. I thought your report was valuable regardless of planes discussions.

As to Playtesting, I have mentioned before but I'll do so again. Currently I'm unable to play because 1) My collection is in storage. 2) Between working and finding a new place to move to I don't have time really. 3) The closest gamers, to the best of my knowledge, are 75 miles away if not farther. But if you have a way to protect my models and store them that I can call at a moment notice with a opponent then I might get a game in. ;D ;)


I can only call it as I see it, I've been playing epic most weeks for the last 3 years, I've played in quite a few tournaments, now I'm not claiming to be a wargaming savant, but I'm reasonably experienced now and certain things just jump out at you as potentially problematic, the planes just look too strong on a per-plane basis with those stats, I get you want to harmonise stats, I've also explained why that is your perogative and not set in stone, and even given multiple examples why you're not bound by other lists... I've suggested explanations giving you an 'out' if you wanted to change the stats, and I've given real world examples of identical weapons performing differently in different applications.... so far nobody has given any reason why they want to harmonise stats except 'because' and I'm sorry, but that kind of answer didn't work on me as a 5-year old and it certainly doesn't hold water now.... the AMB stats aren't even set in stone yet.... it's not like they're coming from a list which has been approved for 5 years.....

I wrote the Imperial fists list and the first few times I played it, it did not remotely play how I expected... hence why I think it's important for the AC to try to get games in with their list, both as a user AND an opponent, I get that you're not able to play often atm, but that really should mean that you need to listen more to those of us that do.... you're insisting on playtests as the only source of valid feedback, but then adjusting/writing the list on theory alone... surely you have to see how strange that seems? :)

Quote:
I feel I might have sensed a wee bit of barbed or jaggedness in your post.


little bit, and I apologise for that, I'm sure you're feeling as frustrated as I am.... ;)

Quote:
I hope not but I'm just trying to build a NetEA list that holds true to the DA and tries to keep consistency with other NetEA units and weapons.


and I totally dig that, I like the theme of the list, its a nice change from 'codex plus chapter specific toys' I'm the IF AC, so I can totally get on board with that style of list development

In Summary:
-personally I see no issue re-jigging stats of weapons from unit to unit to balance the game, it's such an easy justification

-I agree with Ulrik that 40k should NOT be the tail wagging the dog (great analogy) and we should stat things up for their expected role using 40k as a set of generic guidelines at most

-I think the nephilim should be included, just not in its current form, right now as ulrik says, it's just better than the tbolt at everything and that's not on.... with the various pred flavours and additional land raiders, I really don't think the DA need a strong ground attack craft, the hole they need to plug is the air dominance fighter

-Assault termies should either be the thunderhammer variant (CC2+ EA+1) OR lightning claws (CC3+ EA+2 + 50 points for a pair minimum)

-ravenwing need to lose scout.... 8 stands of 35cm move scouts with ATSKNF is really too good, you can string them out and block off the entire board.... coupled with the planes, your opponent isn't going to want to push forwards anyway and then when they do they have to negotiate screens of scouts, if you want them to garrison, give them a vanguard rule which allows them to do that, just drop scout as right now it's too abusable

apologies for the long post

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 9:04 am 
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Ulrik wrote:
Angel_of_Caliban wrote:
As for the Thunder Bolt changes compared to the FW/GW/40k ones, the T-Bolts and Marauder were stated and made BEFORE 40k had them. That is why the stats are mismatched but others made after are more accurate. I would vote to change them to match FW/GW/40k and I have expressed this years ago.


And I say Hell No. The Epic Thunderbolt is the Epic Thunderbolt. Letting that mess of a game (40k) wag the dog is not how to do it. Inspiration for new units, yes. Slavishly following everything to the detriment of game balance, no.

And the Nephilim has an expected value of 1 AT hit over the t-bolt's .67 hits - that's 50% better.

edit: My point about Super Thunderbolts is that I'd think they'd be more interesting if they weren't simply better at (almost) everything. The t-bolt is a generalist, and if you take a generalist and improve everything you get something that's just plain great at everything - not a good idea. My suggestion would be to either keep the ABC and nerf the AA or swap the ABC for lascannons to make it better at AA.


+(millions and millions)

I completely agree with everything Ulrik has written and felt it needed restating :D

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 9:08 am 
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Please adopt the existing Assault Terminator stats from other lists! Reinventing the wheel isn't necessary or appropriate. I've been using Assault Terminators in the Black Templars list (which I aim to get approved in the coming months) and find them to be a good choice with CC2+ +1MW and an invulnerable. +2MW is much too powerful. It's not justified by comparing their relative abilities in 40k either: in 40k a squad of regular Terminators has 11 attacks (all ignoring armour saves) while Assault Terminators on average have 13.25 attacks (all ignoring armour saves) in a squad. Lightning Claws may be better at killing infantry, but worse at killing vehicles, so overall a wash.

Your Nephilim is WAY overpowerd and needs serious toning down.

I like the idea of hunting for a member of the fallen having a game effect but your current version is unbalanced. I suggest the Dark Angel player should score BTS by killing the enemy Supreme Commander (if they take one) rather than their most expensive formation.


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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 9:18 am 
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one final post with stats I think would fit the nephilim...

Fighter 5+ 200 points per pair
Twin Heavy Bolter 15cm AP4+/AA5+
Nephilim Lascannon 30cm AT4+
Darksword Missiles 30cm AT5+/AA5+

gives you two good intercept shots per craft but you need to get in close to be fully effective, also gives solid ground attacking firepower, better against AV than the tbolt but worse against INF

I think the lascannon on a fighter would be its ground attacking weapon rather than AA, it has missiles and a heavy bolter for that, I've given plenty of easy-to-swallow justifications for that in previous posts

to tweak into a better interceptor, drop the AT shot from the missiles and increase the HB range, that way it becomes one of the better interceptors in the game but doesn't make ground formations brick themselves in fear, basically nightwing-lite :D

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 9:36 am 
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If 15cm heavy bolter is unacceptable you could always give it a storm bolter instead.

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 1:10 pm 
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kyussinchains wrote:
one final post with stats I think would fit the nephilim...

Fighter 5+ 200 points per pair
Twin Heavy Bolter 15cm AP4+/AA5+
Nephilim Lascannon 30cm AT4+
Darksword Missiles 30cm AT5+/AA5+


I can get behind the stats (they're almost identical to the ones I've posted). Actually it's not clear which should have the AA shot, missiles or las, but if you felt that it should be the las and/or you think that an AA las has better justification for the range reduction, you can still use the same stats by swapping the shots around:
Twin Heavy Bolters 15cm AP4+/AA5+ Fixed Forward
Twin Lascannon 30cm AT4+/AA5+ Fixed Forward
Darksword Missiles 30cm AT5+ Fixed Forward

This is almost exactly the same as what I posted a few pages back (only differing on the missiles' AT, but the missiles seem pretty much open to be whatever we want them to be anyway).

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 3:21 pm 
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GlynG wrote:
I like the idea of hunting for a member of the fallen having a game effect but your current version is unbalanced. I suggest the Dark Angel player should score BTS by killing the enemy Supreme Commander (if they take one) rather than their most expensive formation.


For my part I like the idea of swapping out the Blitz, because having two "BTS" feels more different than simply swapping who the BTS is. (Plus Battle Titans are often taken partly because they deny BTS, which would be a major bonus for the DA against some armies but not others.) Test and tinker with different ways of selecting the "Fallen" formation, but IMHO the basic idea should be to give up one non-kill goal for two kill-goals.

Necron players would hate you though.


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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Thu Oct 09, 2014 3:27 pm 
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Kyrt wrote:
kyussinchains wrote:
one final post with stats I think would fit the nephilim...

Fighter 5+ 200 points per pair
Twin Heavy Bolter 15cm AP4+/AA5+
Nephilim Lascannon 30cm AT4+
Darksword Missiles 30cm AT5+/AA5+


I can get behind the stats (they're almost identical to the ones I've posted). Actually it's not clear which should have the AA shot, missiles or las, but if you felt that it should be the las and/or you think that an AA las has better justification for the range reduction, you can still use the same stats by swapping the shots around:
Twin Heavy Bolters 15cm AP4+/AA5+ Fixed Forward
Twin Lascannon 30cm AT4+/AA5+ Fixed Forward
Darksword Missiles 30cm AT5+ Fixed Forward

This is almost exactly the same as what I posted a few pages back (only differing on the missiles' AT, but the missiles seem pretty much open to be whatever we want them to be anyway).


I think we can fiddle with the stats to arrive at the optimum, but I think the 'power level' of the plane with these sort of stats is acceptable

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Fri Oct 10, 2014 11:04 pm 
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SpeakerToMachines wrote:
Angel_of_Caliban wrote:
I liked it better with just Hunters

Amen! I don't even know of a good proxy that would look nephilim-like on the table :(

Indeed Good Sir, oh well.

SpeakerToMachines wrote:
On the topic of Assault Terminators

Great to hear! I've seen people calling for a price drop and others call for a increase. Either way there hasn't been enough playtest with large formations or even lots of assault termies. I see them usually get cut to bits after the initial drop where they are good or bad. I'm incline to leave them be for now.

SpeakerToMachines wrote:
Deathwings to take two Masters

I do like the idea but it might be too much? This list is starting to get alots of options and we need to keep it toned down. Anyone else have thoughts in this? I can see a Master and Chaplain being in the same formation when hunting, in stories there always seem to be a few DW officers around when finally tagging them ie Librarian, Chaplain, Master etc.

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Fri Oct 10, 2014 11:28 pm 
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Kyrt wrote:
AoC, you can't ask to be shown examples of different stats as precedent and then just ignore them. You're cherry picking one of three different stats for it and quoting it as the only example.

I think you misunderstand what I mean as explames. The points you make with Wingtip Lascannon and others where they have been changed from what 40k is my issues. I do not like the made of weapons so they don't match others. I see only one Twin Lascannon 45cm AT4/AA4 in E:A, granted there might be other plays that have Twin Lascannons in 40k and have been giving something else in E:A, that's what bothers me and not an example I mean. Pointing to things that I'm trying to advoid and is the issue are not very good examples. But I can understand where someone can get confused by what I mean, I do all the time :D

kyussinchains wrote:
seriously.... all the arguments and then this?? I'm glad you're seeing it my way at last... (even if we disagree on the stats) :D

My position on things really hasn't changed, its just people are understanding better? I picked the AMB variant because I thought it was easier being an existing weapon and everything fine. Turns out not the case and you and Ginger expressed that. So I guess instead of jumping into that very unstable kettle of fish I'd try with that damn Twin Lascannon again.

kyussinchains wrote:
I've been over and over the arguments why stats should be flexible across different units, would you (the layman) expect to wield a samurai sword as well as a samurai? the weapon is the same, the use is different.... the lascannons on the marine landing craft have no AA value so there is plenty of precedent to make application-specific, game balance calls on stats.... hell if it sets your OCD off too much call it a 'nephilim lascannon' and have it at 30cm with AT4+/AA5+ and you're golden :)

I find that rational to be daft in 40k. Its a Lascannon, you press a damn button. You might might just might have a case for a difference from a SM Lascannon and IG Lascannon, but since were talking about a "Samurai" wielding a Lascannon in a plane designed to take out the enemy? I think it could match the Marauder Twin Lascannon if not better since its the "Samurai" and not the laymen. Also renaming it IS what I have issue with. I think I have stated it enough but people don't see that. In epic we see stats rename to fit someones idea or desires or same name with different stats. It drive me nuts.

kyussinchains wrote:
I think if you really want to give them more extra macro attacks, you need to start charging extra points.... given how potent the extra 2 attacks are, I'd suggest 50 points for a pair at a minimum, you pay that for a character with 1 extra MW and an ability, I think it's fair to start at 50pts

Thats a can I'm not going to mess with atm. But I rather make there base MW attack and +1 EA MW. Ie 2 MW Attacks total at CC3+ or CC2+. But again will stick with the other stats for now.

kyussinchains wrote:
-ravenwing need to lose scout.... 8 stands of 35cm move scouts with ATSKNF is really too good, you can string them out and block off the entire board.... coupled with the planes, your opponent isn't going to want to push forwards anyway and then when they do they have to negotiate screens of scouts, if you want them to garrison, give them a vanguard rule which allows them to do that, just drop scout as right now it's too abusable

I'm not sold on removing them yet. When they had it added, everyone was for it and thought it was great. Since then I haven't seen much playtest with them let alone abuse. I think there lots of "If's" in this list but we need to some testing to see. Some stress spam tests in areas but also real balanced lists. I think the creation plan will really curtail some of the over powered options.

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Fri Oct 10, 2014 11:34 pm 
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GlynG wrote:
Please adopt the existing Assault Terminator stats from other lists! Reinventing the wheel isn't necessary or appropriate. I've been using Assault Terminators in the Black Templars list (which I aim to get approved in the coming months) and find them to be a good choice with CC2+ +1MW and an invulnerable. +2MW is much too powerful. It's not justified by comparing their relative abilities in 40k either: in 40k a squad of regular Terminators has 11 attacks (all ignoring armour saves) while Assault Terminators on average have 13.25 attacks (all ignoring armour saves) in a squad. Lightning Claws may be better at killing infantry, but worse at killing vehicles, so overall a wash.

Your Nephilim is WAY overpowerd and needs serious toning down.

I like the idea of hunting for a member of the fallen having a game effect but your current version is unbalanced. I suggest the Dark Angel player should score BTS by killing the enemy Supreme Commander (if they take one) rather than their most expensive formation.

Does no one read my posts? I'm really? Glyn isn't the only one that beats a dead horse? I say I'll change something or yes or we won't do that and I still get 3 more posts yelling at me for something I already fixed!

Geez people! Am I writing in german or something? :{[] ::) ;D

Assault Termies will match Black Templar Stats for now and most likely forever.

Nephilim is changing, never has the stats been cemented. I'm sure there will ideas and tweaking for weeks to come sadly. (Damn Planes)

Anyone read my idea for each picking 3 and rolling a D6? I agree the first draft of the rule is bad and proven via testing to be off. It will be fixed.

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Fri Oct 10, 2014 11:40 pm 
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Quote:
Twin Lascannon 45cm AT4/AA4 FxF
Twin Heavy Bolter 30cm AP4/AA5 FxF

I'm leaning towards this. I know someone will yell at me but maybe enough won't? ;D We want or need this to be AA focused for the DA for we lack that. We don't want it to be a ground sniper but we also lack AT or MW with no bombers or Titans. Granted the Ironwing might fix this. However I think the ability to snipe AC is in line with the spirit of the RW agility. This leaves the heavy bolters for defensive purposes, could even make them 15cm. Removing the Missiles can be chalked up to them assisting the Twin Lascanon effectiveness or that the pilot is so focused on sniping with the Twin Lascannon he cant use them effectively.

*Hides behind blast shield and waits...*

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 Post subject: Re: Sv: [NetEA] Dark Angels 3.0
PostPosted: Fri Oct 10, 2014 11:54 pm 
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Quote:
Twin Lascannon 45cm AT4/AA4 FxF
Twin Heavy Bolter 30cm AP4/AA5 FxF


That's better AA than a Nightwing by a fair margin...

edit: Twin Bright Lances are AT4+/AA5+, so twin lascannon should only be AA5+. If you want to stick with 45cm range I suggest you go with a single lascannon, not twin-linked (thunderbolt rule).

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Sat Oct 11, 2014 12:00 am 
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*facepalm*

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 Post subject: Re: [NetEA] Dark Angels 3.0
PostPosted: Sat Oct 11, 2014 12:06 am 
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Btw I didn't misunderstand you. I get that you want to use the same twin lascannon stats as elsewhere. What you're not seeing is that both of those other examples ARE twin lascannons. One of them doesn't even have any AA whatsoever. Why have you picked the marauder one with insane AA on intercept rather than the landing craft one or the Lightning one?

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