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The various Titan arming systems

 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 1:01 am 
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I'll add my voice to the calls for fixed weapon configurations with upgrades or swapping out. It is most consistent with current options for EA.

So we could have Mastiff+Wolf+Jackal, Vandal+Hun+Goth, Eclipse+Deathbringer+Nemesis.

For each one give 2 or 3 options for swapping weapons so that can cover most likely combinations.

As C/S stated you would find many titans geared towards specific role like siege or long range fire support or tank killer etc. Thus won't need many options to cover the most popular.

It will also be easier to playtest than unlimited options of free weapon selection.

If we do go for free weapon selection then I would like to see the number of weapon classes fall in between Chroma's suggested 3 weapon groups and Blarg's proposed 8 weapon groups. I like the flavour of Blarg's list but even at a second look am still overwhelmed by the complexity of it.

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 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 3:47 am 
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I'd recommend attaching the weapon-swapping effect to Vet. Princepts to represent that younger, less experienced, princepts would generally field 'stock' titans, but as they grow older they'll find weapon load outs and styles of combat they like and get their titan modified to fit those styles. This also gives Vet. Princepts a use in the list other then the very occasional regeneration of an extra voidshield or allowing rally from 2-3 blast markers to 0.

But Rag has a good point, it'd be pretty rare to see really mixed type titans (Mine do that a little, but not a whole lot, mostly to help cover their own deficiencies).


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 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 8:33 am 
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(CyberShadow @ Nov. 27 2007,02:12)
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If the option of buying the titan and weapons configuration seperately, giving huge variety of configuration, I wonder whether a multiplier would work. For example, a Warhound gives a 5x, a Reaver 10x and a Warlord 20x. Then, add the cost of the weapons and factor in the titan multiplier value. This would allow the representation of the different values of the weapons on a chasis.

No idea. PLus certain wepaons (likethe Volcanoe Cannon) are similar on both.

Complicating such a system is the way Epic works. Big expensive single unit formations have a mystical break point beyond which they are underpriced to make up for the activation disadvantage they bring.

So the basic hulls would have to be recosted as it were. Then you get into all the problems of simply trying to get as many cheap titans as possible for activation reasons and use them as big tough objective claimers/assaulters.

An alternative is to have a standard configuration for titans. The weapons can then be 'upgraded', in the same way that IG formations can add a four Fire Support units, a Warlord can upgrade its Powerfist (or, either arm mount weapons) to a Gattling Cannon (for example). This should allow the variety that people want, but not infinite variety (since only some upgrades are allowed), should allow different points values, and also help to get things balanced in reasonable time.


Again no idea. Yes it could work but lets look at the OGBM list.

They of course have this system. They also have the option of cheaper core warengines, 'grot riggers' and grotnaughts to boost up the core warmachines.

The more powerful weapons then can cost more as they are adding more value.

In the AMTL list you get none of those bonuses, instead you get to add some more powerful weapons on some titans.

You could change it to the OGBM system, but then how do you give them the required advantages? If you give a discount so a book reaver costs less than 650 prior to the upgrade and more afterwards you have simply created the same system as now, but with the option to field titans for less points which would either need a load of testing as it brings in all the problems experienced before or would be such a small discount to be irrelevant.

As has been pointed out there isn't much difference between the tactical and support weapons, and you can argue the assault weapons are of equal value - they are in with the support weapons because of the fluff, nothing else (well, that and Micheal got fed up of suffering the 'battle titan charge' every game).

There is now even less I've gone back over all the old titan posts and spreadsheets and comments and everything else and altered the plasma destructor and quake cannon :) (the two awkward support weapons, also changed inferno gun and made VMB 5x as 6x really was too good on aggregate hits).


(Ilushia @ Nov. 28 2007,08:47)
QUOTE
I'd recommend attaching the weapon-swapping effect to Vet. Princepts to represent that younger, less experienced, princepts would generally field 'stock' titans, but as they grow older they'll find weapon load outs and styles of combat they like and get their titan modified to fit those styles. This also gives Vet. Princepts a use in the list other then the very occasional regeneration of an extra voidshield or allowing rally from 2-3 blast markers to 0.

If you experienced over powering problems with the current system easy enough to say must have one of these chaps to have 2 or more support weapons.

Is there though currently? Tis a good small downpowering if needed though.


(wargame_insomniac @ Nov. 28 2007,06:01)
QUOTE
If we do go for free weapon selection then I would like to see the number of weapon classes fall in between Chroma's suggested 3 weapon groups and Blarg's proposed 8 weapon groups. I like the flavour of Blarg's list but even at a second look am still overwhelmed by the complexity of it.

Any reason there should be 4-7 weapons groups? :)

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 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 8:52 am 
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I haven't seen anything which felt terribly over-good at present, to be honest. So far every weapon combo I've tried on a titan has come out pretty even in their respective areas of expertise. The only one I've seen as being particularly problematic was the Quake Cannons as they have no draw-backs (asside from being support weapons) compared to the MRLs, so if you have 2 reavers in a force with one sporting 2 tac weapons and the other being supporting you may as well give the support one a pair of Quakes and a CLP rather then a pair (or trio) of MRLs! But a chance to Quakes being Slow-Firing or something similar would more then fix that, I think, making them more useful as a 'pound things flat' ability while the MRLs are good for massed fire and BM placement.

I mostly meant it in relations to the prospect of having pre-set standards much like the OGBM list has pre-set basics and then you can upgrade them to carry Meks who swap out weapons.

Edit: Any chance we can get an updated PDF with the changed weapon stats in it if you changed them? Just for reference purposes more then anything else.






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 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 7:51 pm 
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I'd also like to see a 'configurations with upgrades' rules list before I come down on one side or the other.


I think there are several flaws in Blarg's calculating system (Not just an anti-assault bias, but also an overly-arbitrary grouping of attack types, and failure to account for multi-shot synergies), but I think that Blarg's latest system is regardless considerably superior to AMTL 2.0 (In concept at least, playtesting could do the rest).

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 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 10:52 pm 
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(Evil and Chaos @ Nov. 28 2007,13:51)
QUOTE
I'd also like to see a 'configurations with upgrades' rules list before I come down on one side or the other.


I think there are several flaws in Blarg's calculating system (Not just an anti-assault bias, but also an overly-arbitrary grouping of attack types, and failure to account for multi-shot synergies), but I think that Blarg's latest system is regardless considerably superior to AMTL 2.0 (In concept at least, playtesting could do the rest).

My apologies for not contributing more lately, but I have been dealing with some Real Life issues lately, such as my son going in for surgery.  (He's fine.)

I'm using this post to quote from merely for its ease.

This is not the first time I have heard that my weapons are "Anti-assault."  But what is really funny is that my stats for the Chain Fist are exactly the same as the AMTL 2.0 weapons list.  If my assault weapons are so wrong, why do I match something that has been rather well accepted?

I'll admit that my assault weapon stats might be seen as a bit powerful, but there are some reasons why:

1) They are supposed to be.  In previous editions of Epic if you were dumb enough to get into B to B contact with a titan you deserved to die.

2) People are so worried about the high TK damage ratings, but in my games of Epic:A I rarely got my titans into CC with other war engines, making TK damage meaningless.  It then boiled down to number of attacks and what kind of armor saves they got, if any.

3) If a CC weapon can't be used except for the turn (or two) it got into CC shouldn't there be some compensation for the turns not in CC?

<<< --- >>>

What do you mean by "an overly-arbitrary grouping of attack types"?  Do you think that I don't have enough variety?  What improvements would you suggest?

<<< --- >>>

Please also explain "Multi-shot synergies."  Is this the idea that many shots with little chance to hit are better than a few shots with a good chance to hit?

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 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 11:42 pm 
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What do you mean by "an overly-arbitrary grouping of attack types"?


You combine AT & AP into a single 'kill potential' figure, making it impossible to do situational comparisons when using your system.

Please also explain "Multi-shot synergies."  Is this the idea that many shots with little chance to hit are better than a few shots with a good chance to hit?

Pretty much, it's why your stats were reporting that Vindicators and Predators had nigh-identical kill potentia, except that when you compare the two on a sustained fire order, the Vindicators recieve only a small boost whilst the Predator's kill power what, almost doubles?

IIRC your system doesn't account for that, so a weapon with one shot might have the same 'kill power' as a weapon that has many shots when Advancing (And the potential to be very much more devestating than the single shot weapon when sustaining fire, yet your system ignores this posibility).



Which is all pretty much irrelevant, as you've made an interesting start and I don't want to derail this thread too much.

I'd really love to see your full set of calculation rules one day.

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 Post subject: The various Titan arming systems
PostPosted: Wed Nov 28, 2007 11:50 pm 
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Can we not rehash Blarg's weapon-point-calculation system yet again?  I think we all know, including Blarg, that it has some places where it breaks but that it is a decent starting point.

====

My comments on Blarg's list are in that thread, but to recap the bits that are relevant here:

I think the arming system could be divided a bit more than the 2.0 list but I don't think it should go crazy.  Blarg's version is too detailed for an EA army list, as are individual weapon points (though both are potential options for an Epic-compatible ATIII ruleset that delves into a lot more detail).

There's already effectively a light(scout)/medium(tactical)/heavy(support) division of the weapons.  A semi-hardpoint system like Blarg's could probably give a bit more detail and design flexibility while not becoming cumbersome - probably.  For example:

Warhounds get 2 light.
Reavers get 3 medium.
Warlords get 3 medium and 1 heavy. [Book load w/ VC]

Categories may more up or down in order to allow another to move up or down, e.g. a Reaver with 1 light, 1 medium, 1 heavy.

Secondary weapons can add in place of one category for free, e.g. a Warlord titan with 4 medium weapons and a FF head.

Some secondary weapons could be added for points rather than trading categories, e.g. CMLs can be added for 50 points in addition to the normal weapon load.

If you need further restrictions to represent rare weapons, make them 1 per X battle titans, e.g. "Rare weapons - may select one weapon from this list per battle titan in the army.  Weapons may be mounted on any titan, not just the one used to provide the rare weapon 'slot.'"

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 Post subject: The various Titan arming systems
PostPosted: Thu Nov 29, 2007 12:06 am 
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Neal: I think you've basically outlined the concept Chroma has been working on.


EDIT:

I was right, and that means I win! :D





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 Post subject: The various Titan arming systems
PostPosted: Thu Nov 29, 2007 12:08 am 
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(nealhunt @ Nov. 28 2007,22:50)
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There's already effectively a light(scout)/medium(tactical)/heavy(support) division of the weapons. ?A semi-hardpoint system like Blarg's could probably give a bit more detail and design flexibility while not becoming cumbersome - probably. ?For example:

Warhounds get 2 light.
Reavers get 3 medium.
Warlords get 3 medium and 1 heavy. [Book load w/ VC]

Categories may more up or down in order to allow another to move up or down, e.g. a Reaver with 1 light, 1 medium, 1 heavy.

Secondary weapons can add in place of one category for free, e.g. a Warlord titan with 4 medium weapons and a FF head.

Some secondary weapons could be added for points rather than trading categories, e.g. CMLs can be added for 50 points in addition to the normal weapon load.

That's almost identical to the system I was putting together.  *laugh*

There was also an upgrade that would allow a "slot" to be bumped up one catagory.

Maybe I'll try to flesh it out this weekend.

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 Post subject: The various Titan arming systems
PostPosted: Thu Nov 29, 2007 12:26 am 
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Well, I guess that proves it.  Great minds really *DO* think alike.  :D

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 Post subject: The various Titan arming systems
PostPosted: Thu Nov 29, 2007 7:06 am 
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I have to ask the simply question...
Why? What's the advantage? The big disadvantage is using scout and tactical weapons on battle Titans - the models are the same so bit of a WYSIWYG problem.

It is a different system, but why use it?

The above is basically the current system but with less support weapons (and more upgrades - note if you wished to add them to the Titan in the current system you would just stick them in the support category and say something like FF Head and one tactical weapon) and a slight downgrading in power.

So, why the change? Because it gives the illusion of more choice?

You could make that the Legio Big Death (I forget the proper name - edit, was it Legio Destructor? Y'know the one thats fought Orks one too many times), stick the assault weapons into the Tactical list and add in the CC heads etc, then use that system as it fiddles around a bit with stuff and the addition of assault weapons to the tactical list makes up somewhat for the lessening of support.

Hell, there are probably 1/2 a dozen ways of doing a Titan arming system, all giving the same result ultimately. The current one is a little bland because frankly we picked a bland Legio that basically shoots. Not much in the way of assault or demo work for instance.

Also assault not focus of this legion. Hell we could do two :) In fact here attached is a draft of the Legion Big Death using that system.

Blarg - its not CC its FF that your system needs some refining in - most assaults in Epic, especially involving slow battle titans are FF's.

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 Post subject: The various Titan arming systems
PostPosted: Thu Nov 29, 2007 10:46 am 
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Hey! I like that Big Death posse!

Pity that Reaver Megabolter lost that one shot. :(

Would 60 cm AP3/At5 4 shots be totally out of question? I may be alone to think that losing that extra 15 cm is big disadvantage, and I felt that 6 shots of Megapolter was reasonable compensation for losing that extra range.

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 Post subject: The various Titan arming systems
PostPosted: Thu Nov 29, 2007 1:26 pm 
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It would appear from the comments that a standard loadout with swapping type arrangement is the most popular.

Could we agree a way forward on this as it would appear to be the easiest list to design and I'm all for Occam's razor.

Is there a list we can start playtesting so that we can determine if greater complexity is required


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 Post subject: The various Titan arming systems
PostPosted: Thu Nov 29, 2007 1:29 pm 
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Yes the Big Death posse looks like fun, don't understand the CC & FF heads as these seem to be free upgrades.

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