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Warhound Titan Critical Hit - Debate Thread

 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 10:27 am 
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I don't like trying to copy-paste the revenant critical. Why not just the damn simple "one additional DC ?" ?

And anyway, I fear Zombo is right : if we are trying to balance our list based on tournaments that are using other lists, we might be doing it wrong.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 10:30 am 
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Does anyone really think the current critical effect is harmful to the warhound owner? Every other critical is harmful so I see no reason why Warhounds should get one!

If what is elected actually makes warhounds either a slightly more difficult choice or slightly less powerful then that's a positive thing, regardless of who ever's list you use.


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 10:47 am 
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The main reason I'd prefer autokill over +1 damage, is because in the majority of cases, it's the same thing anyway.

A Warhound needs to take a single point, and have it be a critical, for it to make any difference between the two options. If it takes two damage, either roll is "autokill". Same if the crit happens on a later second wound.

So a special rule that only matters a truly small amount of the time, might as well just paper over it, or use something different, like the standardization of the Titan CHE, or have it go boom, or scatter first, or something. But the distinction being floated doesn't do it for me.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 11:50 am 
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Morgan Vening wrote:
Morgan Vening
- "Give me a ping, Vasili. One ping only, please."
One of my favourite movies ever!

I have to say I prefer (and voted for) using the standard Imperial titan crit. It can give the extra DC point of damage that many seem to want and can also cause the auto-kill called for as well. It's not something new as we've all used Reavers and Warlords. It's not that hard to track a couple (maybe 3) extra units.

There is no standard crit for WE of 4DC or less so there is no precedent that calls for auto-destruct only.
The standard Imperial Titan crit just seems an obvious solution to this problem.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 11:53 am 
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Quote:
The standard Imperial Titan crit just seems an obvious solution to this problem.

Agreed. It does give the chance at severe damage (losing a third of damage capacity is not minor), or even instant destruction.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 12:09 pm 
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So be it. I rally myself to this cause (gonna edit my vote. Damn, can't !).


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 1:36 pm 
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Quote:
"Give me a ping, Vasili. One ping only, please."

Mine too. Although that is seriously weird. I hadn't seen that movie in six years but quoted that exact quote to my wife just last night. Now it is on the boards... It's time to don the tin foil hat. 8)
--
I voted to leave it as is, but if there were to be a change I'd be in favor of the stagger-then-die critical. IMO criticals shouldn't just be bad, they should be creatively bad. In fact I would like to see a table with more diverse criticals that have larger titans staggering/falling, larger explosions, and so on. Adding this as an optional ruleset in the NetEA army list release will have people playing it frequently because it will be fun and new.

In general though I think trying to balance the Warhound with a change in the critical is a lost cause. People don't select their units based on their chances of failure but on their abilities to succeed. The Warhound will be no different and the change in critical will be just that - a change to the critical.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 5:05 pm 
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I voted to leave it as is, but if there were to be a change I'd be in favor of the stagger-then-die critical.

So stagger D6cm (as now) then explode ala a Warlord Titan that suffers a '1' result on the critical table?



With almost 90% in favour of change of some kind, it's clear there's support to try something.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 5:21 pm 
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How about it turns into sonic the hedgehog and runs up the nearest wall?


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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 7:03 pm 
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So.

The Warhound Critical Hit straw poll had 39 votes over the course of 1 day, which I have decided is a good enough response to judge community opinion.

85% of respondants wanted the Warhound CHE to be made more dangerous.
That's as clear a majority as you're ever likely to see on a public vote.

Of the voters, 56% wanted to either apply the Imperial Titan CHE (High chance of damage or instant destruction) or just apply instant destruction.

The majority of the remainder favoured having a single point of damage done.

Taking the straw poll, and the debate, as a whole, I would like to propose the following CHE replace the current Warhound CHE in the AMTL list, and, if approved by the NetERC, in all Imperial Warhounds used in the upcoming NetEA Armies Book.

Quote:
Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction (Stopping the Warhound if it encounters an obstruction it cannot step over). After staggering, the Warhound explodes and is destroyed. Any units within 5cm recieve a hit on a 5+, whilst any units staggered into or over recieve a hit on a 4+.


If anyone can see a problem with the wording, please point it out.

If no problems are found I intend to run an open community vote to detirmine whether or not it should be adopted. The open community vote will run for 1 week, and a strong majority will be required to allow the vote to "pass".

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 8:07 pm 
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I'd rather just get rid of the staggering. It's flavorful, but it's also finicky.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 8:17 pm 
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Evil and Chaos wrote:
Quote:
Critical Hit Effect: The Warhound is caught off-balance and staggers. Move it D6cm in a random direction (Stopping the Warhound if it encounters an obstruction it cannot step over). After staggering, the Warhound explodes and is destroyed. Any units within 5cm recieve a hit on a 5+, whilst any units staggered into or over recieve a hit on a 4+.


If anyone can see a problem with the wording, please point it out.


The wording is fine. I just don't like the auto-kill. If this is the only option, then I vote for keeping the crit as is.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 8:19 pm 
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Quote:
I just don't like the auto-kill.

Neither do I.

But, as auto-kill is the most popular option, this is the first proposal I intend to put to a vote.

If it fails, we can try a slightly less deadly implementation, and see if that passes a vote.

Etc.

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 8:20 pm 
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Why not just work up this and the slightly less deadly one, then have "This, this, or none of these"?

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 Post subject: Re: Warhound Titan Critical Hit - Debate Thread
PostPosted: Wed Nov 03, 2010 8:27 pm 
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We could of course run an AV system, starting with 5 options, and cutting out the least popular rule after each vote.

So:

- Stagger then die, as above.
- Die.
- Reaver Critical
- One DC
- No change

After round 1 I will cull the least popular 2 options.
After round 2 I will cull the least popular option.
Round 3 will be a vote between the remaining 2 options.

Each round of voting will last 1 week.

Everyone happy with this?

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