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Ropecon 2009 report

 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 10:02 am 
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I have to say that I'm with tneva82 on this.

It hasn't really been an issue here but then we haven't had anyone trying to manipulate the assault rules like that either. I'd be mad if this happened multiple times in a game with an opponent that repeatedly manipulated the rules like this.

It just doesn't feel right.

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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 10:34 am 
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I like this particular feature of the rules. Pinning troops in place to prevent them from reinforcing a threatened sector is basic stuff for planning any attacks. It simulates a RL tactic. If people gain an advantage in the game by using RL tactics, it's a feature, not a bug.

In short, formations can support assaults in Epic by two ways:

1) by providing supporting fire;

2) by pinning defenders in place to prevent countercharges.


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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 11:00 am 
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I don't like this rule because is silly and also if use premesuring is too easy to do with some armies(marines for example)  , while some other suffer too much from it(ig , ork , lost and damned).


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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 11:34 am 
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It would be a feature if the pinned units could shoot at the enemy formation that is pinning them in place.

This is a bug because the pinned units can do nothing (not even shoot at the enemy that is pinning them in place). How RL is that...?  :(

Fix it with a house rule/rule for your tournaments that all counter charge moves are towards the engaging formation.

Looks like the only way to stop the manipulation of this rule.

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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 11:37 am 
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Quote: (Onyx @ 03 Aug. 2009, 11:34 )

It would be a feature if the pinned units could shoot at the enemy formation that is pinning them in place.

This is a bug because the pinned units can do nothing (not even shoot at the enemy that is pinning them in place). How RL is that...?  :(

Fix it with a house rule/rule for your tournaments that all counter charge moves are towards the engaging formation.

Looks like the only way to stop the manipulation of this rule.

Too bad you can't change rules of tournaments. So since I can't play at home I'm stuck with them.

Ah well. Since tyranids aren't allowed in tournies anyway doesn't matter since I don't play any epic games anymore.

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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 11:43 am 
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It would help if you would stop your defeatist attitude, please.

Core roles have already changed in the past. It could happen again expecially with the issue you brought up.




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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 11:44 am 
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Who organises the tournaments in your area?

Can't you just say to him : "I'm going to bring Tyranids. I don't care if you mark me down as a zero for victory points after each game, I want to bring my Epic Tyranids"?

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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 11:49 am 
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Quote: (BlackLegion @ 03 Aug. 2009, 11:43 )

It would help if you would stop your defeatist attitude, please.

Core roles have already changed in the past. It could happen again expecially with the issue you brought up.

Doesn't seem likely though since people seems to have no problems with abusing broken rules to make already powerful stunt to be ridiculously good.

And besides even if it was changed doesn't change the fact that tyranids aren't allowed so I won't be playing any tournaments(and therefore any epic games) anyway. So frankly I can't be bothered to fight for the change. a) it likely doesn't happen b) since I won't be playing any more epic games doesn't affect me either way so why waste time fighting for getting it fixed when it doesn't affect me anyway.




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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 11:49 am 
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Quote: (Evil and Chaos @ 03 Aug. 2009, 11:44 )

Who organises the tournaments in your area?

Can't you just say to him : "I'm going to bring Tyranids. I don't care if you mark me down as a zero for victory points after each game, I want to bring my Epic Tyranids"?

I offered to field only 50% of points allowed(ie tournament is played with 3000 pts armies, I'll bring 1500 pts worth of tyranids). No such luck that it would be allowed.

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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 12:42 pm 
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Quote: (tneva82 @ 03 Aug. 2009, 13:49 )

Doesn't seem likely though since people seems to have no problems with abusing broken rules to make already powerful stunt to be ridiculously good.

After fighting for a LONG time 1-2 years ago to have this rule changed I was left only one choice to prove my point: abuse it and get irritated players to join my cause to change assault rules.

Sorry that you had to be one of my victims for this little demonstration. Obviously neither asaura or Hena was impressed enough so most probably nothing will happen around here :/


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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 12:49 pm 
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And for real meat, i.e. proposition for the rule change:

"Counter charge is always performed toward the engaging formation."

(instead of closest foe)


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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 1:19 pm 
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Quote: (tneva82 @ 03 Aug. 2009, 08:57 )

Now you can have huge supporting unit supporting tiny assault unit and prevent target formation from FF'ing with bunch of units they would be able to shoot without supporting unit. Gamey as hell and actually makes that huge support unit + token assault unit MORE powerfull because they can limit number of shots assault unit has to face while providing tons of FF attacks in support.

- - - and this is why the 2008 errata changed the assault definitions. To prevent the kind of 'token' assault you are describing, the attackers must survive the defender's fire in order for supporting fire to take place.

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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 1:26 pm 
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Quote: (Ginger @ 03 Aug. 2009, 15:19 )

Quote: (tneva82 @ 03 Aug. 2009, 08:57 )

Now you can have huge supporting unit supporting tiny assault unit and prevent target formation from FF'ing with bunch of units they would be able to shoot without supporting unit. Gamey as hell and actually makes that huge support unit + token assault unit MORE powerfull because they can limit number of shots assault unit has to face while providing tons of FF attacks in support.

- - - and this is why the 2008 errata changed the assault definitions. To prevent the kind of 'token' assault you are describing, the attackers must survive the defender's fire in order for supporting fire to take place.

The average firepower of some random formation is not great; usually the real damage is caused by attack resolutions and then by those specialized heavy hitting troops.

For example, to fully neutralize that attacking Land Speeder formation and to stall the attack, you need like 30 IG stands in average (10 would hit, half of them would be saved)

Of course that 2008 errate change is great and removes worst cases. But in my opinion there is still work to be done here.


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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 1:29 pm 
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Quote: (Ginger @ 03 Aug. 2009, 13:19 )

Quote: (tneva82 @ 03 Aug. 2009, 08:57 )

Now you can have huge supporting unit supporting tiny assault unit and prevent target formation from FF'ing with bunch of units they would be able to shoot without supporting unit. Gamey as hell and actually makes that huge support unit + token assault unit MORE powerfull because they can limit number of shots assault unit has to face while providing tons of FF attacks in support.

- - - and this is why the 2008 errata changed the assault definitions. To prevent the kind of 'token' assault you are describing, the attackers must survive the defender's fire in order for supporting fire to take place.

Which isn't that hard since they can limit number of defenders that are in range to begin with and the supporting unit will prevent whole bunch of units from being able to counter charge into range. Precicely problem here.

5 land speeders will have jolly good time of surviving when only 3-4 stands are in range with ~6 more being forced to stand outside of range or move AWAY from token unit that assaulted them.

That rule change didn't fix this.

Of course if you can think way how 3-4 IG stands can take out 5 stands feel free to explain. I'm missing solution to that puzzle however. Pure dice luck won't do it because there are more attackers than there are defenders. And then comes world of hurt from supporting units which can shoot with impunity laughing at troops that are forced to counter charge toward them despite being unable to shoot back.




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 Post subject: Ropecon 2009 report
PostPosted: Mon Aug 03, 2009 1:30 pm 
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Quote: (rpr @ 03 Aug. 2009, 13:26 )

For example, to fully neutralize that attacking Land Speeder formation and to stall the attack, you need like 30 IG stands in average (10 would hit, half of them would be saved)

Actually, depending on how far the "moving away" counter-charge takes the defenders, and note they don't have to move the full distance of 5cm, it might leave only a single attacking Land Speeder in attack range, so all the Guard attacks will be going to that single target giving a high likelihood of "stalling".

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