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2016/07/28 18:58:00
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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A few preliminary remarks:
1. In a recent poll, the dakka community appeared almost evenly split on the question of whether or not riptides are fair/balanced. At least 40 percent of poll respondents thought that riptides are unfair, and the riptide remains a commonly complained about unit. So much so, in fact, that there is currently a thread started by Jade Angel asking the question of how the riptide could be altered so as to produce a fairly balanced unit.
The people who assert that riptides are balanced will generally appeal to the fact that Tau players need riptides in order to "compete" with other "top tier" armies. In a game with librarius conclaves, space marine battle company rhino/grav spam, the necron decurion, wraithknights and scatterbikes, and (insert all of the other OP, broken bull gak in the game), nerfing a unit like the Riptide would be the death knell for Tau players being in the competitive scene.
Which is, of course, a perfectly legitimate point. In a game in which the entire roof is caving in, it's an exercise in futility to complain about how dusty the floor is.
2. Therefore, in light of 2, my assumption for this thread is that every other unit in the game has been appropriately re-priced/rebalanced. I am assuming a 395 point wraithknight. I am assuming that Imperial Knights remain basically the same. I am assuming that scatter bikes have been nerfed and re-priced. I am assuming that grav has been redone. I am assuming chaos space marines with legion tactics. I'm assuming more expensive drop pods.
3. On to the meat of the issue.
Riptides with Ion Accelerators and stimulant injectors produce:
A T6 MC with a 2+ armor save and a 5+ invuln (which can become a 3+ invuln). Assuming you manage to get past the armor save and invuln, the riptide gets a 5+ feel no pain.
But good luck getting to it in the first place. That gun shoots high strength, low AP pie plates at 72 inch range. And it has the "jet pack" special rule.
To boot, it has 5 wounds.
So good luck shooting it to death. And good luck killing it in close combat. If you charge it, it gets 3 S6, AP 2 close combat attacks.
It's more durable than a landraider and packs better firepower than a landraider. And landraiders cost 250 points.
All in all, the riptide easily functions as a "lite" version of an IK. It has one less wound, lacks the super heavy status, has somewhat inferior fire power, but is as, if not more, durable. It's also easily as, if not more, mobile than an IK.
Whereas IKs will eventually go down to traditional anti-tank weapons, riptides are virtually immortal in comparison to the vast majority of the game.
IKs run anywhere from 325 to 375 points, assuming no upgrades.
My proposal is a 325 point riptide.
What say you, dakka forums?
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This message was edited 1 time. Last update was at 2016/07/28 18:58:57
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2016/07/28 19:02:50
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Powerful Phoenix Lord
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I'm guessing the vote for 220 was by either an Eldar player or Tau player. Clearly they are trolling this poll. Therefore, we must discount that vote. That means 100% of voters (at this time) think the Riptide needs a point increase.
Did I do this right?
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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2016/07/28 19:04:41
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Longtime Dakkanaut
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Not that it matters to me, but what do you plan to do with the information that you gather in these polls? Convince your local players and friends that a Riptide is unbalanced? Satisfaction that you are in the majority? Perhaps both even Whatever your reason, I found Riptides to be fairly okay when I played with and against them, so I put 250 I don't know what you're trying to prove, but let's see how it turns out G.A
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This message was edited 1 time. Last update was at 2016/07/28 19:06:08
G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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2016/07/28 19:06:47
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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General Annoyance wrote:Whatever your reason, I found Riptides to be fairly okay when I played against them, so I put 250
What kind of army were you using? What kind of army was your opponent using?
so I put 250
You cast a vote for "Riptide (as described) = landraider."
Why? Automatically Appended Next Post: Happyjew wrote:I'm guessing the vote for 220 was by either an Eldar player or Tau player. Clearly they are trolling this poll. Therefore, we must discount that vote. That means 100% of voters (at this time) think the Riptide needs a point increase.
Did I do this right?
Assuming the poll roughly follows the same pattern as the previous poll, here are my expectations going in:
Roughly half of the vote will be in favor of the riptide as described costing 220 points or less.
The other half should be for more than 220 points. The question is where the majority of those votes go.
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This message was edited 2 times. Last update was at 2016/07/28 19:09:53
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2016/07/28 19:12:43
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Frightening Flamer of Tzeentch
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Land raiders are hard to kill for some army's who may find riptide no big deal.
The game is not balanced at all it never will be
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2000 6000 with Reaver Titan guard 2k
2500 (imperial force)
2500 (trimming down in 8th)
TS 30k at 5k points
Yes I have a problem
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2016/07/28 19:15:25
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Longtime Dakkanaut
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Traditio wrote: What kind of army were you using? What kind of army was your opponent using? Well neither list was entirely at the competitive level if that's what you're asking; I took a 750 point Tau Army that included a Riptide to my old club in Dubai not long ago. The army belonged to a friend I was painting it for, and 750 points was the typical army size for quick blind play at that club in question. Played about 4 games, 1 of which was a 2v2. The Riptide was certainly helpful, but I primarily used my Carbine Teams and Battlesuit Squad to cripple my opponents. The Riptide mainly stayed at the back line of my army, which was designed to be a more aggressive force. It was taken down twice. Against it I played Orks and IG; my IG always take plenty of Lascannons, be they in teams or mounted on Leman Russ tanks, and they made short work of the few I faced. Orks were far less successful, but ultimately I was breaking skulls amongst my opponents Fire Warriors to care about it that much. Also did a few practice games at home by myself since I was in possession of my friend's army, with mixed results. You cast a vote for "Riptide (as described) = landraider." Why? Because I'd equate a Riptide to a similar power of a Land Raider; Land Raiders were actually weaker in my mind since most people forget that you haven't even paid for that Thunder Hammer Terminator Squad before you drop 250 points for it. Plus I've always followed my IG instincts; when in doubt, apply lascannon fire. Seems to work most of the time
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This message was edited 2 times. Last update was at 2016/07/28 19:19:43
G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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2016/07/28 19:18:38
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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Oldmike wrote:Land raiders are hard to kill for some army's who may find riptide no big deal.
The game is not balanced at all it never will be
Then I ask that you please abstain from voting in the poll.
The poll question reads:"Assuming...balance."
If you don't think that the game can be balanced, then there is no poll option which can reflect your opinion.
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This message was edited 1 time. Last update was at 2016/07/28 19:19:03
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2016/07/28 19:20:00
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Bryan Ansell
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Assuming everything is re-balanced as, Traditio states, 250pts would be fine.
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2016/07/28 19:21:57
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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Mr. Burning wrote:Assuming everything is re-balanced as, Traditio states, 250pts would be fine.
Here, I have to ask:
What rebalancing are you assuming?
Appropriate prices for:
A tactical marine with bolter
Wraithknight
Scatterbike
Landraider
?
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2016/07/28 19:30:28
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Powerful Phoenix Lord
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Traditio wrote: Mr. Burning wrote:Assuming everything is re-balanced as, Traditio states, 250pts would be fine.
Here, I have to ask:
What rebalancing are you assuming?
Appropriate prices for:
A tactical marine with bolter
Wraithknight
Scatterbike
Landraider
?
Wraithknight: 315 minimum. Compared to the 315 point FW Wraithknight which has a longer range weapon but is a massive blast, and can teleport around.
Scatbikes should be ( IMO at a minimum) 24 points per model, with Scat Lasers as a 15-20 point upgrade. Of course I think all bike/jetbike units need a point bump.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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2016/07/28 19:32:21
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Automated Rubric Marine of Tzeentch
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Traditio wrote:
Assuming the poll roughly follows the same pattern as the previous poll, here are my expectations going in:
Roughly half of the vote will be in favor of the riptide as described costing 220 points or less.
The other half should be for more than 220 points. The question is where the majority of those votes go.
So what you're doing is trying to eliminate "troll" results by grouping them together, and seeing what "non-trolls" will actually answer. Clever. This of course assumes no one but a troll would actually have these opinions, and/or if someone does have these opinions you can safely disregard it because, well, that's what these Troll Polls are for, right?
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2016/07/28 19:44:55
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Loyal Necron Lychguard
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250 would be the closest to fair.
I honestly chocked on the amount of salt in your post.
"And good luck killing it in close combat. If you charge it, it gets 3 S6, AP 2 close combat attacks."
Oh man. At WS2 to boot. Whatever will we do?? And it's not Fearless and has LD9? Jesus, what was GW thinking. If someone puts even one of these on the table, I'll just shake their hand and walk away.
But seriously, what are you charging it with, Tactical Marines? Then yeah, RIP you.
"It's more durable than a landraider and packs better firepower than a landraider. And landraiders cost 250 points."
As a Necron player, yeah a Land Raider is easier to kill. Otherwise, It's completely immune to S7 or lower shooting, can transport dudes, and some variants still have decent firepower (excluding CSM). You also can't tank shock a Land Raider off the board (I've seen it happen to a riptide).
You're also lacking the fact that it's BS3, and without Markerlight support, its not very accurate. So a 220 unit that needs support from other units to be as scary as you say it is? Hmmm...
You making a big deal about how difficult it is to kill a riptide. I've tied it up in combat (and actually punched it to death once) using nothing but Necron warriors. I've also had 150 pts of Gaunts tie it up all game. You can kill the other, squishy units Tau have and then ignore the Riptide, or you can tie it up and forget about it (if not sweep it entirely).
Am I saying it's not OP? God no, it is way too durable, and frankly should have been a walker. Is it game breaking with what else is currently in game? No. The Riptide is old news, but I guess people will continue to complain about it. Personally, I'm sitting over here spitting on the abomination that was the Stormsurge.
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40k:
8th Edtion: 9405 pts - Varantekh Dynasty |
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2016/07/28 19:47:59
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Fixture of Dakka
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Ws2 is largely the same as ws4 when you're fighting marines. It's hardly a downside.
Ld9 isn't bad either.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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2016/07/28 20:51:43
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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General Annoyance wrote:Against it I played Orks and IG; my IG always take plenty of Lascannons, be they in teams or mounted on Leman Russ tanks, and they made short work of the few I faced.
Assuming BS 4, it would take:
2/3 (to hit) X 2/3 (to wound) X 1/3 (to bypass the nova charged invuln) X 2/3 (to bypass the feel no pain) X 1/5 (the number of wounds) to down a single riptide.
That adds up to 8/405. That's roughly 50 lascannon shots fired at BS 4.
Even if we assume that it doesn't nova charge the invuln, we still get;
2/3 X 2/3 X 2/3 X 2/3 x 1/5 = 16/405
That's over 25 lascannon shots, assuming that marines are the ones doing the shooting. At BS 3, the odds are worse.
And that's a "72" in the range section of the stat-line. The riptide easily can stay at the table edges, move so that it just has LoS to whatever it is that's carrying that lascannon, and then make an assault movement back out of line of sight.
I don't doubt for a moment that, somehow, you managed to kill a riptide or two with lascannons. Understand, however, that it's mathematically very unlikely, assuming that your opponent was using an Ion Accelerator and stimulant injectors.
Orks were far less successful, but ultimately I was breaking skulls amongst my opponents Fire Warriors to care about it that much.
Noted.
Because I'd equate a Riptide to a similar power of a Land Raider
How?
Assuming a marine is firing those lascannon shots:
2/3 X 1/3 X 1/4 = 2/36 (or 1/18)
18 lascannon shots to kill the landraider (not even counting the chance of one-shotting it with an Explodes! result) vs. 25 lascannon shots (assuming no nova charge).
Sure, it gets a little better if the landraider stays in cover, but practically speaking, that's hardly seems to be worth considering.
Plus you're more likely to be able to shoot the landraider in the first place because:
1. The maximum range of its guns are 48 inches.
2. It's pretty much forced to move towards the opponent because it's a transport.
3. It's a big vehicle
If riptides cost 250, there is, I am willing to bet, not a single competent Tau player alive who would trade his riptide for a landraider.
Land Raiders were actually weaker in my mind
So shouldn't Riptides cost more than a landraider? If you think that Land Raiders are weaker, then the minimum poll option you should have selected is 275.
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This message was edited 2 times. Last update was at 2016/07/28 20:55:14
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2016/07/28 20:55:19
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Douglas Bader
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Voted "more than 400", because at least if Riptides are nerfed maybe Traditio will have to find a new unit to post about.
30 points, up to about 35 depending on choice of chapter tactics.
Wraithknight
150 points or so, maybe 175 with the double D option.
Scatterbike
7 points (5 points for the bike, +2 points for the scatter laser).
Landraider
650 points. Land Raiders are scary. Automatically Appended Next Post: Traditio wrote:If riptides cost 250, there is, I am willing to bet, not a single competent Tau player alive who would trade his riptide for a landraider.
No, of course not. The Land Raider's primary purpose is to deliver an assault unit into combat. Since Tau have no assault units taking a Land Raider would be a rather poor strategy. But this, once again, demonstrates that your approach to balance is fundamentally broken. You can't just compare durability calculations independent of context and expect to get anything useful as a result.
So shouldn't Riptides cost more than a landraider? If you think that Land Raiders are weaker, then the minimum poll option you should have selected is 275.
Why are you assuming that Land Raiders are stuck at 250 points? The premise of the poll is that the game is balanced. Riptides at 220 points and Land Raiders at 200 points is an entirely valid and consistent proposal.
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This message was edited 2 times. Last update was at 2016/07/28 20:59:19
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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2016/07/28 21:00:26
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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pm713 wrote:Ws2 is largely the same as ws4 when you're fighting marines. It's hardly a downside.
Ld9 isn't bad either.
This. You'll hear Tau players going on and on about "psychic shriek!" Except the average result for a psychic shriek is a 10. It doesn't ignore invulns. It doesn't ignore feel no pain.
And it has a maximum range of 18 inches.
And against a marine (even a terminator), WS 2 has exactly the same chance of hitting a marine as WS 4: one out of two.
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2016/07/28 21:01:54
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Lord of the Fleet
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As someone with a degree in Balance and a Masters in Point Cost Evaluation from the school of Internet Debate, I can back up every one of Peregrine's point values.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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2016/07/28 21:06:45
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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Peregrine wrote:Peregrine's entire first posting
Peregrine:
If you don't wish to post serious replies to my postings, then nobody is forcing you to participate in my thread. I'm sure you have better things to do.
I will say this, since this alone stood out:
Different chapter tactics probably should have different costs. An ultramarine tactical marine is better than an imperial fist tactical marine, and an imperial fist devastator marine is better than a ravenguard devastator marine.
No, of course not. The Land Raider's primary purpose is to deliver an assault unit into combat. Since Tau have no assault units taking a Land Raider would be a rather poor strategy. But this, once again, demonstrates that your approach to balance is fundamentally broken. You can't just compare durability calculations independent of context and expect to get anything useful as a result.
How much is "Transport capacity: 10 (or more); assault vehicle" worth?
And I think that you are mistaken. There's nothing about a land raider which forces you to cart around assault units. Tau could easily transport shooty things around to get them within rapid fire range.
They'd still prefer the riptide, though.
Why are you assuming that Land Raiders are stuck at 250 points? The premise of the poll is that the game is balanced. Riptides at 220 points and Land Raiders at 200 points is an entirely valid and consistent proposal.
1. He didn't specify that landraiders should cost less. He indicated that he considered them to be of roughly equal value when he made his answer.
2. Were landraiders considered over-costed in 5th edition?
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2016/07/28 21:09:20
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Fixture of Dakka
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Nothing about a Land Raider forces you to carry an assault unit but you'd be stupid not to. That would be like taking a fully upgraded Harlequin Troupe and standing them in a corner.
They'd prefer a Riptide because that's actually useful whereas to a Tau player a Land Raider is somewhat useless. In the same way an Avatar of Khaine is a bad choice for a Tyranid army.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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2016/07/28 21:10:42
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Shas'la with Pulse Carbine
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The School of Disgruntled Marines is at it again.
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2016/07/28 21:11:31
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Lord of the Fleet
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Really though, why are we comparing two (or more) vastly different units and trying to justify their costs to one another?
A land raider is not a riptide. Its not even in the same ballpark.
Want a useful comparison, use the other Tau MCs and other shooty MCs, like a WK.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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2016/07/28 21:12:41
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Shas'la with Pulse Carbine
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Yes lets compare a Gargantuan MC with a regular MC seems fair.
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2016/07/28 21:13:01
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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pm713 wrote:Nothing about a Land Raider forces you to carry an assault unit but you'd be stupid not to. That would be like taking a fully upgraded Harlequin Troupe and standing them in a corner.
Landraider + crisis suits?
Landraider + fire warriors?
Landraider + kroot?
The tau already have transports. The difference, practically speaking, is that the landraider would have much better AV.
They'd prefer a Riptide because that's actually useful whereas to a Tau player a Land Raider is somewhat useless. In the same way an Avatar of Khaine is a bad choice for a Tyranid army.
Completely unrelated to the topic of this thread. However, since you brought it up:
Wouldn't an avatar of khaine or a wraithlord actually be better in a Tyrranid army?
The tyrranids codex is built around fielding and supporting big scary MCs.
The avatar of khaine and wraithlord don't really work in the Eldar codex because the Eldar codex isn't really built to support MCs.
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2016/07/28 21:13:41
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Fixture of Dakka
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Plus one is clearly meant to do one thing and the other is meant for multiple things.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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2016/07/28 21:14:12
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Lord of the Fleet
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Which is a significantly closer comparison than a transport vehicle. GCs are MCs with a few tacked on rules, but are otherwise dealt with the same and function the same in the army.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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2016/07/28 21:15:57
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Fixture of Dakka
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Traditio wrote:pm713 wrote:Nothing about a Land Raider forces you to carry an assault unit but you'd be stupid not to. That would be like taking a fully upgraded Harlequin Troupe and standing them in a corner.
Landraider + crisis suits?
Landraider + fire warriors?
Landraider + kroot?
The tau already have transports. The difference, practically speaking, is that the landraider would have much better AV.
They'd prefer a Riptide because that's actually useful whereas to a Tau player a Land Raider is somewhat useless. In the same way an Avatar of Khaine is a bad choice for a Tyranid army.
Completely unrelated to the topic of this thread. However, since you brought it up:
Wouldn't an avatar of khaine or a wraithlord actually be better in a Tyrranid army?
The tyrranids codex is built around fielding and supporting big scary MCs.
The avatar of khaine and wraithlord don't really work in the Eldar codex because the Eldar codex isn't really built to support MCs.
Two of those have no reason at all to take an incredibly expensive no shooting transport. The difference is some of their transports are useful for moving their shooting units around the other is not.
You made the stupid comparisons between Tau having Riptides and Land Raiders not me. You are right the MC that buffs Eldar is a fabulous choice in a Tyranid army.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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2016/07/28 21:19:18
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Shas'la with Pulse Carbine
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How about this failing a Nova charge makes it into a Squig? There Traditio can you get over it.
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2016/07/28 21:27:20
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Terminator with Assault Cannon
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Blacksails wrote:
Which is a significantly closer comparison than a transport vehicle. GCs are MCs with a few tacked on rules, but are otherwise dealt with the same and function the same in the army.
If you wish to make that the point of comparison, then again, I wish to remind everyone that, according to a previous poll, the general opinion seemed to be that wraithknights should cost at least 395 points.
What is your proposal for a riptide with stimulant injectors and IA, given this fact?
If you tell me that a wraithknight is 100 points better than a riptide, then we're left with a 295 point (or more) riptide.
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This message was edited 2 times. Last update was at 2016/07/28 21:29:11
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2016/07/28 21:30:54
Subject: Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Fixture of Dakka
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Traditio wrote: Blacksails wrote:
Which is a significantly closer comparison than a transport vehicle. GCs are MCs with a few tacked on rules, but are otherwise dealt with the same and function the same in the army.
If you wish to make that the point of comparison, then again, I wish to remind everyone that, according to a previous poll, the general opinion seemed to be that wraithknights should cost at least 395 points.
What is your proposal for a riptide with stimulant injectors and IA, given this fact?
If you tell me that a wraithknight is 100 points better than a riptide, then we're left with a 295 point (or more) riptide.
A lot more people said it shouldn't cost that.
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tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam |
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2016/07/28 21:32:43
Subject: Re:Assuming Ideal Balance, How Much Should Riptides, Assuming FNP and IA, Cost?
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Lord of the Fleet
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If you're looking for my opinion, I'm far more in the camp of bringing down their stats/abilities to match their point cost.
I'd much rather tone things down than keep the ridiculousness and try and cost it correctly. In the long run its easier to keep things within a more reasonable spread than try and escalate points to match crazier abilities.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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