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Armour in Epic:Armageddon

 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 3:54 pm 
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Quote: (BlackLegion @ Feb. 12 2010, 14:37 )

Quote: (Evil and Chaos @ Feb. 12 2010, 15:04 )

To justify large ammounts of tanks under the current background, all you have to say is "this army represents several chapters combining their resources and using all their tanks. Oh and they all painted them the same for this particular battle."

Done.

Actually the Aurora Chapter and one of the Space Wolfes's Grand Company uses a lot of tanks.

Aye, Aurora Chapter is a "Codex-following" chapter, yet it uses full "armies" of nothing but tanks, on occasion.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 3:55 pm 
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Quote: (Rug @ Feb. 12 2010, 14:44 )

Quote: (Evil and Chaos @ Feb. 12 2010, 14:25 )

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What benefit does a pure AV formation get?

Immunity to AP fire (the most common type of ranged attack in the game).

But Inf get the same benefit vs AT fire so that cancels. Plus AP is the most common weapon but only at 30cm or less (most long range weaponary is more powerful/ higher caliber and consequently is/has AT). At 30cm range engages are generally preferable and far more of a threat to Inf and AVs alike. IMO AVs recieve more fire.

Well, I didn't say it was a worthwhile or particularly noteworth advantage.  :grin:

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Twin HB Razorbacks and Destructors getting +1 ff would also be good.

+1

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 4:10 pm 
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Agreed. And what wins engages is a combination of unit stats (FF/CC. armour), formation size and ability to get into position and an ability to survive getting into position

Despite their speed - you're thinking that all AV formations are poor at this? With codex marines being especially so?

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 4:43 pm 
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Quote: (Rug @ Feb. 12 2010, 15:03 )

Chaos armour formation are worse than Marine ones, Blitz Brigades are being taken less and less in Ork armies, LatD take big mixed formations and WEs, Russ arn't taken in Guard very often anymore.... Falcons have gained from pulse but are still basically a firestorm delivery formation.....

Wow, you must play in a *radically* different play group than I as none of those hold as true in my local group.

Cultists take Tank Companies or AV Daemon Engine groups, Falcons are Armour/WE hunters that act as excellent support fire platforms with the Firestorm just being icing, I always field at least two Big Blitz Brigades and am thinking about adding a third (yes, it's an Oddboy delivery system... but basic Ork armour is *supposed* to be crap... a Gunwagon is 35 points... that's cheap!), mechanized Chaos Marine formations often have Land Raiders mixed in and armoured formations do pop up (and they're not worse than Marines, because you can bulk them up!), and almost every Guard army around here has at least one Leman Russ Company... lotsa guns and a hard nut to crack... Super-heavy Companies just seem to be critical hit magnets!   :laugh:

Rug, could you post some of the "typical" army lists that people in your play group use for various armies?

Most of the "core lists" are seem to encourage a "combined arms" approach as tending towards an optimal build, so it's no surprise that heavy, or even pure, armour, using such a list, is deficient.  That's why "armoured variants" of the core lists have popped up... that's the whole point of list design... there *isn't* supposed to be a "one list fits all" for each Race/Army.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 4:52 pm 
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Most of the Ork lists I've faced lately have spammed out on Blitz Brigades.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:07 pm 
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Intruiging thread.


On the 'fluff' front, those wargame rules (historical or sci-fi) that provide lists of available units almost invariably fall foul of the comparrison between the total number ever built or available, and the number used in a given battle / campaign, or available for a particular type of strategy. In the particular case of Epic, these figures are further confused by the commercial and somewhat haphazard GW development of the '40K universe' and the various editions of the rules. These factors can produce wild differences in the numbers of units or formations available, especially where the formation or unit is irregularly deployed.

As a consequence, IMHO this style of debate can really only be used to identify the existance of a given unit, the general time-period or theatre that it operated in, and a rough guide to its appearance (ie whether it is a main component, core or backbone; irregularly fielded; or rare).
An example of this might be the Heinkel 111z glider tug (two He 111 a/c welded together) that existed in the European, Russian and middle-eastern theatres but was very rarely used. In E:A, we have seen the development of Land Raider variants, Leman Russ variants etc in various 'alternative' army lists (that represent theatres) and various mechanics to promote or restrict their use.

Putting 'fluff' to one side, the premis behind the thread is that "armour is ineffective", and so "is rarely taken". This has then compared different races and slowly focused on the "inneffectiveness" of Marine armour, and then down to what is being done elsewhere to rectify the apparent deficiencies. Evidently play-styles have a significant effect, and people will tend to use armies that work best for their personal strategies. Also while certain strategies are easier to play than others, getting a 'hard' strategy to work well may be more rewarding to some folks.



Guys, I may well be wrong here (and please forgive me for derailing the thread slightly), but IMHO this debate is actually about the 'balance' of armour:- in the game; between various lists; and within a given list. I would further suggest that a lot/most of the assertions are quite subjective, purely because of the nature of the scattered community and the impact that has on the games people play, quite apart from personal playing styles etc.

The easy answer is to suggest that armour generally works OK provided you use the right formation in the right way under the given circumstances. Inevitably the game goes through phases where a particular formation and tactic is ascendant until another counter is developed. So does that make the formation, unit or tactic 'unbalanced'??

For example, my personal beef has always been that the Leman Russ is overpowered both because of the large formation size and the the way the RA rule mechanic works. My concern is that every time an AV is considered, there is the inevitable comparison with  the Leman Russ together with comments why the AV is so inferior; and I scream (mentally) that this is partly because the Leman Russ is OTT. (And this is one reason why I want to adopt the 'variable armour' rule in order to tone it down slightly). However, people have developed tactics to defeat Leman Russ formations, the large cost has inhibiting effects and indeed as Rug points out, some people play without them altogether. So is it actually 'unbalanced' or not??

This is a very long-winded way of saying that IMHO we actually need some objective way of determining whether a formation or unit is "ineffective" or 'unbalanced' (and I might add that I don't have a magic answer for this). Part of the reason why I suggested the UK Championship for the tournaments was to provide some statistical analysis on the way the different army lists performed. Can anyone suggest a way of going one step further to provide statistical evidence of the effectiveness of a formation or unit against various enemies and situations?

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:09 pm 
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Quote: (Ginger @ Feb. 12 2010, 16:07 )

Can anyone suggest a way of going one step further to provide statistical evidence of the effectiveness of a formation or unit against various enemies and situations?

I can confirm that the data I have cannot be used to generate such refined statistics, and I doubt that it will be possible to get the level of detail required for true analysis as the number of variables is simply massive.





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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:11 pm 
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Gavin makes some excellent points, as ever, but:

Quote: 

Can anyone suggest a way of going one step further to provide statistical evidence of the effectiveness of a formation or unit against various enemies and situations?

I believe that wargames rules development is more akin to an art than to pure maths, and that such an endeavour would be of less use than a more intuitive approach.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:21 pm 
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Quote: (Ginger @ Feb. 12 2010, 16:07 )

Can anyone suggest a way of going one step further to provide statistical evidence of the effectiveness of a formation or unit against various enemies and situations?

We simply clone Dave Thomas multiple times, then have each clone specialize in a single army, and then have them all play each other, every day, for a year... begun, the Clone Playtest, has!   :alien:

There are *far* too many variable to analyze this; players' skill and experience, the setup of the battlefields themselves (When's the last time you saw masses of "Scrub" terrain on par with the levels of forests and ruins one usually sees?  Or "Swamp" for that matter...), the match-ups army vs army, and then army composition itself!

I am *NOT* of the belief that if equal numbers of people are complaining on either side of a debate (assuming the debate is even binary!), that that must mean things are "balanced"... to me, it more means that there's actually probably something wrong!

As said above, army design is "art", not science... stats and data are good, but one needs a more holistic approach than just number crunching to get things *close* to right.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:28 pm 
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Quote: (Evil and Chaos @ Feb. 12 2010, 16:11 )

Gavin makes some excellent points, as ever, but:

Quote: 

Can anyone suggest a way of going one step further to provide statistical evidence of the effectiveness of a formation or unit against various enemies and situations?

I believe that wargames rules development is more akin to an art than to pure maths, and that such an endeavour would be of less use than a more intuitive approach.

I didn't say it was going to be Easy did I  :smile:

Following from Rug's comments for example, when writing Battle reports, perhaps people could list the single best and worst formation on each side and why. (obviously ignoring extreme dice rolling in either direction).

Equally, I am sure we could do some statistical analysis into the make-up of army lists analysing the top and bottom two or three formations together with the opponent lists, and run some inferential analysis on why these were chosen and how they would perform under particular conditions.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:30 pm 
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I like Russ companies, because unlike SHT companies, multi-TK weapons don't turn them into slag, they just kill a single Russ out of 10.




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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:37 pm 
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Quote: (Rug @ Feb. 12 2010, 16:17 )

Mech Inf loose zero firepower with a BM

Actually, that's debatable.

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