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why this illogical army mixing

 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 3:04 pm 
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(loofnick @ Apr. 16 2007,13:35)
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(darkangel @ Apr. 16 2007,11:07)
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hey nick,

how to beat a tyranid-titan? read the discussion here!

Best way I ever found to kill any unit, was to have your careless, clumsy Dad wander through the room, treading on units (usually the unique or well painted ones- took me years to repair that Warhound :glare: ). ?(Un)fortunately this option isn't generally available in later life. ?:)

Never had to deal with Tyranids, they were produced after we stopped playing Space Marine- I don't know the rules well. ?Saving throws look awful though- ?couple of Warhounds with Vulcan Mega-Bolters and a bit of something else? ?Though that's suicide for Warhounds on an open table. ?Maybe Bio-Ts are just underpriced?

Maybe another discussion for the errata, when we get around to Tyranids.

yes, i hope there is an errata due to the tyranids titan..and hey imagine a close combat with a worlord...if we believe that the worlord would win a round of cc...then the tyranid titan gets 1 wound maybe 1d6 wounds...but hey, this would be a never ending cc for the worlord each round he is pinned by the tyranid titan and it is more probably that the tyranid titan destroys the worlord...and do not forget, zhe tyranid titan is fast cc in the second round with my worlord is very possible at all...


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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 3:11 pm 
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Pair of Warhounds wouldn't stand a chance I dont think.  With 4 Vulcans, assuming they get within range and can just open up...statistically 16 hits, @ 2+ frontal Heirophant saves 13-14 of those hits.....takes 2-3 wounds, likelihood of criticals causing another 5-6 wounds very slim...angry bug, dead Warhounds. :)  Armed with 4 TLDs works out about the same.  Close combat might work better....first one CAF 8-D6 (Ripper Tenticles) vs 14....+2 to damage....probably dead Warhound; second one 8-D6+D6 (second attacker) vs 14 could conceivably win by 9 and drop the Bug, but that's a long shot.  End phase bug regens and you go again next turn.

I just think it's the old rule of unintended consequences.  In the old days very few armies had much of a chance of shooting a Tyranid titan dead....it usually took a suicidal rush of hordes of attack troops swarming it and loading it up with too many wounds to regen.  NetEpic has made titans a great deal harder to beat in close combat, which makes a Heirophant with Ripper Tenticles almost impossible to beat.  A Knight army willing to lose a full house of Paladins is a chance, and perhaps a Banelord, Angron and a Bloodthirster working together might do it....but otherwise.....

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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 3:20 pm 
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(zap123 @ Apr. 16 2007,15:11)
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Pair of Warhounds wouldn't stand a chance I dont think.  With 4 Vulcans, assuming they get within range and can just open up...statistically 16 hits, @ 2+ frontal Heirophant saves 13-14 of those hits.....takes 2-3 wounds, likelihood of criticals causing another 5-6 wounds very slim...angry bug, dead Warhounds. :)  Armed with 4 TLDs works out about the same.  Close combat might work better....first one CAF 8-D6 (Ripper Tenticles) vs 14....+2 to damage....probably dead Warhound; second one 8-D6+D6 (second attacker) vs 14 could conceivably win by 9 and drop the Bug, but that's a long shot.  End phase bug regens and you go again next turn.

Can't say I really read through the rules very well, but the templates show 4+ saves at best, so I assumed you want lots of smallish weapons fire.

[edit] OH sorry, missed the "Overall Armour Save"!  Oops, just a bit different- and very very very tough looking.
I think I'll quietly slink away, and pretend I wasn't here.  :blush:






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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 5:52 pm 
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(primarch @ Apr. 14 2007,15:40)
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Hi!

So as not to use somewhat loaded terms as "tournament" or "scenario" (I guess only old epic hands can find such terms loaded.... :;): ), I'd leave it as two alternatives:

1. No allies
2. Allies with two forms current and vanvlak table or a meld of both).

This would just need a simple addition and no major changes.

Is everyone on board/okay with this solution?

Primarch

I'm all for this solution. I like to play allies occasionally, like when playing Marines and have Titans as allies. As far as I'm concerned, it seems wrong to have a game without Titans.  :p

One thing I might add: allowing Ad Mech and Squats to ally, because of the trading ties between the two.

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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 7:24 pm 
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(Dwarf Supreme @ Apr. 16 2007,17:52)
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I have a question:

if you fight chaos (CSM) against marines...there could be exactly the same models on each side...right? there are not many models which chaos could not take from the marines but not vice versa...right?


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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 9:55 pm 
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(darkangel @ Apr. 16 2007,01:05)
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(loofnick @ Apr. 15 2007,11:20)
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(darkangel @ Apr. 15 2007,07:55)
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yes, i think so too...they both should cost 100 points...advantages and disadvantages are in balance at all.

and how and when could that be changed in the armylists?

Hi,
I did post the issues with robots in the stickied errata thread, in this section of the forum.  I assume it was picked up  by OzTenaka for correction, though noone suggested an appropriate fix.  It's actually more wrong then you mentioned.  

Other, army specific errata threads are in this section as well.

hi yesterday we played the first time after a long 14 years break...it was great...tyranids+marines+squats against chaos+orks+guards, we have not finished...but it worked very well...

it is more fun and tacitcal with activating the units side by side and you do not know the orders from the other troops...snap fire, overrun and the transport rule....it was much fun...but there was one situation with "bail of" we did not know what to do...I drove with rhinos to attack some orks in close combat, some ork vehicles (I do not know the name of the ugly stuff :D ) were of first fire and snap to me at half way. 2 rhinos destroyed but on grey hunter could bail of...but what now? the rhinios drove in close combat, because this was the order an the single grey hunter stand? lost on the half way, what do do, because then he was out of formation...how to handle this kind of situation?...hey and another thing...the other side were very confused about attacking te tyranid titan...wow...8 wounds, first a save and then a fixed one with 5+ and 6+ on the importand tails and 4+ to the legs...hard to beat...I would say you need vortex and/or warp missles if you know you are fighting against tiranids...what do you think?

Hi!

In a situation where some models are out of coherency due to snap fire during movement, the models that are left behind are out of coherency and that unit must spend its next turn with orders that enable them to regroup. IF one turn of orders and movement is not enough then continue to do so until coherency is achieve.

The other models in the unit can act normally, according to order in THAT turn, but must be try to regroup with stragglers in the next and following terms as needed. So in your example most of the units made it to where they were going and complete their orders, the stragglers can continue to move as per their orders (but of course wont make it to where they are going due to the lost transport). But they all need to make it back to coherency in following turns.

Needless to say its very bad for this to happen to a unit since it will lose tactical efficiency until it regroups.

As for the bio-titans, they need to be tough. There weapons are either shot range or cant compare with the brutal efficiency of imperial titan weapons. They ways I have destroyed them are by softening u with massed fire and then using a titan specifically armed for close combat to take it out (a duly armed reaver with chain fist, close combat head is a good match). Once on the floor continue to pump firepower into it.

One tactic I use is to go for the legs to reduce its speed and mobility. A bio-titan that can move efficiently is easy pickings.

Primarch

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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 10:01 pm 
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Hi!

I think one problem with the tyranid rules and the rest of the rules is that tyranids added WOUNDS to the rules. Until then all weapons did the equivalent to ONE wound. After tyranids were introduced weapons were never updated. I think the best way to solve this is that weapons inflict one wound per -1 TSM. We can discuss this more fully under the tyranid discussion. But I think its the easiest way.

Opinions?

Primarch

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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 10:04 pm 
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(darkangel @ Apr. 16 2007,14:24)
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[quote="Dwarf Supreme,Apr. 16 2007,17:52"][/quote]
I have a question:

if you fight chaos (CSM) against marines...there could be exactly the same models on each side...right? there are not many models which chaos could not take from the marines but not vice versa...right?

Hi!

No, CSM cannot use drop pods, SM transport ships, teleport rules for termies, SM attack bikes, razorbacks, any of the land raider variants and I believe someone mentioned chaos cannot take T-hawks either.

So CSM cannot not use quite a few things regular marines can.

I'm sure others will add to my list.

Primarch

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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 10:47 pm 
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(primarch @ Apr. 16 2007,22:04)
QUOTE

(darkangel @ Apr. 16 2007,14:24)
QUOTE

(Dwarf Supreme @ Apr. 16 2007,17:52)
QUOTE

I have a question:

if you fight chaos (CSM) against marines...there could be exactly the same models on each side...right? there are not many models which chaos could not take from the marines but not vice versa...right?

Hi!

No, CSM cannot use drop pods, SM transport ships, teleport rules for termies, SM attack bikes, razorbacks, any of the land raider variants and I believe someone mentioned chaos cannot take T-hawks either.

So CSM cannot not use quite a few things regular marines can.

I'm sure others will add to my list.

Primarch

ok, you are right, the thunderhawk is the only unit which gives me the feeling of something special...the attack bikes are ok, but they are not a unit which makes my opponent frightened

...but...

chaos do have drop pods (but 2 less, only a little advantage)

teleporting? you mean the grey knights? (special card and 400 points - expensive advantage!)

landraider variants - only the black templars do have some (and less armour by 1, only a weapon with 50 max. range - no advantage)

razorbacks, I do not have some and that is ok at all - no advantage

and I did not find the datas for a "sm transport ship"??? what unit do mean?

and csm...the have access to very dangeros units described in the standard and power list...


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 Post subject: why this illogical army mixing
PostPosted: Mon Apr 16, 2007 11:21 pm 
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(primarch @ Apr. 16 2007,22:01)
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Hi!

I think one problem with the tyranid rules and the rest of the rules is that tyranids added WOUNDS to the rules. Until then all weapons did the equivalent to ONE wound. After tyranids were introduced weapons were never updated. I think the best way to solve this is that weapons inflict one wound per -1 TSM. We can discuss this more fully under the tyranid discussion. But I think its the easiest way.

Opinions?

Primarch

yes, this is a good idea. and then you can add to this rule that you must have at least a -1 tsm to curse a wound (like the shields from a titan).

and imagine...you fire 4 times with the plasma destructor (I think there is no better then this) with a -6 tsm and the titan saves his head with a result of 1-5 !!!...what a head? no psychic save, it is ..."...natural armour..." the tyranid titan gets 4 wounds and the worlord can fire no other weapons, can not move next turn and only has the base CAF to defend...I think marines should have one tyranid titan as special card... :D...


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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 12:32 am 
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(primarch @ Apr. 16 2007,22:01)
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Hi!

I think one problem with the tyranid rules and the rest of the rules is that tyranids added WOUNDS to the rules. Until then all weapons did the equivalent to ONE wound. After tyranids were introduced weapons were never updated. I think the best way to solve this is that weapons inflict one wound per -1 TSM. We can discuss this more fully under the tyranid discussion. But I think its the easiest way.

Opinions?

Primarch

We need to be careful not to make the wounds worthless...the units presumably have already paid for the "survivability".  I think 1 wound per -1 TSM is probably too much.  In that scenario an unsaved Volcano cannon shot would drop a Dominatrix in one hit, and two would knock down a Hierophant.  Perhaps 1 wound for every 2 negative TSM, rounding down.  (eg.  -1 & -2 TSM = 1 wound, -3 & -4 TSM = 2 wounds, -5 & -6 = 3 wounds).  

One option OzT and I discussed for the Bio-Titans is to perhaps make "Penetrating" count as both a modifier to the Critical roll, and the damage roll.  

Another option I probably prefer is to just slow the Bio-Titans down....give them similar movement to other Titans....10cm on Advance, 15 on Charge or similar....stop them getting into your DJ on turn 2 and give you more chance to shoot them.

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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 12:39 am 
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(darkangel @ Apr. 16 2007,22:47)
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ok, you are right, the thunderhawk is the only unit which gives me the feeling of something special...the attack bikes are ok, but they are not a unit which makes my opponent frightened

...but...

chaos do have drop pods (but 2 less, only a little advantage)

teleporting? you mean the grey knights? (special card and 400 points - expensive advantage!)

landraider variants - only the black templars do have some (and less armour by 1, only a weapon with 50 max. range - no advantage)

razorbacks, I do not have some and that is ok at all - no advantage

and I did not find the datas for a "sm transport ship"??? what unit do mean?

and csm...the have access to very dangeros units described in the standard and power list...

Thunderhawk is a big deal.

Teleporting - any one SM detachment can give up their transports and teleport onto the field for free (costs a special slot).

I agree that most of the other Marine only stuff is so-so.  However, the major, major advantage we've mentioned before is the size of the companies.  A CSM Century has a break of 8, a SM Tactical/Battle/Assault/Devestator company has a break of 15.  In NetEpic this is a monsterous advantage.  Marines also get Devestator companies...enuff said!!!!!

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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 12:59 am 
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(darkangel @ Apr. 16 2007,17:47)
QUOTE

(primarch @ Apr. 16 2007,22:04)
QUOTE

(darkangel @ Apr. 16 2007,14:24)
QUOTE

(Dwarf Supreme @ Apr. 16 2007,17:52)
QUOTE

I have a question:

if you fight chaos (CSM) against marines...there could be exactly the same models on each side...right? there are not many models which chaos could not take from the marines but not vice versa...right?

Hi!

No, CSM cannot use drop pods, SM transport ships, teleport rules for termies, SM attack bikes, razorbacks, any of the land raider variants and I believe someone mentioned chaos cannot take T-hawks either.

So CSM cannot not use quite a few things regular marines can.

I'm sure others will add to my list.

Primarch

ok, you are right, the thunderhawk is the only unit which gives me the feeling of something special...the attack bikes are ok, but they are not a unit which makes my opponent frightened

...but...

chaos do have drop pods (but 2 less, only a little advantage)

teleporting? you mean the grey knights? (special card and 400 points - expensive advantage!)

landraider variants - only the black templars do have some (and less armour by 1, only a weapon with 50 max. range - no advantage)

razorbacks, I do not have some and that is ok at all - no advantage

and I did not find the datas for a "sm transport ship"??? what unit do mean?

and csm...the have access to very dangeros units described in the standard and power list...

Hi!

As Zap mentions SM can teleport detachments, a very significant tactical advantage.

Also, I cannot stress enough the HUGE advantage of battle/devastators/assault/tactical and other SM companies that CSM do NOT get.

The SM transport ship should be in the optional book. Or will be when we get to it, since there is much to add.

Primarch

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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 1:03 am 
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(zap123 @ Apr. 16 2007,19:32)
QUOTE

(primarch @ Apr. 16 2007,22:01)
QUOTE
Hi!

I think one problem with the tyranid rules and the rest of the rules is that tyranids added WOUNDS to the rules. Until then all weapons did the equivalent to ONE wound. After tyranids were introduced weapons were never updated. I think the best way to solve this is that weapons inflict one wound per -1 TSM. We can discuss this more fully under the tyranid discussion. But I think its the easiest way.

Opinions?

Primarch

We need to be careful not to make the wounds worthless...the units presumably have already paid for the "survivability".  I think 1 wound per -1 TSM is probably too much.  In that scenario an unsaved Volcano cannon shot would drop a Dominatrix in one hit, and two would knock down a Hierophant.  Perhaps 1 wound for every 2 negative TSM, rounding down.  (eg.  -1 & -2 TSM = 1 wound, -3 & -4 TSM = 2 wounds, -5 & -6 = 3 wounds).  

One option OzT and I discussed for the Bio-Titans is to perhaps make "Penetrating" count as both a modifier to the Critical roll, and the damage roll.  

Another option I probably prefer is to just slow the Bio-Titans down....give them similar movement to other Titans....10cm on Advance, 15 on Charge or similar....stop them getting into your DJ on turn 2 and give you more chance to shoot them.

Hi!

Could you explain what the "penetrating" option entails? Just to make sure I understand correctly, since I think this may be the way to go (on second thought the one wound per -1 TSM is a bit much).

I would not prefer to decrease speed. They are supposed to be fast and keep th opponent on their toes. I beleive that the way to go is make shooting more effective against them.

Perhaps some penetrating weapons can inflict d6 additional would or something like that Meaning the vast majority of weapons can only inflict one wound, but the heavy hitters (anti-armor and anti-titan weapons SHOULD do more.

Primarch

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 Post subject: why this illogical army mixing
PostPosted: Tue Apr 17, 2007 2:25 am 
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Ok, so any weapon with a Penetrating value (Volcano, Hellfury, Exocrine etc) that successfully hit the Bio Titan gets to add its' Penetrating value to the die roll for a Critical. ?If successful, the Penetrating value is also added to the resulting damage roll on the Critical table.

So a Volcano cannon hits a Heirophant in the abdomen. ?The Tyranid player fails the 6+ save (2+ save, -4TSM), and the Bio-titan suffers a wound. ?The attacker then rolls a 3 against the Critical Hit chart, and adds the +3 Penetrating, making it a 6, successfully causing a critical. ?The attacker then rolls on the Abdomen critical table, getting a 4. ?He again adds the +3 Penetrating, making it an effective 6, and therefore inflicitng an additional D3 wounds. ?(if he had gone for the head he would have caused an additional 2D6 wounds!).

One issue with this is it does nothing against Dominatrix...but I'm kinda ok with them being uber-hard to kill as they are the army commander, and not anywhere near as scary in close combat as the Titans.

The other minor problem is the spread of weapons with a Penetrating rating is varied.  The Volcano cannon is the prime candidate, so the Imperial Armies are ok, also getting the Leman Rus variant.  Squats get a few including the Hellfury, Tyranids get the Exocrine for any civil wars between Hive Fleets, Orks the Supa Gun and some Gargant weapons, Chaos one Daemon Prince only but do have access to Volcanos.  Slann and Necrons are ok, Dark Eldar get a Volcano Cannon equivalent.  I think the only guys to dip out entirely are the "good" Eldar lists.  Maybe the Prism Cannons should get Penetrating +1?





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