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![[Post New]](/s/i/i.gif) 2015/08/21 15:50:33
Subject: WS vs Init in CC
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World-Weary Pathfinder
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So I was thinking this morning that high init does you jack a lot of the time.
WS vs WS makes it a very flat curve in terms of trying to hit something, and if you raise a unit's WS it becomes better at hitting, and avoiding getting hit to perhaps an excessive degree.
My thought:
Compare WS to Init to try to hit, but use the Str vs Toughness table.
Some Examples:
Space Marines: Against other MEQs - Hits on 4s, wounds on 4s (So this stays baseline), Against Guardians - Hits on 5s, wounds on 3s. Against GEQ - hits on 3s Wounds on 3s (Same)
Guardians: Against MEQs - hits on 4s wounds on 5s (Same), Against GEQ - Hits on 2s wounds on 4s, Against Necrons - Hits on 2s, Wounds on 5s
GEQ: Against Other GEQ - Hits on 4s, wounds on 4s. Against Guardians - Hits on 6s Wounds on 4s, Against MEQ - Hits on 5s, wounds on 5s (Actually overall worse in CC
This would give a slight edge in survivability in CC, and a very slight damage buff (Against slower targets), but does not increase their survivability against shooting at all.
Haven't considered all the angles, but it could make initiative a much more meaningful stat than it is right now.
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![[Post New]](/s/i/i.gif) 2015/08/21 16:12:39
Subject: WS vs Init in CC
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Blood-Raging Khorne Berserker
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Space marines against guardians you say Hits on 5s, should be hits on 4 unless the target is more than double weaponskill (9+)
GEQ against Guardians you says hits on 6s, again this should be 4 unless the Guardian has 7 weapon skill somehow.
High initiative pretty much only matters if you have high damage output to go with it. (Best with glass cannon types)
High weapon skill pretty much only matters if you have more than double your target.
Strength gets very good against toughness fast because you can get a 2+ to wound with only have 2 more strength than the target toughness.
Armor piercing is huge because its pretty much all or nothing, as in you get a 3+ or 4+ or ... nothing.
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![[Post New]](/s/i/i.gif) 2015/08/21 16:45:31
Subject: Re:WS vs Init in CC
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World-Weary Pathfinder
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You missed where I said use the Str v Toughness table. So 4 v 5 = hits on 5s.
My point was specifically to make WS and Init more valuable as opposed to the current system where there is so little difference in CC capabilities of WS/Speed between models.
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![[Post New]](/s/i/i.gif) 2015/08/21 23:22:42
Subject: Re:WS vs Init in CC
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Devestating Grey Knight Dreadknight
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A better fix would be to fix the WS table
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Hope is the first step on the road to disappointment. |
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![[Post New]](/s/i/i.gif) 2015/08/22 01:42:15
Subject: WS vs Init in CC
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Krazed Killa Kan
Homestead, FL
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Lendys wrote:So I was thinking this morning that high init does you jack a lot of the time.
WS vs WS makes it a very flat curve in terms of trying to hit something, and if you raise a unit's WS it becomes better at hitting, and avoiding getting hit to perhaps an excessive degree.
My thought:
Compare WS to Init to try to hit, but use the Str vs Toughness table.
Some Examples:
Space Marines: Against other MEQs - Hits on 4s, wounds on 4s (So this stays baseline), Against Guardians - Hits on 5s, wounds on 3s. Against GEQ - hits on 3s Wounds on 3s (Same)
Guardians: Against MEQs - hits on 4s wounds on 5s (Same), Against GEQ - Hits on 2s wounds on 4s, Against Necrons - Hits on 2s, Wounds on 5s
GEQ: Against Other GEQ - Hits on 4s, wounds on 4s. Against Guardians - Hits on 6s Wounds on 4s, Against MEQ - Hits on 5s, wounds on 5s (Actually overall worse in CC
This would give a slight edge in survivability in CC, and a very slight damage buff (Against slower targets), but does not increase their survivability against shooting at all.
Haven't considered all the angles, but it could make initiative a much more meaningful stat than it is right now.
So an Eldar player is suggesting we change the CC phase so that Initiative plays a more prominent role. I wonder why...Ohh yeah because Eldar all have stupidly high initiative compared to most armies. Sorry dude this is such a one sided buff that it doesn't make sense to even debate.
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I come in peace. I didn't bring artillery. But I'm pleading with you, with tears in my eyes: If you mess with me, I'll kill you all
Marine General James Mattis, to Iraqi tribal leaders |
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![[Post New]](/s/i/i.gif) 2015/08/22 02:09:48
Subject: Re:WS vs Init in CC
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One Canoptek Scarab in a Swarm
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No. This would make some armies ridiculously overpowered (eldar, who are already ridiculously good at the other three phases of the game) and completely destroys some armies (orks, necrons) I would really hate rolling 6s to hit with my orks against the most common army. Just make it so that double ws is 2+/6+ instead of 3+/5+.
Edit: misread. Would still make high initiative armies be OP though, but not as much as I said. Hitting on 4s mostly and geting hit on 2s is deadly with orks.
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This message was edited 1 time. Last update was at 2015/08/22 02:35:06
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![[Post New]](/s/i/i.gif) 2015/08/22 12:30:41
Subject: Re:WS vs Init in CC
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Crazed Spirit of the Defiler
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I have wanted WS to be more like BS, so a WS6 Chaos Lord would hit Space Marines on a 2+. It's hard enough to get into combat these days so that would help make up for it by making WS more valuable. I think Initiative is already good as if it's higher you get to strike first. If anything Initiative should be able to be used to avoid Stomp attacks.
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![[Post New]](/s/i/i.gif) 2015/08/24 19:56:35
Subject: WS vs Init in CC
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Fixture of Dakka
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It's an interesting idea, but not for the current units.
Initiative is mostly a meaningless stat. Units with high Initiative essentially get it for free, and units with low initiative don't get much of a cost saving because of it.
You could not ascribe this new rule without seriously throwing the entire balance of the assault phase out the window.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2015/08/24 20:13:03
Subject: WS vs Init in CC
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Fixture of Dakka
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I don't know. Initiative makes a pretty big difference for my armies. Swinging before marines (and thus swinging before most units in general) means hitting with all your attacks before your squishy gents get slaughtered, and it lets you K.O. more sluggish characters in challenges. It's also handy when you have Hit & Run or when you want to savor the delicious feeling of cutting down enemies in a sweeping advance. Or when your butt is being handed to you, and you don't want to be caught in a sweeping advance.
Initiative doesn't matter much to MEQ armies, but it's handy for those armies that use it.
But in regards to your suggestion OP, I'm afraid I'm not a fan of it. as has been pointed out, it makes fast armies unnecessarily difficult to drag down. :(
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ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
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![[Post New]](/s/i/i.gif) 2015/08/25 01:54:56
Subject: WS vs Init in CC
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Regular Dakkanaut
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I agree initiative makes a bigger difference . I'd never assault with firewarrios , not because of low str or low ws , but always going last is worse
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![[Post New]](/s/i/i.gif) 2015/08/26 16:27:21
Subject: Re:WS vs Init in CC
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Dakka Veteran
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Just change the WS chart so that it scales like the to wound chart. There is really not a good reason for to hit to cap at 3+ in melee like it does.
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I went to Hershey Park in central PA this year, and I have to say I was more than a little disappointed. I fully expected the entire theme park to be make entirely of chocolate, but no. Here in America, we have "building codes," and some other nonsense about chocolate melting if don't store it someplace kept below room temperature. |
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