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![[Post New]](/s/i/i.gif) 2007/07/09 13:15:30
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Posted By cmann000 on 07/09/2007 4:26 PM Better known as Slayed One because, quite frankly, in 3rd Ed my Tau army was continually being destroyed by Shooty Marines and Ulthwe!!! (And don't mention Seeding Swarm in my presence....just don't do it...  ) Hey, the Seeding Swarm ate your army once. Once! That was all. And Tau got eaten by everyone back then. I'm still yet to lose a game to Tau other than the one I conceeded to Wudge, and even then that was because I couldn't roll above a 3 and managed to miss with everything for three turns straight (even failed a Night Fight test to see if I could use my Callidus on some Stealth Suits... I rolled 6"  . BYE
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![[Post New]](/s/i/i.gif) 2007/07/09 13:20:27
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Quick question in regards to formating and tables: In which documents are people having trouble viewing the tables? BYE
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![[Post New]](/s/i/i.gif) 2007/07/09 23:09:02
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Been Around the Block
Sydney, Australia
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Ahhh! I'm gone for a day or two and everything explodes....right; let's get to it. Phoenix To answer your queries: - I would choose option 3. In our rules, difficult terrain (etc) only affects models that actually move through it. As such, only models that would actually move through the DT to make the assault move should be affected. Also cleaner than retrospective effects, etc (or the silly "one model is affected, therefore the WHOLE UNIT is affected" syndrome...).
- Force Weapons should count as "Power Weapons" with the additional special rules. Will clarify if necessary.
- We feel the same way about the WS chart; higher WS actually means something :-) (similarly, so does having a lesser WS....).
- Rending was changed as much for consistency of application as for any reason (we wanted the effect to happen on a 6 To Hit no matter the target; more straightforward and avoids more/inconsistent rules). Also, the Glancing Hits chart has been toned down significantly (granted, it is easier to penetrate vehicles generally due to the penetrating on 6's rule, but a simple Glancing Hit is less dangerous and therefore not such a problem). I haven't found any problem with this change, but it is still being tested.
- Those were the old Lance rules; we changed that as being Hull Down (etc) never helped, but we were having trouble ensuring that the BL had greater punch than a LC vs armoured targets, and yet not ensure that it was completely OTT. We've come up with a new system, where the Lance in question gets a Strength modifer based on the AV/Toughness of the target (essentially the Lance gets +1/+2/+3 to Strength vs AV 12, 13 and 14 and T8, 9 and 10. It is actually very easy to remember and we've found that it ensures that Lances are better vs the very tough, LC's more of a generalist weapon (longer range, better/same vs lower AVs) and that you can counter it by Hull Down, moving fast, etc. All testing thus far has been very promising.
- As for Gets Hot!, I would agree with HBMC. 1 wound. Otherwise would mean that Plasma weaponry for Guard would become even more problematic (more thinking multi-wound characters and a plasma pistol.....). Curiously enough, if we gave it a Strength value, then High Impact would kick in, and all Armour Saves would be at -1 (vs S7 weapon, etc). That was not intended. Just a standard savable wound I think :-)
- It should read "target unit" for the blast marker rules. Excellent pick up; really appreciated. I like precision, and I think that we copied that out word-for-word (virtually) from the 4th ed. rulebook a while ago, hence we missed that ambiguity.
- I liked your casualty removal method, but when I raised it at the Rules Council last weekend, the group came up with an even better suggestion. Thanks for the input nonetheless!
Beyond Wudge Slayed One...ummm...cmann000 - Your experiences of 3rd ed Tau are one of the chief reasons that I expanded the Revisited Project to be more than just (as it was then) Codex Eldar Revisited :-)
- Yes, my Ulthwe did cause much destruction to the hapless blue-skinned ones. Then again, a falling leaf would cause a Firewarrior squad to fold in HTH.
- On that note, I still remember with incredulity the time when a Striking Scorpion squad just munched its way through a whole Tau army.......aye aye aye.....3rd ed! The time of static, high strength, low AP heavy weapons and transport-borne assault forces! And what did Tau have?
- Pulse Rifles. Yay. No really.....
Colonel Ellios - Thanks for taking the time to have a look! :-)
- I second HBMC's question; which tables and in which document? This could be rather important.....
- Some of the Codices are still rather nascent and are as much ideas documents as Codices. CDR (Codex Daemonhunters Revisited) has had the Grey Knights tested quite a bit, but the Inquisitorial elements still need to be playtested and indeed, trimmed back, etc. Some of the other Codices like CER (Codex Eldar Revisited) where in a similar state a year ago, but they are coming along, becoming more streamlined and elegant. That being said, it is helpful to know what you like and what seems to just be MRS (More Rules Syndrome).
- Take a look at some of the psychic powers in CER. They aren't OTT, but they are more dangerous than their underpowered 4th ed. counterparts (more thinking of Eldritch Storm, etc. Guide and Fortune are more or left as is for instance).
- I agree (more or less) with your summary. Some of the Codexen have come along quite well; others still need quite a bit of work for them to become truly mature.
HBMC - Ummm...what you said about Stormtroopers. Yeah.
(I wrote the Eldar and most of the xenos Codices....Imperial just isn't my thing...well...right now......I do finally have a proper Guard army....) Ok, post-Rules Council we have worked out some of the general rulebook issues and once those changes have been incorporated, I will release (the final of) v0.2.9 of the main rulebook. HBMC and I will then try to finalise and freeze CER and CMR (Eldar and Marines), and then we are going to get back to work on some of the less-developed Codexen. I will probably start a new thread when the time comes (hopefully this will be done by the weekend).
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"If Rhinos are fragile, protect them. Deploy accordingly, accept sacrifices (one or two mightn't make it there), use tougher vehicles to shield them, and... *deep breath* use tactics." - HBMC |
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![[Post New]](/s/i/i.gif) 2007/07/09 23:36:32
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Dakka Veteran
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First of all to get some disclaimers out of the way: 1) Due to recent reformatting, I realize I don't actually have MSWord on my PC, thus why I was having difficulty viewing the tables. Using another computer (at work) with up-to-date software yeilded perfect results, so no worries there (at least for me). 2) In my excitement, I glanced through your BGB:R and two of the CD:Rs, and decided to comment. Now that I've had more time to review and digest a greater variety of your work, I feel that you've actually done a great job at developing a new (and obviously much more fun) game system, with surprisingly few loopholes (allthough you could still use some editing work--lots of simple keyboard input errors and such; I'd point some out but it's frustrating to not simply be able to correct the text and have to instead type it out--again--so that you can go find it--but that's another worry) So, that said, I'll reserve my judgement on your CD:Rs thus far. However, a few things still cause me to raise questions (and yes--I've done a lot of thinking about game mechanics over the years, as I've never been fully satisfied with 40k (been playing since later 3rd about a year prior to the shenanigans of TVDR and TAR). I'll try and put them in sequence, and may add some later, so here are the initial ones-- ---You've both lowered the point cost of land raiders (to 200/225 pts respectively) and yet the new rules system allows them to move, fire all weapons, drop an assault unit, assault with it, and score multiple hits due to twin-linking (a rule I love, BTW--fantastic idea!!), and yet reduced their points cost? This seems like far too much of a good thing, especially given the new damage tables. Add this to the fact that you've reinstated the "hull down=glancing only" rule which so unbalanced tracked vehicles in 3rd edition--how do you avoid tanks absolutely dominating a game? Perhaps there's something I've missed (I realize they're not invulnerable, but still...there have to be balance issues here...) ---Anti-tank weapons are still just as effective against infantry as tanks--will you do anything to resolve this? (I.E. a lascannon is better than a heavy bolter against a marine, so why take the bolter? Horde armies don't seem to have gained much in threat or defence to force opponents to bring diversified weapons--and if an opponent does bring anti-infantry weapons, then the vehicles will dominate resulting in a spiralling conundrum... ---You've done a decent job of matching "units to the fluff," but occasional discrepencies such as the aforementioned Grey Knight (Retributor?) Squad (the one with the melta-bombs-by-a-special-name) seem to deviate from the fluff. The only justification I can see for a change like this is to make the GK valid as a stand-alone force, which is dubious in the face of fluff, and redundant in the face of Storm Troopers with 4 special weapons as well as melta bombs that hit walkers on better than a 6+... ---Why give marines true grit? It makes the terminators rediculously deadly (and assault terminators don't seem to have much over regulars in your rules--they don't have storm bolters and so lose true grit, and while they strike at initiative surely won't do as much damage as slightly fewer power fist attacks...perhaps if they could assault after teleporting more frequently than shooty termies?) Granted, true grit is oh-so-cool and very characterful, but your regular tac marines only have a bolter (as far as I can tell) and so gain no benefit--it just seems poorly integrated as a whole... ---Why the distinction between teleportation and deep strike? I had trouble catching the difference, as it seems significant but in viewing BGB:R doesn't seem different at all... ---Your weapon-price balancing seems a bit off. For instance, in the CD:Eldar:R, the star cannon costs nearly as much as a scatter laser, and is clearly a far superior choice. "Band-aids" such as "only able to glance" don't feel right, when a scatter laser of the same strength can penetrate, at a measly AP 6...it just doesn't follow common sense. And lance weapons seem incredibly good under your rules--and yet they have nearly the same point-cost as under the current system... ---And finally, a general interest question; do games last past turn 3? With the "increase in lethality" of basic infantry armament (which is obvious) combined with the increased utility of all weapons (move-and-shoot heavies, move-and-rapid-fire full range bolters, etc) a tremendous amount of havok seems likely from each shooting phase--perhaps so much that the turn order makes it impossible to "strike back" (i.e. you lose so much in one turn that you're crippled for the rest of the game) Questions like these are what I was getting at when I said "careful not to stretch the creative liscence." It is admirable that you're doing playtesting, and we all know that GW does far too little of that for their products to be much of a guide, but when you change simply this much, I fail to see the improvement in balance (an improvement in fun, no doubt). Horde-type armies, by my estimation, don't seem any more attractive than they are in the regular rules. Anti-Infantry heavy weapons seem trumped by anti-tank heavy weapons, once again caused by the inadvertent swing in increased lethality of marine forces. Sorry if this seems like so much conjecture, and I know it's a lot to respond to, but I don't have any gaming buddies currently and I can't get 40k off my mind (thanks to you lot!)
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Ba-zziiing!
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![[Post New]](/s/i/i.gif) 2007/07/10 05:07:14
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Executing Exarch
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I'll run some mathhammer on rending when I get a chance later.
In review, force weapons are said to be power weapons in addition to their own special powers. I apparently missed that in my first two reads over their rules. Oops.
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2007/07/10 08:45:57
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Fresh-Faced New User
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The 40K Revisited Project Forum has moved again, it is now located at: z11.invisionfree.com/40K_Revisited/index.php
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![[Post New]](/s/i/i.gif) 2007/07/10 09:08:03
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Fresh-Faced New User
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"---You've both lowered the point cost of land raiders (to 200/225 pts respectively) and yet the new rules system allows them to move, fire all weapons, drop an assault unit, assault with it, and score multiple hits due to twin-linking (a rule I love, BTW--fantastic idea!!), and yet reduced their points cost? This seems like far too much of a good thing, especially given the new damage tables. Add this to the fact that you've reinstated the "hull down=glancing only" rule which so unbalanced tracked vehicles in 3rd edition--how do you avoid tanks absolutely dominating a game? Perhaps there's something I've missed (I realize they're not invulnerable, but still...there have to be balance issues here...)" Tanks definitely don't dominate play except when taken as the entire composition of a force. One key contributor to this is the increase of the tank hunters skill in the game (Space Marine Veterans for instance). Another contributor is the ability to ignore hull down or moving fast protection by rolling a 6 to penetrate. Interestingly a Lascannon completely ignores hull down/moving fast vs AV14 vehicles because with or without hulldown/moving fast they glance on a 5 and penetrate on a 6. A further contributor is move and shoot infantry weapons with -1 BS. This increases the number of flank shots being made and also leads to 6-man Multi-melta/Meltagun Tac squads floating around the table making Land Raiders very scared (well, psychologically at least). I'm probably going to try out a 6 man dev squad with 2 Multi-meltas + suspensors (now just ignoring BS modifiers than treating them as assault weapons at half range) soon enough. Another dynamic we are looking to test out is making infantry better at assaulting vehicles. The first change is allows infantry real freedom in how they assault vehicles, allowing them to 2" congo line around the side they're facing to get at the side or rear armour instead of having to get as many on the facing their facing as possible. The second change allows infantry to attack as many times as they have attacks in their profile with Krak Grenades/Meltabombs/Haywire Grenades/Etc instead of just once. Already I'm preparing to try out some 5-man SM Assault Squads with Meltabombs who'll make 10 meltabomb attacks on the charge, hitting on 2+ vs vehicles moving 8" (tanks) and 4+ vs vehicles moving 16" (transports). That is 5-8.5 hits which have an average armour penetration of 15. I think some very interesting shifts in how mobile assault units are used and in how safe vehicles will feel when unsupported by infantry will be coming through the rules. I also think H.B.M.C will bring back Ceramite armour as an upgrade and it may well be worth 30 points on a Land Raider. "---Anti-tank weapons are still just as effective against infantry as tanks--will you do anything to resolve this? (I.E. a lascannon is better than a heavy bolter against a marine, so why take the bolter? Horde armies don't seem to have gained much in threat or defence to force opponents to bring diversified weapons--and if an opponent does bring anti-infantry weapons, then the vehicles will dominate resulting in a spiralling conundrum..." Lascannon on Tac squad, 18 points. Heavy Bolter on Tac squad 8 points. BS 4 Lascannon over 1 and 6 turns at MEQ = 0.56/3.33 BS 4 Heavy Bolter over 1 and 6 turns at MEQ = 0.44/2.67 Add cover 5+ Las = 0.37/2.22 HB = 0.44/2.67 For a little over twice the points the Lascannon is indeed slightly superior at killing MEQs. Add cover and it loses out. Now consider that you can get two heavy bolters for the price of a single Lascannon. The Heavy bolter definitely beats the Lascannon out at killing MEQs if you got the space to take the extra HBs. Vs T3 5+ sv Las = 0.56/3.33 HB = 1.67/10.00 Add cover 5+ Las = 0.37/2.22 HB = 1.11/6.67 And quite obviously, the Heavy Bolter owns the Lascannon when it comes to anything that ain't a Marine. I just don't think there is any real issue here. The Lascannon is double the price and vs a dedicated MEQ killer like the Plasma cannon also for 18pts, I think you'll see that AT weapons don't beat out AP weapons in Revisited at doing their job. "---You've done a decent job of matching "units to the fluff," but occasional discrepencies such as the afo[rementioned Grey Knight (Retributor?) Squad (the one with the melta-bombs-by-a-special-name) seem to deviate from the fluff. The only justification I can see for a change like this is to make the GK valid as a stand-alone force, which is dubious in the face of fluff, and redundant in the face of Storm Troopers with 4 special weapons as well as melta bombs that hit walkers on better than a 6+..." I'm no expert but weren't the GK's originally a stand-alone force that was tacked onto the Inquisitor thing in the Daemonhunters codex? Could well be wrong. Also, I don't believe meltabombs can be used on walkers, only grenades (i.e. Krak/Haywire/EMP Grenades). "---Why give marines true grit? It makes the terminators rediculously deadly (and assault terminators don't seem to have much over regulars in your rules--they don't have storm bolters and so lose true grit, and while they strike at initiative surely won't do as much damage as slightly fewer power fist attacks...perhaps if they could assault after teleporting more frequently than shooty termies?) Granted, true grit is oh-so-cool and very characterful, but your regular tac marines only have a bolter (as far as I can tell) and so gain no benefit--it just seems poorly integrated as a whole..." We gave Marines true grit because we came to the conclusion that the basic trooper was useless in assault because he simply didn't put out enough death per turn to be useful. Thus to make assault a bit less about hidden Pfists and more about guys we looked at upping the attacks on Marines. However, people didn't want to give Marines A2 base so we gave them True Grit instead and a BP (or knife) for everyone. It seems H.B.M.C in writing the 30 000 word document, often copying entries word for word from official 40k rules, has missed a few minor things that nobody has ever bothered to check. Tactical squads should have Bolt Pistols so they can use the True Grit rule. Good catch mate. As for Terminators being deadly, you'll find there are now a lot of things out there that can bitz even our 45 point T4(5), W2, 2+/5+I Terminators. To be honest they are really quite balanced in our rules. I've used them a lot (i.e. my core army list for about 10 months of the last year has run 5-20 of them every game) and more recently some of the other players in our group have been using them (including the Chaos variety) and while they are very tough and do hurt things a lot, they do die to enough shooting and there is a lot of scary stuff out there that still minces them. As for Assault Terminators, I4 Terminators = good when you're in cover vs a lot of Daemons whose primary weakness is a lack of frag grenades. It is also good vs hidden power fists that can insta-kill your Terminators on a 2+ to wound if you fail a 5+I save. Furthermore, it is VERY good when you Furious Charge an I4 unit of MEQs and bitz the lot of them before they can swing. Interestingly enough I never realised that Sergeants were A3 or that Thunder Hammers don't qualify for True Grit. Then again, having the storm shield count as an extra CCW instead of True Grit does mean they get 4 attacks on the charge unlike Pfist/StB Termies that always strike with 3 regardless. Also that 4+I save is useful when a Dreadnought is bitzing your guys at I4. It may mean an extra Termie survives to contribute another 3-4 S8 attacks that will knock the thing down to I1 to then die next round to righteous hammery fury (or even lightning claw fury at I4). "---Why the distinction between teleportation and deep strike? I had trouble catching the difference, as it seems significant but in viewing BGB:R doesn't seem different at all..." Some rules apply to one but not the other. Or at least we were going to make some rules apply to one and not the other. Things like deepstriking having to land on the top surfaces of buildings while teleportation can choose where to land and fun stuff like that. ^_^ "---Your weapon-price balancing seems a bit off. For instance, in the CD:Eldar:R, the star cannon costs nearly as much as a scatter laser, and is clearly a far superior choice. "Band-aids" such as "only able to glance" don't feel right, when a scatter laser of the same strength can penetrate, at a measly AP 6...it just doesn't follow common sense. And lance weapons seem incredibly good under your rules--and yet they have nearly the same point-cost as under the current system..." Extra S6 shot whilst being 5 points cheaper. When hunting vehicles light vehicles over 6 turns those potential 24 shots as opposed to the Starcannons 18 can very much add up. The extra shot in consistency situations also makes it a superior light vehicle hunter or side/rear tank armour hunter. When mounted on Wave Serpents, once their cargo is offloaded, they have nothing to do that no other Eldar unit can't do better except drive 16" around the table going for flank armour shots, preferably whilst tank shocking things. The 4th shot means that even if the odds go against the unit somewhat they still would manage two hits while a Starcannon would only get one. Two armour pene rolls makes a world of difference vs one. But hey, I'm no Eldar player. I'll let Milesteg respond himself. "---And finally, a general interest question; do games last past turn 3? With the "increase in lethality" of basic infantry armament (which is obvious) combined with the increased utility of all weapons (move-and-shoot heavies, move-and-rapid-fire full range bolters, etc) a tremendous amount of havok seems likely from each shooting phase--perhaps so much that the turn order makes it impossible to "strike back" (i.e. you lose so much in one turn that you're crippled for the rest of the game)" Games definitely last past turn 3. However, usually everything is almost dead without fail by turn 5-6 with a consistency probably unmatched in 4th ed games. Actually, its probably for this reason I've started to want to play 4 turn games as you can get a lot more done in 4 revisited turns than 4 4th ed turns. We are pretty terrain heavy mind you. Usually at least 6 9x11" 2-4 storey Cities of Death buildings on our tables. Also, things tend to be a bit tougher in our rules as well (Terminators, Bikes with -1 hit mods and 5+ dodge saves) or we use their mobility to hide a bit more as they move up the table so it isn't just one massive blood fest. Khrone vs Khrone games, now thats a blood fest. One thats very quiet for the first few turns befpre becomeing a maelstrom of untold carnage. "Questions like these are what I was getting at when I said "careful not to stretch the creative liscence." It is admirable that you're doing playtesting, and we all know that GW does far too little of that for their products to be much of a guide, but when you change simply this much, I fail to see the improvement in balance (an improvement in fun, no doubt). Horde-type armies, by my estimation, don't seem any more attractive than they are in the regular rules. Anti-Infantry heavy weapons seem trumped by anti-tank heavy weapons, once again caused by the inadvertent swing in increased lethality of marine forces." I'd direct you to an earlier version of the Nid's codex. Quite honestly, they were just about unstoppable except in the rare instance half their army (I mean literally half an 1850pt army) stood around a four storey ziggaraut about 15"x15" wide and felt the full wrath of the early building destruction rules as everything within 2" of the zig was hit on a 4+ with S6 high impact. Most of H.M.B.C's army got splatted in one turn thanks to some Killer Kans hacking up the zig's foundations in H2H that turn. Milesteg: Yes, my Ulthwe did cause much destruction to the hapless blue-skinned ones. Then again, a falling leaf would cause a Firewarrior squad to fold in HTH. Oh really? Shall we recount how I killed your Avatar of Kaela Mensha Khaine with Firewarriors in H2H in a 3rd ed game? Or about how with 2 Pathfinder Devilfish Gun Drones detached after a scout move and first turn move assaulted your Farseer Council in your Ulthwe Strike Force and put a wound on them for none in return of which you failed your Ld test and ran away allowing me to sheperd your Farseer Council off the table with 2 Pathfinder Devilfish Gun Drones. Oh whats that? Whats that I hear? Sounds like the horn. The horn on my bus. Yes, that same bus I took you and your pouncy Avatar of noobhood to Firewarrior H2H school on. Oh whats that? Owned. Yeh buddy, Owned. I mean, lets talk bottle checks shall we? Or about rolling 4+'s? Next thing we know he'll start saying that Bright Lances are good at killing Terminators. Yeh, if I ever fail an invulnerable. Boom Headshot. Saying that Firewarriors suck in H2H. Whatever. >.> (he's my brother, I'm allowed to taunt him) H.B.M.C: And Tau got eaten by everyone back then. I'm still yet to lose a game to Tau other than the one I conceeded to Wudge, and even then that was because I couldn't roll above a 3 and managed to miss with everything for three turns straight (even failed a Night Fight test to see if I could use my Callidus on some Stealth Suits... I rolled 6 Yes, but I'm about the only player who has ever won at anything with the Tau. In fact my win ratio was better than it is now. Maybe smurfs were never really my thing. Maybe all this time I should have given in and collected communist smurfs. >.> I mean, railgunning GK Grand Masters was just so satisfying. Actually truth be told SMSing Milesteg's Vipers and Missile Podding his Wave Serpents game after game after game was always a buzz.
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This one time people were frequently asking the Space Emperor Questions about like shooting psycannons at turbo-boosting bikes or which units could ride in drop pods.
The Space Emperor told everyone to watch his website and he would answer them. But as time went on there were no answers, just price increaces.
Meanwhile Mr. Warmachine was answering questions left right and center. So more and more poeple were listening to Mr. Warmachine.
So when the Space Emperor got around to answering the questions no one cared anymore.
This made the Space Emperor very (x2) sad so he raised prices some more. |
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![[Post New]](/s/i/i.gif) 2007/07/10 09:13:14
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Fresh-Faced New User
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I also recall my Shas'o defeating one of your Wraith Lord's in HTH combat. In fact, my most successful game against Ulthwe was when I assaulted you with firewarriors, drones, crisis suits and Aun-shi! The success of the charge made the game a draw ehn it would have been a decisive Ulthwe victory.
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![[Post New]](/s/i/i.gif) 2007/07/10 11:12:07
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Executing Exarch
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Bevond Wudge touched on it a bit as have some others but I suppose I should ask a couple of things in a more direct fashion. The first thing is what are you guys doing to mitigate the first turn advantage? Going first in 3rd edition was ~33% of winning the game. I never ever ever ever (did I mention ever) lost a game where I went first because I could dish out a tremendous amount of damage to my opponent right off the bat and basically make it so that 300-400 points worth of his stuff (in a 1500 point game) didn?t get to be used. I played several games that were over by the end of my first turn because my opponent?s army was essentially neutralized. I also played in a couple of games where I didn?t go first and the same thing happened to me. 4th edition balanced this out a little bit with objectives being a larger part of the game and going second allowed you the final move to grab objectives and shoot at enemy units that were holding them. This being said, going first still gave a tremendous advantage (I almost always chose to go first) because, once again, it means I can wipe out dangerous units from my opponent?s army before they can do anything (move, shoot, dive for cover?.anything). My opponent can?t grab objectives if he doesn?t have any scoring units left.
The second thing is what are you guys doing about objectives? From the general feel of increased lethality as well as Beyond Wudge?s indications in his last post, most of both forces tend to be wiped out by the 4th turn. If that?s the case, what?s the point of having objectives since no one will really be able to accomplish them and even if they do, it seems like just focusing on killing your opponent is a more effective strategy.
Now I must admit that I have yet to finish reading the rule book you guys have made so its possible there are some solutions you have put in there in the mission section but my concern is cropping up now.
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2007/07/10 18:05:17
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Been Around the Block
Sydney, Australia
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More replies..... Phoenix Ok, the first turn issue is something that we've looked at in a bit of detail. The chief ways we address this fundamental issue surrounding IGO/UGO is as follows: - We play terrain-heavy. Sounds simple, but make a difference. Not so much of a rules issue, but important to note.
- We are changing how the standard scenarios work. (will address below). Essentially, more Night Fight, Concealment, etc. Can't always assume LOS, etc.
- The Reserves Scenario Special Rule allows you to start any/all models off the table (not available in all missions; see below).
- New deployment rule called "Mobile Reserves". Essentially, all Calvary/Beasts, Bikes, Jetbikes & Vehicles that are Type: Scout (ala Vypers, Landspeeders and Piranhas) can all start off the table in all missions. Currently, no Reserve roll required but they must come in on turn 2 (our Reserves rules permit you to choose not to roll until later turns, so this is a big deal). This was intended to address the issue that fast + fragile things got hammered if they got the second turn, whereas durable untils (even if slow) could adapt to either (essentially, why spend 1500pts on a Vyper army if you could spend 1500pts on a Wraithlord army? The Wraithlord army can adapt to either, the Vyper army is finished (all things being equal) if it doesn't get first turn to get moving). Extreme example, but makes the point. There is also a cost if you keep things off the table (may get first turn anyway, etc).
- The Disruption Scenario Special Rule. Dependant on the rolls, some enemy units may start the game off-table, or pinned/stunned (or you may get modifiers to getting the first turn). Essentially, some models in each army provide disruption points; 1 disruption roll bought for 5 disruptions points. Maximum of 12 disruption rolls per army. Strategy Ratings contribute disruption points to each army, irrespective of models. That's how it works currently, but is still to be tested more thoroughly.
Those are the main mechanics. Of course, this is governed by how the missions work... The current draft of the rulebook (I think) that is online has a basic conversion of the 4th edition missions (Escalation is on a 4+ in Omega, Night Fight on a 6 in Gamma, 4+ in Omega). However, we find it a bit boring the way it currently works (and a bit limited; in the current 4th edition rules, if you ever want to play with Concealment, then you have to play with Escalation too, etc). One of our aims is to ensure that all-rounder armies are benefitted and mono-dimensional armies will have trouble from time to time. One of 3rd ed's biggest issues was that certain types of units were usually favoured and others weren't (eg static shooters vs bikes). This was as much an issue with the missions; you could usually presume that your static shooters would all be set up at the same time, together and you would usually have LOS. We intend to counter this sort of thing by introducing randomness into the missions and changing what they do. - Alpha missions are defined by the lack of VPs and are purely objective-centric. However, they can get a bit boring with no Scenario Special Rules at all. So, we have kept the essential character of Alpha Missions as VPs are never used, but the other Scenario Special Rules apply on a sliding scale (of sorts). Certain SSRs apply on a 2+ (like Infiltrate, Deep Strike, etc); your bread and butter SSRs. Some are on a 4+ (Concealment, Disruption, etc). Some only on a 6 (Escalation, Night Fight). So, you usually know what is available in Alpha, but it is not certain (forces adaptation). However, keeps essential character of Alpha intact.
- Gamma becomes the "random" mission rather than just the middle mission. All SSR's apply on a 4+. Quite possible that no two Gamma games would be the same :-)
- Omega is has all rules applying, except Escalation and Night Fight on a 4+.
That's the short version and is still open to amendment. This means that the missions have more inherent variety, so you can't just focus on a mono-dimensional army and hope to win in all cases (ie massing Striking Scorpions, infiltrate, use Shadowstrike to get a Scouts move, pray to get first turn and then assault on Turn 1. You may not get Infiltrate and then if you've taken nothing but these units, you're in real trouble). It means that connossieur armies remain that; they don't become uber-powerful in all situations (great in some, terrible in others). The idea is that an all-rounders army should statistically do better across the board (ie competitive in most situations). We also intend to have advanced missions (currently a D66 standard missions chart, but uses modified 4th ed standard scenarios). The advanced missions will ressurect many of the older 3rd ed missions, but we need to be careful as not all of them were really balanced (ala Meatgrinder). So, I definitely want to see more objectives missions and games that focus on more than VPs. Still more work to do in this department, but that's where we want to end up. A few more random points: - All Mathhammering is appreciated. Haven't had a chance to do a Rending analysis yet.
- It happens; heck, we write the rules and sometimes forget what they say.....
cmann000 and Beyond Wudge SILENCE! Just because a 4+ was utterly beyond me in those days (unlike now where I pass 18 of 20 5+ rerolled invulnerable saves... :-) Don't mention the Bright Lances/war. BTW Wudge, good analysis. I'll address the Eldar heavy weapons point shortly. ColonelEllios - Good to hear that it wasn't a problem in our end (a relief!).
- I think that Wudge addressed many of your points, but I will address the Eldar HW situation as there is a bit of a story to it...
Ok, most of us are familiar with the 3rd ed. Eldar HW situation. Starcannon could do everything that a Scatter Laser or Shuriken Cannon could do, but better. Bright Lances hunted tanks and EMLs were used occasionally. The problem was never that the Starcannon was overpowered; it could simply do everything except hunt AV 14, and that is where the Bright Lance stepped up. So, the first goal was to ensure that the Shuriken Cannon and Scatter Laser had defined roles which they achieved better than anyone else. Also necessary to understand that under my design brief for Eldar HWs, they are one-for-one superior to their Imperial Counterparts, but will be more expensive. Usually, for each Bright Lance, the Eldar would face two IG lascannons (etc). Both the Shuriken Cannon and Scatter Laser went through a number of iterations, and this is what we've arrived at: - Shuriken Cannon is R30", S5, AP4, Assault 4. It is essentially a heavy bolter with a bit less range but another shot. Now, the reduced range is usually irrelevant for most Eldar platforms (as they are fast enough). The S5, AP 4, Assault 4 means that it can be fired by infantry on the move (Dire Avenger Exarch), wounds T3 on 2+ and cuts through all armour that is not 3+ or better. It is essentially the GEQ/Fire Warrior killer. Catapace armour Guardsmen are its favourite target. It is a medium-infantry hunter.
- Scatter Laser is R36", S6, AP6, Heavy 4. It is the ultimate generalist weapon (barring perhaps the Autocannon). First of all, the AP 6 is irrelevant vs vehicles, so it is an excellent transport hunter. Secondly, wounds basic infantry on 2+ and will ignore Gaunt saves, so in that respect it is slightly better than the Shuriken Cannon vs pure hordes (T3, 6+ save). However, it loses out vs Shuriken Cannon when pointed at T3 infantry with 5+/4+ save. Scatter Laser won't cut through it, the Shuriken Cannon slices through a 4+ save. It is a generalist weapon, but loses out to the ShC in this area. Granted, it is still a bit better overall so it is a bit more expensive.
- Starcanon has been the hardest to work out. The problem was never firing 3 shots that wounded Marines on 2's and cut through their save (when compared to things like the Plasma Cannon, especially as we don't use the 4th ed style of blast marker placement.....). The problem was that it could do this, hunt transports, kill 2+ save types, have a crack (occasionally) vs Monstrous Creatures, hunt hordes, clean your house, mow the lawn and win you the game. The only real weakness it had was vs AV 13/14, but then we have Lances :-)
- So, we ran through many versions and tested them. We have tried reducing it to 2 shots, cutting Strenght to 5, AP 3, one shot with small blast marker, etc, etc, etc. The problem was that most of these "solutions" cut too heavily into its anti-MEQ ability (which is the point of the weapon; it should mule-kick infantry ie wound Marines on 2+ and ignore their saves). Also, stylistically, it is a plasma weapon. It should be dangerous vs Marines, etc. Wounding basic Marines on 3's never seemed right to me. Most were nerfs rather than solitions.
- We addressed the horde-hunting issues with the changes to the other HWs (and are usually cheaper as well). So, the only problem that remained was the anti-vehicle capacity. We trialled a -1 AP version (de facto S5 vs vehicles), but this seemed slightly odd. Then we realised that as our Glancing Hits table was less nasty than the GW table (balanced against vehicles generally as you Penetrate more often), reducing all hits to Glancing really worked. It meant that it was king vs MEQs, ShC and SL kill hordes, EML and Bright Lances kill vehicles (amongst other things).
- So, currently R36:, S6, AP 2, Heavy 3 and Glancing Hits only. The biggest testament to the fact that this works is that most of my play-test armies have only included a few Starcannons and often, none at all. I find each of the Eldar HWs attractive for their points.
Also helpful to know my system for pricing Eldar HWs. Essentially, based on BS of the platform: BS 3 - Shuriken Cannon - 15pts
- Scatter Laser - 20pts
- BL, Starcannon, EML - 25pts
BS 4 - Shuriken Cannon - 20pts
- Scatter Laser - 25pts
- BL, Starcannon, EML - 30pts
This is consistent throughout CER. For instance, I consider the TL-Shuriken Catapults to be worth (approximately) 5/10pts for BS 3 and 4 respectively. So, +10pts to upgrade for Jetbikes and Falcons (BS 3 and 4). The ShC is the cheapest, SL is a bit better, and I consider the EML, StC and BL to be equal in use (EML has a few other advantages, such as 48" range and being Guided, so always hits on no worse than a 3+ and ignores BS modifiers which can be truly important against some targets). So, there you are. That is my thinking behind the Eldar HWs (excluding a detailed analysis of the EML and BL). What was problematic with the 3rd ed. Codex was that the same weapon could be far more expensive on some platforms than others and usually without good reason. Standardising the cost of the weapon itself streamlines things and you factor in that some platforms may be better than others by increasing the cost of the platform, not the weapon itself. However, all that being said, I note what you mean about an apparent inconsistency between the SL being able to penetrate and not the StC. The intention behind the fluff is that the StC doesn't rely on brute force, but is more like a scalpel. Cuts through infantry armour with ease, but it is a very precise, penetrating shot that goes "through" something and is excellent with a small surface area. However, vs a vehicle that has a far larger comparative surface area, the shot may get through the armour but will be very confined in its damage; doesn't cause damage in a great area (etc). The Scatter Laser however simply uses brute force to smash through, etc. Ok, a bit of an abstraction on top of an abstraction, but it seems the best solution right now. Everything else has been a nerf (or made it too scary; S6 blast + blast multiplication?!). As for your other points: - I find that the overal lethality of the game is actually similar as making certain units/types more powerful simply means that they get taken to begin with (at least in our group). I've personally found that we achieved similar lethality, but in more limited ways. That being said, it goes both ways. Durability has been increased for some units (like Walkers) and speed can be an actual shield (like for Vypers and other vehicles that are Type: Scout), rather than just a fluff shield. However, good to keep in mind.
- Curiously enough, horde armies are still very tough to beat. Key thing is that many things are faster (running and fleet; 3" and 6" flat respectively that ignore difficult terrain) which is relevant for assault armies (consider foot-slogging Orks) and shooty hordes (like Guard) get more versatiliy from their weapons (fire control, can shoot HW on the move with -1 to BS, etc). Vehicles are tough, but not OTT just yet, but there is still balancing work to be done. Let me put it this way; I have only seen MEQ and other low model count armies (Eldar) wiped out to the man. Never happens to hordes. They can be beaten, but I've always found them reasonably tough in Revisited, however that is still in movement....
Thanks for the input everyone; greatly appreciated! :-) Always good to hear constructive feedback from people outside the group....
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"If Rhinos are fragile, protect them. Deploy accordingly, accept sacrifices (one or two mightn't make it there), use tougher vehicles to shield them, and... *deep breath* use tactics." - HBMC |
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![[Post New]](/s/i/i.gif) 2007/07/10 18:16:59
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Revving Ravenwing Biker
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Hmm,
The first turn wipe out, a very interesting dillema. Sadly not something that can be eliminated from the game due to the nature of IGOUGO (which after much discussion is definately staying).
In our rules we have a few things that have attempted to counter this (and are developing a few more like disruption points being meaningful, advanced escalation of forces, scenarios being more balanced on the armies taken etc)
You mentioned missions: Milesteg is working (or has completed, I can't recall) a more objective based missions list (IE shooty armies don't always win if they out shoot), but I'll leave that for him or HBMC or Beyond.wudge to comment on (as I haven't really seen this - I can't be bothered just yet :-)
The actual balancing items in these games are
screening: more effective on the first turn as you can only avoid using a night fight test (IE only within 36")
Faster Armies and Terrain: This works both ways I guess, but in general, if you want to deploy to not get shot at on the first turn you should be able to. We generally play with heavier terrain which is a balance against this (probably the best one in my humble opinion) which means that it is your choice how exposed you want to be (There are not that many indirect fire things in the game, really).
Some Troops are harder to kill: Terminators are an obvious example now with two wounds. Eldar with Defense (Near impossible to shoot down or through) Dreadnaughts - T8 are much tougher than AV12 (WAY TOUGHER) among other things Admittedly not a lot of things are more durable
Night Fight and Concealment: Night fight happens more often in our rules (which is a huge thing for the first turn detroy everything in the first turn). Concealment just makes shooting first turn for both sides as hard, useful but with its limitations.
This being said, we have had many games go into the 7th and 8th turns with random game length, so to say that most of the forces are wiped out by turn 3 or 4 is not a fair statement. Milesteg and I had a game where no-one really lost anything until turn 3 due to the way the armies advanced up the table (This was Eldar Foot Sloggers and Shooty Tzeentch), yes the world imploded on turn 4, but that's because I had enough and decided that shooting sucked in this game and massed forward!!
But I digress...
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![[Post New]](/s/i/i.gif) 2007/07/10 22:44:06
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Dakka Veteran
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I'm still more on the side of conjecture than criticism right now, but this is a great discussion and I'm still full of questions! --The Starcannon "fix" has always been something I've mulled over in my head quite a lot. Obviously the current fix feels like a cop-out, but I wonder if you ever playtested the following for the starcannon: S- 7 Ap- 2 Heavy 2 36" Here is my thinking on the matter--The star cannon isn't supposed to be dedicated anti-infantry (although your justification for this is entirely logical). In my mind, the Star Cannon was always more ubiquitous with the current assault [donkey-]cannon in the C:SM. Your general, specialized anti-everything weapon that is necessary for most army builds, but too expensive or limited in availability to appear in large numbers (UNlike the donkey-cannon). Seeing as though the Eldar have no "plasma-rifle equivalent" weapon, I always thought "well, the star cannon is a "plasma" weapon, why not bring it into a similar role?" The S-7 Ap-2 profile follows precedent for imperial plasma weapons, and provides the Eldar army with a generalized anti-everything weapon that isn't as brutal to MEQs or indeed light infantry as the previous (and your) starcannon version seems to be. I'm not trying to convince you to change, but I'm curious if you tried out this possibility. I've always wondered how it would work, but don't have a group of peers interested in playing "non-official" games. Also, I looooove what you did for the Autocannon. This weapon always felt out of place and sorely needed something, and your "high impact" solution is, well, the cat's meow! Great job there. I think that your incarnation of the Autocannon will acheive similar results as the Star Cannon I suggested, and so provides a nice point of reference. Thoughts?
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Ba-zziiing!
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![[Post New]](/s/i/i.gif) 2007/07/11 01:59:32
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Been Around the Block
Sydney, Australia
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Colonel..... I did consider that and really, I could live with it. Here are what I would perceive to be the implications: - The Starcannon changes from being a general anti-MEQ weapon to being much more of a generalist weapon (a scary Autocannon with less range essentially).
- This would mean that it is more (primarily) of an anti-Terminator/MC/light-medium vehicle weapon that it is currently, with anti-MEQ work being secondary. Indeed, this is a reversal of the current situation.
- It would mean that the Starcannon would somewhat tread on the Scatter Laser's toes as the ultimate generalist weapon (I would need to run the maths vs different AVs, etc), but being able to penetrate on 6's would mean that Starcannons would be superb vs AV 12, especially enemy Eldar armies with transports... :-)
- The difference in anti-MEQ power is not so much of a problem as Eldar have plenty of ways to kill Marines. It would simply mean that anti-MEQ work would need to be done by other things (but would limit units like Vypers that rely on the primary weapon such as the Starcannon for their anti-MEQ effectiveness, so other units would take over I suppose...).
- Eldar currently don't have a Strength 7 shooting weapon (well, generic HW, etc). Interesting dynamic change.
- It would probably cost the same no. of points as now.
Could it work? Yes. Could I live with it? I think so. Would I implement it? Unsure. Really, it depends on what the StC is mean to achieve (ie battlefield role) and indeed, how does that relate to the other weapons? My biggest concerns would be that it would tread on the toes of the Scatter Laser and the EML (not so much the latter due to Guided and S8, but often two S7 shots are better than one S8 shot, etc). The Scatter Laser is the ultimate generalist weapon right now, and is the premier anti-transport weapon of the Eldar. I would need to determine the value of 4 S6 shots vs 2 S7 shots (I suspect that the SL would be better vs AV 10 and 11, the StC taking over at AV 12) and there is the AP issue as well vs infantry. Curiously enough, a S7 Starcannon would get rolls on the Walker & Monstrous Creature Damage Chart. That means that it truly does take a step up in effectiveness against these sorts of targets (occasionally, you could kill a Wraithlord in a single shot, but very rare of course). Interesting; could still hurt AV 13. Does fill that S6/8 gap..... It could be done. I think that I suggested it a while ago, but HBMC objected (can't remember why; very long time ago). That being said, I may test it out anyway. I know that the current version works well enough, but perhaps this version could be better. Ultimately, comes down to whether the StC is primarily an anti-MEQ weapon or hunts MEQs in a secondary capacity.... Hmmmm...wounding Terminators on 2's again would be fun though.... :-) Thanks for the input. Always good to kick around the ideas. What do you think of my analysis? Anything that I may have missed? Edit: High Impact, along with Fire Control, is one of the best rules that we've come up with. We tried AP 3 Autocannons, and they were completely OTT. We've used High Impact in a number of situations, and it really fills that gap where the AP system just doesn't cut it (but avoids a complete modifier system). It comfirms our general feeling that modifiers are best when used sparingly, rather than in an abundance (well, in a game of this size that is).
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"If Rhinos are fragile, protect them. Deploy accordingly, accept sacrifices (one or two mightn't make it there), use tougher vehicles to shield them, and... *deep breath* use tactics." - HBMC |
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![[Post New]](/s/i/i.gif) 2007/07/11 02:16:10
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Fresh-Faced New User
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SILENCE! Just because a 4+ was utterly beyond me in those days (unlike now where I pass 18 of 20 5+ rerolled invulnerable saves... :-) Re-rolled Milesteg, re-rolled. No re-roll and you couldn't save a lake from burning. That's right, I probably could flame one of your lakes and put a wound on it knowing how well you roll anything that isn't re-rolled.
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This one time people were frequently asking the Space Emperor Questions about like shooting psycannons at turbo-boosting bikes or which units could ride in drop pods.
The Space Emperor told everyone to watch his website and he would answer them. But as time went on there were no answers, just price increaces.
Meanwhile Mr. Warmachine was answering questions left right and center. So more and more poeple were listening to Mr. Warmachine.
So when the Space Emperor got around to answering the questions no one cared anymore.
This made the Space Emperor very (x2) sad so he raised prices some more. |
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![[Post New]](/s/i/i.gif) 2007/07/11 02:50:06
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Fresh-Faced New User
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Well, what it means is that you won't take ScL's. For 5 points more you get a weapon that kills light vehicles well enough compared to a ScL, can hurt proper tanks (AV13), can penetrate AV13/14 vehicles side armour which is usually AV12 (plus ignore hull down/moving fast AV12 [Leman Russ + Pred/Wave Serpent + Falcon] because they always glance on 5's anyways, like LCs vs AV14 hulldown) and can take down Terminators and other uber hard troops quite well. ScL's are Eldar's generalist weapon, there is really no need for StC's to be just a superior variation on the theme requiring ScL's to be redone... again. The weapons work really with each other atm, its rare when you really have each weapon having a truly distinct use. To be honest, I'm not into changing them for changes sake or because the fluff might be a bit open to interpretation. I just see no real reason for it.
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This one time people were frequently asking the Space Emperor Questions about like shooting psycannons at turbo-boosting bikes or which units could ride in drop pods.
The Space Emperor told everyone to watch his website and he would answer them. But as time went on there were no answers, just price increaces.
Meanwhile Mr. Warmachine was answering questions left right and center. So more and more poeple were listening to Mr. Warmachine.
So when the Space Emperor got around to answering the questions no one cared anymore.
This made the Space Emperor very (x2) sad so he raised prices some more. |
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![[Post New]](/s/i/i.gif) 2007/07/11 06:42:36
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Executing Exarch
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I must say that it sounds like you guys have done a fair amount of work addressing my concerns. I'll hopefuly finish up reading the rule book soon and pass it out to my buddies to take a look at and see if we can start trying them out.
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2007/07/11 12:16:09
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Been Around the Block
Sydney, Australia
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Phoenix We try to explain what we're doing; glad that you appreciate it :-) We look foward to hearing your playtesting experiences, but do note that I am intending to release a finalised v0.2.9 of the rulebook this weekend (we'll see about the exact timing) and this has a few large changes in it (like altering screening from the currently somewhat abstracted system, to where each model is a magic cylinder, but non-MC/Walker units project the magic cylinder across the coherency lines right now, etc). Beyond Wudge Rerolls; why do you think that I play Eldar? :-) Your comments about the SL are my biggest concern. If the StC is primarily an anti-MEQ weapon, then its role does not clash with any of the other weapon types. However, if it is a more generalist weapon, it does move closer to the SL & EML territory. I ran a few numbers last night; SL does better vs AV 10 and 11. In terms of damaging hits, equal with a S7, two shot StC vs AV 12, but the StC would be able to penetrate, which is obviously superior. SL can't hurt AV 13, etc. Vs MEQs, it is very interesting. If the MEQs are in 5+ cover, then they have equal lethality. Really, the StC would shine vs Terminators and MCs/Walkers. The SL would still be the ultimate horde weapon. That all being said, I still have the concern that the StC would be the better or more useful overall generalist weapon. Even if that is the case, I may still playtest it to see how it works. What do other people think? HBMC, you usually have your two hundredths of the prevailing currency unit to add to a situation such as this.... :-)
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"If Rhinos are fragile, protect them. Deploy accordingly, accept sacrifices (one or two mightn't make it there), use tougher vehicles to shield them, and... *deep breath* use tactics." - HBMC |
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![[Post New]](/s/i/i.gif) 2007/07/11 19:11:41
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Revving Ravenwing Biker
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I'm not HBMC, but I can put on his hat for a second...
Milesteg: OMGWTFBBQ!!!!
Hat taken off...
Well, I like the idea of Eldar actually having a S7 weapon :-) I also don't particularly mind the concept of just two shots.
I suppose the real reason I don't fully support the change is that it changes the dynamic of the starcannon from being terrible against vehicles (well in our rules at least) and is being replaced with a different dymanic entirly.
Actually now that I think this through, it actually is a good design. It is an armour piercing autocannon (very armour piercing!!) and the 2 shots makes the missile launcher a more feasable weapon option (1 shot was very much a downside for these - But now it's not as big a difference as the best 3 heavy weapons that are all shooting 1,1 and 2 shots - A big difference as the EML really really didn't excel at anything, it a slightly better normal missile launcher - Which is usually the same as no-one ever uses the plasma missile option anyway as there are options usually to make use of the Krak)
2 cents depleted.. going into hiberation...
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![[Post New]](/s/i/i.gif) 2007/07/11 23:40:57
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Dakka Veteran
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Okay, it seems a comparison of the weapons is in order. I won't mention the Shuriken Cannon, since you did a great job with fixing that and it doesn't need to be mentioned. So the main point of contention when considering a S-7 AP-2 Heavy 2 36" Starcannon is it's place in comparison with the S-6 AP-6 Heavy 4 36" Scatter Laser. I ran some quick numbers against MEQs and here's what I got: Open Ground @ BS3: Scatter Laser-- .5676 kill/round Star Cannon-- .86 kill/round meaning the starcannon is ~30% more successful than a Scatter Laser against MEQs In Cover @ BS3: Scatter Laser-- .5676 kill/round Star Cannon-- .5676 Kill/round And so we see that, against MEQs, the SL/StC matchup is actually more even with a two-shot profile than your current 3-shot profile. Now the next consideration is why I favor the S7 Heavy 2 profile--it makes the Starcannon an exceptionally well-rounded weapon (able to hurt walkers/transport/tanks (i.e. heavy targets) better than a scatter laser), while still being outcompeted by EML and BL for true anti-tank duty. Obviously, the S7 star cannon won't be as useful as a BL with its lance ability against AV 13 or 14, but it is provides a hope against AV13 (although it can never pentrate AV13, which I consider to be the "primary" tracked-tank armor, which is worth noting). Granted, it gains the ability to penetrate fast-moving skimmers, but at BS3 it's not much more of a threat than anything else that can (i.e. Eldar/Tau generals won't suddenly start complaining about the Star Cannon as the best anti-tank weapon in the game--it certainly isn't as rediculously good as the 4th edition donkey-cannon...). And, thanks to your "guided" rule for the Missile Launcher (it's tough to run the math on this one) it should remain the premeire medium-vehicle/skimmer weapon because it negates the BS modifiers. Yes, with a S-7 profile the starcannon does gain a boost in power, a considerable one under your "Revised" rules set, but I don't think it has much room to go OTT. If anything, it would remove the Starcannon from remaining the premiere anti-infantry weapon, leaving the Scatter Laser as the undisputed "king of the hordes," whereas your current incarnation of the Star Cannon seems to give it more competition than a Heavy 2 profile would. In other words, it seems to me that a Heavy 3 Starcannon harkens back to the old days of the uber-starcannon issues, in that you were better off with a Starcannon than practically any other weapon. Other than the cost difference, your current star cannon is hands-down the ideal anti-infantry weapon, whereas using a Heavy 2 profile with S7 would put it more into the middle ground that Autocannons tend to fill in Imperial lists--very useful anti-skimmer, anti-MEQ and Walker, but not so good as to be the "only" weapon option. I think that GW actually came pretty close to "getting it right" with only two shots, because the Scatter Laser/Shuriken Cannon remain superb weapons due to their rate of fire, but a Star cannon with three shots definitely outshines the other anti-infantry options more than I think a two-shot version would. And, you get to avoid rules that feel (at least to me) so much like a "band-aid" on a known problem "that we didn't feel particularly motivated to fix" such as "only glances" which stands out like a sore thumb against a rule system that already takes into account AP - weapons. It feels like the game designers contradicting themselves for loss of a better solution, and this should be avoided at all costs (what, do you want to be like GW? Oh...ok then! ) Milesteg's synopsis about a S 7 heavy 2 profile seems pretty accurate to me, but I personally feel that the Heavy 2 version is far superior to a Heavy 3 profile with a " 'cause we have to" restriction thrown in. EDIT: Holy crap Makaleth...there's a reason that you don't hit "submit" a thousand times. Really, if you're that frustrated, pay for cable access!!! EDIT EDIT: I also just re-checked your rules for the Shuriken Cannon. I forgot you made it Assault 4. I like the S5 AP4 change a lot, and Assault 4 seems fluffy to me as well (and scary) but I think you should drop the range to 24" as was. Upping it to 30" begins to overlap severely with the Scatter Laser at a much cheaper cost. In fact, despite your attempts otherwise, I think your current "Revised" Eldar Weapon breakdown is very, very close to the totally redundant 3rd edition codex weapon situation. All you'll see are Star Cannon, Shuriken Cannon and Bright Lances. Currently, these are the obvious "best" choices, and the cost difference is not only a sub-optimal way to encourage weapon diversity, but I think we've been shown that a high cost for an awesome weapon doesn't discourage taking it in force at all. Look at the assault cannon...
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![[Post New]](/s/i/i.gif) 2007/07/12 01:01:55
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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My first thought is: Mike - hit reply once!!!!! My second thought is: No. I like the Starcannon as it is. It's meant to be the best infantry killer in the game, capable of tackling any target no matter the armour. It cuts a bloody, plasma-y swathe through the enemy and no other weapon is its equal. This, of course, is balanced by the fact that it can't really hurt vehicles. The Starcannon in 3rd Ed was too powerful not because of it's AP2 or 3 shots, but mainly because it made the other Eldar heavy weapons redundant. Who needed Shuri-Cannons and Scatter Lasers when the Starcannon did everything they did but better? Right now we have achieved balance with the Eldar weapons: 1. Shuri-Cannon - Eliminates medium infantry types, can't really damage vehicles, has a shorter-than-average range. 2. Scatter Laser - Eliminates light infantry, can tackle light vehicles with ease, decent range. 3. Starcannon - Eliminates heavy infantry, and everything below that actually, decent range, cannot hurt vehicles. 4. Bright Lance - Ineffective against infantry, destroyes vehicles, decent range. 5. EML - Generalist. AP4 Pinning Blast is nice, S8 AP3 makes it a good all round weapon. Excellent range. Turning the Starcannon into an AP2 Autocannon skews this. That and it has no place. All the bases are covered with the Eldar weapon lineup. You change the Starcannon into an AP2 Autocannon and suddenly there's no heavy infantry killer, and the EML ceases to be worthwhile (2 S7 > 1 S8 vs AV12 and below, and they're equal at AV13 - ask any Guard player about why Autocannons rule over ML's). So no, I don't like the idea of an S7 AP2 Heavy 2 Starcannon. S6 AP3 Heavy 3/Glance Only works far better IMO. BYE
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![[Post New]](/s/i/i.gif) 2007/07/12 05:13:14
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Dakka Veteran
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Posted By H.B.M.C. on 07/12/2007 6:01 AM No. I like the Starcannon as it is. It's meant to be the best infantry killer in the game, capable of tackling any target no matter the armour. It cuts a bloody, plasma-y swathe through the enemy and no other weapon is its equal. It seems we have a mere difference of opinion, and this being your system that is of course your perogative to decide. However, based on the past and current Eldar codex, the Scatter Laser and Shuriken Cannon undoubtedly are meant as primary anti-infantry, whereas the Starcannon is (and I think always was) meant as anti-heavy infantry, or more accurately simply the Eldar's equivalent "big gun" (similar to the autocannon, or Ion Cannon, assault cannon, and other broad-application weapons (plasma cannon)) This, of course, is balanced by the fact that it can't really hurt vehicles. The Starcannon in 3rd Ed was too powerful not because of it's AP2 or 3 shots, but mainly because it made the other Eldar heavy weapons redundant. Who needed Shuri-Cannons and Scatter Lasers when the Starcannon did everything they did but better?
Isn't that already the case with your Craftworld: Eldar Revisited? More on this to follow... Right now we have achieved balance with the Eldar weapons: 1. Shuri-Cannon - Eliminates medium infantry types, can't really damage vehicles, has a shorter-than-average range. 2. Scatter Laser - Eliminates light infantry, can tackle light vehicles with ease, decent range. 3. Starcannon - Eliminates heavy infantry, and everything below that actually, decent range, cannot hurt vehicles. 4. Bright Lance - Ineffective against infantry, destroyes vehicles, decent range. 5. EML - Generalist. AP4 Pinning Blast is nice, S8 AP3 makes it a good all round weapon. Excellent range. Turning the Starcannon into an AP2 Autocannon skews this. That and it has no place. All the bases are covered with the Eldar weapon lineup. You change the Starcannon into an AP2 Autocannon and suddenly there's no heavy infantry killer, and the EML ceases to be worthwhile (2 S7 > 1 S8 vs AV12 and below, and they're equal at AV13 - ask any Guard player about why Autocannons rule over ML's).
There's a few counter-points I'd like to make here. 1) How does changing the Starcannon from S6 AP 2 Heavy 3 36" to S7 Heavy 2 invalidate it as an infantry killer? I'd hardly call that an absence of a heavy-infantry killer (the current Star Cannon is C:Eldar at Heavy 2 S6 fills this role quite nicely for me, but it would certainly lack the punch needed in "Revisited"...) As my math above showed, without cover a Heavy 2 S7 starcannon is superior to a Scatter Laser against MEQs, and equal when cover is involved--this difference is only exacerbated when talking about your Revisited Terminators (heaviers infantry there is!) 2) The EML would still be very worthwhile, especially considering your improvements to Pinning, Blast Weapons and the addition of the Guided rule. No, I don't see how a S7 Heavy 2 starcannon under your "Revisited" system would nullify the EML at all... And it certainly would be far inferior to the Lance rule of the Brightlance... 3) With a 3-Shot S6 starcannon, you are already invalidating the other anti-infantry weapons. Who cares about AP4 when you can get AP 2 with 6" more range for only 10 more points? Who cares about four shots at S6 AP 6 when you can get 3 at S6 AP 2 at the exact same range for 5 points more? I'm honestly surprised that you think you have the weapons balanced, when all I see is a veritable repeat of the weapon lineup from the 3rd edition codex. No, when considering infantry my experience screams at me that having 3 shots is the problem, and was the root cause to the Starcannon outshining other anti-infantry weapons. On a similar note, the SLaser has no more business being able to penetrate or not than a Starcannon ought to (which is why I don't like the "fix" of only allowing glancing). If you bumped the Starcannon to Heavy 2 S 7, it would be able to penetrate AV 12, true, but it has only a 16% chance to do this, putting it a quarter-step ahead of the Scatter Laser, which has the same chance to cause damage at BS3 but with no option to penetrate with a "6". In other words, the difference is slight. I think this would be compensated well by the 5 point difference in cost. Also, the difference between getting two shots and four is quite large when talking about dependability. 4) Finally, the Eldar currently (and in "Revisited" have no weapon of wide applicability. The EML comes closest for maximum flexibility. The only place where your "no penetrating hits" rule comes into effect is against AV 11, which may I add is quite rare, and side-shots rarer; so really the two weapons are just about even when it comes to hunting light vehicles since both of them can only ever glance AV 12. This is why the "glance only" fix bugs me that much--it hardly makes enough difference to be worth putting down in print. The extra shot of the scatter laser alone already makes it a better armor hunter than the Starcannon--anyone who used Star Cannons in 3rd edition will tell you that yes, they can hunt vehicles, but no, at BS 3 they aren't so great at it. The Star Cannon with 3 shots was overpowered before not because it was useful against infantry and vehicles, but because it made the other anti-infantry weapons redundant against infantry. It costs so little to get that sweet sweet AP 2 that the "lower" weapons just never made the cut, and you could easily build a list to fit the handful of extra points you need for Starcannons. So no, I don't like the idea of an S7 AP2 Heavy 2 Starcannon. S6 AP3 Heavy 3/Glance Only works far better IMO. BYE How can you know it works "far better" if you haven't playtested the S7 AP 2 variety? That's what I was asking about when I made my first post regarding this matter.
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![[Post New]](/s/i/i.gif) 2007/07/12 10:36:08
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Executing Exarch
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Page 51: Last Chance From the way you guys have written this rule, if a unit falls back and hits the edge of the board, they get a ?last chance? roll to regroup (normal restrictions apply). Now going strictly by your rules here, if I fight in hand to hand, lose, fail my morale check, and break I run 2d6 (or possibly more) towards my deployment zone. If I roll enough to hit my board edge, I get a last chance roll right then and there. Your rules currently don?t have any language to indicate that if you run off the board immediately after failing a morale check, no last chance roll is possible. I?m not sure if this is intentional or not. In either case, some clarification may be in order. Perhaps the following clause (or one like it) at the end of the last chance section would be appropriate: ?Note: if a failed morale check (shooting casualties, lost hand to hand combat, etc.) causes a unit to fall back off the board in their initial fall back move, no last chance roll may be made.?
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2007/07/12 10:45:25
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Revving Ravenwing Biker
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Hmm,
So that's what happens when your computer freezes as soon as you hit reply (Mental note - It does go through)
Note: All Eldar pretty much are BS4 under revisited rules, Milesteg will have a fit and collapse otherwise (Actually, Eldar being BS3 was the whole reason that this project started)
While I do agree with Colonel about the Star Cannon being better than the shuriken cannon and scatter laser (It does cost a lot more though, 10 points is a whole heavy bolter and a bit)
I'll disagree that the lower powered weapons never get a go, 6 scatter lasers or shuriken cannons on war walkers it noticably cheaper than the star cannon variety and don't tend to waste points (IE on hordes they are the best setup you can have really) where as scatter lasers only tend to get their value against elite infantry (not hordes)
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![[Post New]](/s/i/i.gif) 2007/07/12 10:48:55
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Executing Exarch
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Characters: With your rewrite of the rules, it would seem that this would be a perfect time to allow independent characters to join units before the game begins. Thus you would be able to denote in your army list that a character has joined a unit (possibly in their transport) and roll for them as a single entry when rolling for reserves. You would also have to deploy them as a single unit on the board during deployment. They would be deployed as early as possible depending on what force organization slots they took up. For example if I attached a Farseer (HQ) to a squad of Dark Reapers (heavy support) then the entire unit (containing both the farseer and the reapers) would deploy either when heavy support deploys or when HQ deploy, whichever comes first (in most scenarios this would be heavy support). The character would have to begin the game joined to the unit, but could leave in any following movement phase. In addition, if either the unit or the character would be held in reserve for any reason (escalation or the like), both would be held in reserve. Just a thought for something I would like to see.
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2007/07/12 10:54:39
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Executing Exarch
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Type-o Page 55, line 44 Note that the number of psychic powers that may be used as Shooting attacks will be equal to the number of weapons that a psyker can Shoot normally and is limited by the number of psychic powers that they may case in a turn. I think you mean: Note that the number of psychic powers that may be used as Shooting attacks will be equal to the number of weapons that a psyker can Shoot normally and is limited by the number of psychic powers that they may cast in a turn. or you could replace it with "use"
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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![[Post New]](/s/i/i.gif) 2007/07/12 10:57:19
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Revving Ravenwing Biker
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Also,
In revisited, there is a huge difference between 30 and 36 inches for heavy weapons (even more so when they are on models that have the invisible special rule) 24" for a heavy weapon makes it a very short range weapon (IE Multi Melta and that's meant to be really close range)
The biggest difference that is noticable in revisited is that models and vehicles are a lot faster (Not turn 1 charge range faster, but generally faster), making the S Cannon 24" again would really kill it in our system, it would only be useful on skimmers and not wraithlords or warwalkers any more.
But this is a small point in the general scheme of things (The shuriken cannon being S5 is very different from the scatter laser at S6 - It means you almost always aim at a different primary target)
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![[Post New]](/s/i/i.gif) 2007/07/12 11:00:45
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Revving Ravenwing Biker
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Good pick up, yes it should have been cast,
Also, IC's can join units if they are their retinue (IE this has to have been worked out in the army list before the game - Not just a whim before each individual battle) I'm not to sure if we ahave actually written up a specific rules section on this, but maybe we should add a paragraph in the IC section
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![[Post New]](/s/i/i.gif) 2007/07/12 23:00:23
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Dakka Veteran
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Posted By Makaleth on 07/12/2007 3:45 PM Hmm, So that's what happens when your computer freezes as soon as you hit reply (Mental note - It does go through) Note: All Eldar pretty much are BS4 under revisited rules, Milesteg will have a fit and collapse otherwise (Actually, Eldar being BS3 was the whole reason that this project started) While I do agree with Colonel about the Star Cannon being better than the shuriken cannon and scatter laser (It does cost a lot more though, 10 points is a whole heavy bolter and a bit) I'll disagree that the lower powered weapons never get a go, 6 scatter lasers or shuriken cannons on war walkers it noticably cheaper than the star cannon variety and don't tend to waste points (IE on hordes they are the best setup you can have really) where as scatter lasers only tend to get their value against elite infantry (not hordes) Ah, point taken about the BS4 Makaleth. Regardless, this doesn't change the numbers much, and favors a 3-shot starcannon above other weapons even more. BTW--A difference of 15-20 points didn't stop people from loading up on the Star Cannons in the old Eldar Codex... Now, please understand I'm not trying to make this into a black-and-white issue. Obviously the "lower" weapons still get a go (especially on Vypers, Jetbikes, and the twin-linked catapult upgrades). But if you were to publish such an Eldar codex as it is with the heavy weapons as they are, I am convinced you'd see the return of lists with a dozen starcannons in them, and the mandatory shuriken cannon upgrades on the vehicles. Perhaps your gaming group isn't slanted towards playtesting abusive lists, but isn't that what playtesting is about? What happens when you cram as many Star Cannons as possible into a list (not excepting the minimum necessary anti-tank mind you)? What happens when you take no Starcannons? I'm sure you'd see a disturbing difference. I have what I like to think of as a firm grasp on game mechanics and the implication of changes in the rules set, especially with the recent experience of the new Codex:Eldar, as well as transitioning between game editions twice (from 3rd to 3.5 to 4th). I'm an experienced 40k gamer, and I just don't see based on my experience how a 24" Shuriken Cannon would be less useful when every platform it's mounted on can move 12-16" a turn (granted it wouldn't be shooting with Fleet, but regardless infantry are faster under your system). I understand your concern about Invisible units (such as war walkers) but honestly I don't see any problem with 24" weapons...they seem to work just fine under the current rule set and would work even better under "Revisited," and would certainly be more protected than currently with rules like Invisible. A 24" range would justify the 10 points cheaper than everything else, but honestly with S5 AP4 and Assault 4 30" it probably deserves to be priced with the scatter laser. After all, S5 can glance up to AV 11! I respect the fact that you're playtesting and that the codex is still under development--that's why I'm bringing this up. I guess I would just like to hear HBMC's explanation of why he feels as though the weapons are fine (examples from games? What weapon loadouts do you use in your playtested army lists?), and also as I originally asked if you considered testing a S7 Ap2 Starcannon, because I've always had a keen interest in the Eldar heavy weapons and think this is the ideal answer (and thus would like to hear how it tested), and if you won't consider testing why is the idea so OTT that you won't? Yours truly, Intensely Curious
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![[Post New]](/s/i/i.gif) 2007/07/13 04:33:06
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Fresh-Faced New User
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Average night fight roll = 7 x 3 = 21". If War Walkers are within 24" to shoot something then pretty much everything in the game can move 6-8" forward and bitz them. War Walkers would never take them. I've never found the new Shuriken Cannons to be a problem. Previous to the 30" range I never saw them taken except where you couldn't take anything else. As for the other weapons, I think Ellios you need to consider that hunting light vehicles (Transports like Rhino/Chimera/Devilfish, Scout vehicles like Landspeeders, Vypers, et cetera) is an important role in revisited. Transports in Revisited move their troops across the board noticebly faster (4" a turn and 8" for when they disembark for assault), aren't death traps anymore, are protected in our games by more cover (buildings) and carry more effective troops (both in shooting and H2H). With our changes for H2H vs vehicles the transport will become even more dangerous as it provides serious mobility for cheap troops that could nail your vehicles. Scout vehicles in Revisited are much more powerful than in 4th Ed. Landspeeders and Vypers for instance both get -1 to hit modifier when moving 24" and can carry heavy weapon payloads right into the middle of a force. I'm really looking to buy some more 'speeders because the two I'm using atm have been so useful, by turn 2 for 50pts they can drop 24" right behind Leman Russ sitting in their own lines or sit somewhere or deny an area to the enemy as they could speed out 24" and zap a tank easily (2+ to hit if within 6"  or burn squads to death with their heavy flamer, especially infiltrating Ranger units or potentially Kroot if we make them get +1 cover in everything. Being able to hunt these things effectively is more important now than it used to be. Sure a bright lance might be able to do it but they cost more than a ScL, are usually busy taking out real tanks (Preds/Russ) and don't provide the dual purpose of horde killing. The ScL has an optimum effectiveness vs AV11 because it ignores their hulldown, moving fast, smoke launchers, etc due to the ignore those things on a penetrating 6 rule. It's primary role is to kill light vehicles and handle tough hordes (Orks). The EML can't handle tough hordes like the ScL can but can mess with tougher vehicles. The EML can handle Scout vehicles well but the ScL can do it much better when mounted on a Serpent within 6" of the Scout vehicle and doesn't give as many VPs away when the Serpent gets bitzed. The StC may out do it at MEQ killing but thats it and it costs more. It can't handle the terribly common AV11 nearly as well and its AP2 is wasted on hordes (Orks, Nids, IG). In the general MEQ heavy meta-game it isn't a true "generalist" weapon as such. In a normal Eldar list it is a specialised transport + scout vehicle hunter best used on a mobile Serpent, Vyper or Falcon with the extra uses of suicide rear tank hunting once the troops are disembarked (if any) as well as horde killing when you do face those 200 Orks at some point. In a full Skimmer army it becomes a tank killing weapon when you load up on multiple skimmers that can hop 24" behind the enemy lines and butcher all their vehicles or have 2-3 to chase Scout vehicles down and tear them apart whilst you still have 8-10 other Skimmers + transported troops dealing with their main army. The weapon isn't really suited for Wraithlords or War Walkers unless you are specialising them for anti-infantry roles. After talking with Milesteg tonight we thought that the ScL could be a pinning weapon. Obviously EML gets touched there but the EML will always be the one good long range weapon the Eldar have barring Fire Prisms, its role is unmatched on War Walkers and Vypers if you are trying to keep as much distance between you and your enemy as possible (skirmish army) and always has a good use versus any army. Potentially the EML Plasma could become S5 without it messing with SCs as it is a full ten points more and you can't be assured the enemy will bunch for you. P.S. I just realised that a StC at S7 would no longer count as a defensive weapon. This would mean you couldn't fly over 16" and use it, the 24" moving Vyper or Serpent would not want to use a StC as it would kill 8" of its movement and in the case of the Vyper its to hit modifier.
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This one time people were frequently asking the Space Emperor Questions about like shooting psycannons at turbo-boosting bikes or which units could ride in drop pods.
The Space Emperor told everyone to watch his website and he would answer them. But as time went on there were no answers, just price increaces.
Meanwhile Mr. Warmachine was answering questions left right and center. So more and more poeple were listening to Mr. Warmachine.
So when the Space Emperor got around to answering the questions no one cared anymore.
This made the Space Emperor very (x2) sad so he raised prices some more. |
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![[Post New]](/s/i/i.gif) 2007/07/13 04:53:19
Subject: RE: Warhammer 40,000 Revisited Project homepage...
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Executing Exarch
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Posted By Makaleth on 07/12/2007 4:00 PM Also, IC's can join units if they are their retinue (IE this has to have been worked out in the army list before the game - Not just a whim before each individual battle) I'm not to sure if we ahave actually written up a specific rules section on this, but maybe we should add a paragraph in the IC section. Just so I'm clear here, you mean to say that any squad in the army could be made into a retinue for an independent character so long as it was decided in the list creation and noted in the army list? That is more or less what I am sugesting (although multiple force org slots would still be used). This would eliminate the planing holes that arise when the unit you plan to have your IC with ends up showing up at a significantly different time than the IC. Although this may also be a can of worms you guys don't really want to open.
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**** Phoenix ****
Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. |
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