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Nerroth's Q'orl Swarmhood fleet list, v5.0.3

 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Sat Feb 25, 2006 1:44 am 
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Hmm, Firefox ate my original reply, plus I need sleep now, so I'll be brief:

Other support modules - Something I had bee nthinking of, but not too thoroughly (good ideas, though - I'll probably stea...be inspired by them!)

Lances - the module is meant to have LFR, which would make it a little more flexible. Maybe the core modules might need something extra, but we'll see for now...

Navigator - interesting idea, but the true advantage I would see the Navigators as having for the Q'orl would be to grant AR3 to the Predestined raiding group. Perhaps the Navigator counts as an additional re-roll - the fleet has one less re-roll option than the IN have ordinarily.

Launch bays - 1 makes the player turn a ship into a more dedicated carrier to get the most out of them, so I see what you mean about having 2 instead (but would limiting options in suh a way be such a bad thing?)


Thanks for your input and ideas! And feel free to take the fleet for a spin...


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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Sat Feb 25, 2006 6:23 am 
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On the lances, I actually liked the idea of them being str 2 but only front firing.  It gave them a nice choice: Wide arced batteries or narrow, hard hitting lances.

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Sun Feb 26, 2006 1:03 am 
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i am very impressed!

This seems very well thought out, and well written.

unfortunately my Xenology book won't get here until next week so I can't comment on the 'fluffiness' of the fleet.

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Mon Feb 27, 2006 1:32 am 
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Hellebore,

Thanks for the positive feedback! Please consider commenting on the fluff when you do get that Xenology copy... it'll be well worth the wait!

Rowanalpha,

I'm not keen on going back to 2 lances per module, but it does seem like an idea to look at the core modules available and see whether they could - or should - be modified.

Are 2,3 and 4 WB options too low for each class? Should they go up to 4,6 and 8? Or should they instead have either additional weapon systems (maybe a lb or two for the BB, with a lance for the CA and CL) or those systems as interchangeable with those already on the hull?

I'd be in favour of either leaving the WB options as is and adding another system to whichever class would do with it, or even replace the WBs entirely (as there are plenty of WB hits available with the current segment options already!)


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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Mon Feb 27, 2006 4:21 am 
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I suggest the 2 lances because the power level is right compared to the Weapons battery pod.  Especailly when they are the same points cost, the lance option simply is not strong enough.

The battery pod is costed right, its only slightly less effective than a Sword, and 5 points cheaper.  The lance pod, with only one lance, has far less potential hitting power.  I think Str 2, front lances for 35 pts is right for the lance pod.

For the core modules, I'd suggest keeping the swarmhood as is, upping the Hivestation to Fpr 4, and increasing the range on the Homeworld to 45 cm (it is a battleship afterall). Other than that, they are fine.

I re-read the rules for the mixed ships and they look good.  My only gripe is the hit allocation when ships are connected requires all of the extra dice rolling.  I'd suggest something like: "To-hit rolls equal to the required value (5 for weapons batteries, 4 for lances) hit the support modules, to-hit rolls exceeding the required value hit the core module."

This eliminates the extra round of "Where did it hit?" rolling. Also, are the hits supposed to be allocated to random support modules, or chosen by the player?

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Mon Feb 27, 2006 11:26 pm 
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Hmm, I'm thinking 2/4/6 for the WB options per Core module class.

Interesting idea for the hit allocation, though.

The 2 lance module would face the same issues that the forum Warden ran into - ie a nervousness on the part of some to see a 2 lance escort. Now, that didn't stop us putting that particular module in anyway, but still...

Perhaps I should put a limit on which Core module can have which Segment module, to stop Chainship choices getting out of hand (if doing so is a problem in the first place)

At the moment, the hits are supposed to be randomly allocated to the different Segment modules (which would still be the case with the option you suggest...)


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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Tue Feb 28, 2006 5:59 am 
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I don't see the big deal with a 2 lance escort, that's essentailly what a Hemlock or a DE Corsair w/ Phantom Lance is.

As long as the points cost is balanced, its okay.  In this case, only front firing and one turret less than a firestorm, 35 pts works.

Random allocation of hits gives an advantage to keeping modules connected (which are minimal at this point) By randomly allocating module hits, there's the posibility of more than one point of damage winding up on a single module. In essence, overkilling on and leaving others alone.

From a tactical standpoint, what advantages do people see in fighting connected as opposed to seperated? I'd like to hear some opinions.

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Tue Feb 28, 2006 7:39 am 
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The 2 lance escort is a bit of a 'difficult' point to the BFG HA. Maybe just maybe the Warden slips through. ???

But 2 lances compared to DE Phantom lance & Pulsar lance:

(All without lock on)

Pulsar lance:
1 hit = 50%
2 hit = 25%
3 hit = 12,5%

Phantom lance
1 hit = 16,6%
2 hit = 33,3%

2 Lances
1 hit = 100% (?)
2 hit = 25%

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Tue Feb 28, 2006 3:12 pm 
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That probability is incorrect.

It should be:

Pulsar lance: Average 0.875 Damage
0 hit = 50%
1 hit = 25%
2 hit = 12.5%
3 hit = 12.5%

Phantom lance: Average 0.83 Damage
0 hit = 50%
1 hit = 16.6%
2 hit = 33.3%

2 Lances: Average 1 damage
0 hit = 25%
1 hit = 50%
2 hit = 25%

Two lances score the first hit easier, but their ability to do more is reduced (in number of hits or power compared to the pulsar and phantom.)

When you add in the advantages that eldar have in maneuverability, it evens out.

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Tue Feb 28, 2006 8:19 pm 
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The chance a Pulsar hits 1 time is 50%.

If you roll that D6 the first time, the chance of a 4+ is 50%.

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Wed Mar 01, 2006 5:56 am 
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If you roll that D6 the first time, the chance of a 4+ is 50%.


Yes, the chance of doing 1 or more points of damage is 50%.

The chance of doing exactly one point of damage is 25%.

This is, however, beside the point of the discussion.  Two regular lances is only slightly better than a Pulsar or Phantom, and has neither the Move-shoot-move and holofields of Eldar or the increased speed, holofields, and extra weapons batteries of Dark Eldar.

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Wed Mar 01, 2006 10:51 pm 
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Well, the point still remains that if I give the lance module 2 shots (or a phantom lance rule) then I will probably have to limit the amount of such modules available to each ship - do I want a CL to have 4 front-arc lances, a CA 8 and a BB 12?

Seems a little much to me.

Maybe 0-1 per CL, 0-2 per CA and 0-3 per BB if I switch to 2 shots.

Thoughts?


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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Wed Mar 01, 2006 11:11 pm 
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Limitations would be fine, but also consider that for those 12 lances on the BB, you'd be paying 210 pts (they should be 35 pts each, at least), plus 100 for the core module, it would only move 15 cm, have 2 shields, and can only fire forward.

If they are 40 pts each, its 350 total, and nowhere near as good as an Apocalypse (365).  If you're really concerned about that "massed lance" problem, then that's your solution.

The Swarmhood would be 130-140 pts depending, and has less firepower than a Dauntless.

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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Wed Mar 01, 2006 11:33 pm 
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Well, 3 shields, but I see your point.

40 for 2 lances sounds fair enough (until Raysokuk comes back to nag me more about it!), I'll put it into v4.

And probably the restrictions, too... if necessary.


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 Post subject: Nerroth's Q'orl Swarmhood fleet list, v5.0.3
PostPosted: Thu Mar 02, 2006 2:36 pm 
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I think 40 pts for the 2 lance module works, and 45 for the 2 launchbay.  See how it is without the restrictions first.

Example: Launchbay Homeworld
12 Bays
3 Shields
3 Turrets
370 pts

That's not too bad, since it has minimal support weapons too.

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