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Demolisher part2

 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 2:46 pm 
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*shrug*

If you think it's so broken, go and test it and report back. Personally, I think MW-status is the best solution.



EDIT: I voted option 3, IIRC.





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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 2:59 pm 
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Yeah well no surprise you want to continue arguing about it Hena. Good luck in coming up an alternative that has anything close to the support that last poll had, I know I've done my best. And yes I closed it and yes I decide.  Who else is going to given the current situation - you?

To set the record straight it was as I said it was:

13 for MW (in some form)
6 for your extra attack idea... (hmm interesting).
8 for something else including yet more people specifying different MW proposals (I watched the voting and comments carefully).

Trying to misrepresent it as you have is just stupid.

Here's the thread (that you should have linked to):
http://www.tacticalwargames.net/cgi-bin....=10073;


Here is my full final post I made saying why I ended it:

Problems Neal.

First off - vindis will get a speed increase, that isn't even a matter of debate as far as I can see. Walker also perhaps.

Now for the actual demolisher which is why I started this thread.

1. FF3+ on vindis has been debated and shot down before. Vindi has much less Firepower than a LR Demolisher and the only gun it does have is one that is also on a LR Demolisher - and yet you want to give it the same FF? A little problematic.  Yes you might say a marine demolisher is better somehow... but that idea has also been shot down numerous times previously...

2. Constant ongoing criticisms exist that the Demolisher stats are simply not appropriate. Ogryn clubs are MW but the most powerful gun in 40k is not? Come on. People want this gun to bust things ? it hits it should be very bad news for the target. Not some minor weird abstraction that is little different to what ended up going into the EA rules first time around and causing problems. Epic 40k was criticised for not having the feel of individual weapons correct, and this certainly feels like a case of that again to me.  

3. This poll and all the many prior debate and polls on this subject. About half of people polled so far support the MW proposal. Even more voting for option 3 support MW in some form if not exactly the one above (ie they want it MW but more or less powerful in various ways). In short MW ideas have a high level of acceptance, other ideas have much more marginal and isolated support.

4. This debate is a VERY old one.  Here we have yet another 100 post long thread on the subject, but at least it seems to have found (as E&C said) a "nonconservative consensus" which is far better than anything I've seen before on the subject. People have had plenty long enough to make up their mind by now - literally years. At some point this ridiculous neverending process has to stop and a decision has to be made.

I've recorded at least half and really more like 2/3 in favour of MW in some form, equal, or more or less powerful than proposal number 1 above. I have first playtest reports from people who have got sick of waiting and are saying they like MW on their vindis and baneblades.  I'm seeing a remaining 1/3 of people who all seem to have their own highly individual pet desires in one direction or another.

Why would I want to continue with the endless circular debate on this after all these years when I have that? Why would I want to continue annoying the majority of epic players on this issue? As far as I'm concerned I'm ready to bank it. People can start another debate on this if they want but I am done for now. Any new debate I will point people to this.

Good enough for now. If it doesn't work out it, it can be changed at a later date and good luck to anyone else who wants to try and debate this all over again. Enough of a mandate for me to stick it in the handbook, and happy to switch at some future point if that is proven necessary.

Post 99 = topic closed and all demolishers become MW4+ Ignore Cover. Thanks for the votes and feedback.

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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 3:09 pm 
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One other point Hena - it is pretty obvious looking at the list of changes you use in your own tournaments, that a very large number are simply your own personal preference rather than any international standard. That is fine if your own group is happy to play along with it, and in fact I have included many of your personal proposals in the handbook simply because they have come to have wider international acceptance.


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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 3:25 pm 
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You guys might recall that I was in favor of upgrading the Demolisher cannon a long time ago.  I thought it would be a way to fix both the Vindicator and the Baneblade and probably require only a minor tweak to the Demolisher.

Eventually, I gave up on the idea because every time it was discussed the objection that it would be too difficult because it crossed so many units was trotted out.  And there is some validity to that view.  However, now that the rules review process has essentially split into various independent efforts it seems the prevailing opinion is that more complex revisions are okay.

I probably should have dropped the conservative mindset on that sooner.

===

On thinking about it more, I'm okay with the MW4+.  That's about 80% increase v AV units and about a break even against most infantry.

I'm iffy about the MW/IC combo.  That's about a 50% increase in firepower against infantry and still 80-90% against vehicles.  That seems a bit much, but I'm definitely willing to try it.

So... move me to the MW column as well.

More important, though, is the whole package for the different vehicles.  Those will need to be evaluated individually.

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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 3:29 pm 
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(nealhunt @ Aug. 16 2007,14:25)
QUOTE
Markconz:  What are you proposing overall?

25cm, 4+MW IC, possibly walker too.

Points uncertain. They were going down to 275, I'm not sure that is a good idea anymore.

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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 3:33 pm 
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Smile everyone!  Have a little Epic-Zen moment.  Realize that we're talking about fake guns for a toy tank in a fictional world.  Go pet your cat, hug your mom/wife/daughter, smell a flower, eat some peanut butter and chocolate chips.

We are the world, we are the children.  Okay, now you may return to your regularly scheduled mud-slinging.

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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 3:58 pm 
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Mew has a better feel to the Demolisher gun than without it. If this makes the tanke quipped with it too powerful then up the price.

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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 4:01 pm 
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Just a Clarification:

FF value will stay the same and will not get MW, right?

Just a note:

I?m playing marines as my main army, and I am always hard on thinking when composing my army list to include any MW into the army. The reason: MW tend to force you getting shooty instead of FF?ng or CC?ng, which is not good with Marines, as I found out early (in a very hard way ;) ).

The only regular unit which gives you MW on shooting are the speeders and you have to maneuver good to keep these little buggers alive. Now you can buy MW shots as upgrades to normal detachments with increased range and better value (4+) AND the protection of other AV. Makes me worry the whole thing will get the Marines more shooty....for my opinion the wrong way.....

But to make it clear, I will play with these rules, give 'em a try and then look at the results.... Just to wash away my bad feelings about this  :blush:


my 0,002 cent  :;):

Soren





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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 5:01 pm 
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FF value will stay the same and will not get MW, right?


Yes, there would be no modification to the FF stats (The Demolisher doesn't have time for a sustained barrage during a firefight, and is only slightly more effective than a Battlecannon... that can be absorbed into the FF stats).

MW tend to force you getting shooty instead of FF?ng or CC?ng, which is not good with Marines, as I found out early (in a very hard way ;) ).

It's worth noting that the Demolisher Cannon is still 30cm range, which is always going to be more useful to an Engagement-type army, rather than a stand-off shooty force (Which the Marines couldn't do well under any circumstances, due to their armour values).





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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 5:06 pm 
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(nealhunt @ Aug. 16 2007,15:25)
QUOTE
So... move me to the MW column as well.

Cool. :)

More important, though, is the whole package for the different vehicles.  Those will need to be evaluated individually.


Agreed, the Leman Russ Demolisher being the most important tweak (It may need a seperate squadron cost to the standard Leman Russ, if its power goes up too much).

I'll be adopting any pertinent changes into the Death Korps armylist as soon as I get the time.

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 Post subject: Demolisher part2
PostPosted: Thu Aug 16, 2007 5:27 pm 
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Ah, finally the Vindicator gets useful. I welcome the added versatility and a little bit more Umph! for the Marines which is badly needed.

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