Quote: (mnb @ 10 Aug. 2009, 18:27 )
i don't mean to sound rude but.... who cares?
not only is this off topic but has absolutely nothing to do w/ the game. meaning that only those of us that were in the military (or has knowledge of military organization) are going to get anything out of it being squad, platoon, or company sized. anyone else though are they really going to care?
it's been said many times, this is a game, not a simulation.
Ok, I'll translate that a bit:
Basically, E:A is only one step removed from the level of detail of 40k. *Very* broadly speaking, it should actually play fairly similarly to 40k. Forces that rely on long-range shooting (IG) should still rely on long-range shooting. Forces that rely on closing to hand-to-hand combat (Orks and Nids) should still do so. Forces that use speed to attack the enemy where the enemy is at a disadvantage while the attacking force is at it's strongest (Eldar and Tau) should also still follow that pattern, whether the final attack is shooting or FF/CC.
The only variance to that should be Marines, as they are poorly represented in 40k. They should be a 'speed force' like the Tau and Eldar, not the sledgehammer they are in 40k. In this case, it's to better match the operational style of the Marine background to the way they work in the game.
Now, Tau have evolved over the years. They started out as an army with a serious split personality: The basic Fire Warrior was best used to hold ground in a gunline when they first came out, while the Crisis and Stealth suits were short-ranged mobile troops. Both sides of the Tau had the same weakness: Close Combat. Under the 40k4e rules, Fire Warriors became mobile troops as well. Now, the most effective Tau army uses mobility, but using that mobility requires picking off units that are just outside the reaction range of their flankers, or else the Tau get into CC and die horribly.
Our challenge to this is really because there's two steps to the
Engage order: firefight and close-combat. If E:A was more like Flames of War (another game involving roughly the same size forces), there'd only be a CC stat, and everyone within whatever the CC distance was (maybe 5cm) would use that stat to attack the opponent. Instead, there's a Firefight stat, and Close Combat is only for base-to-base. To some extent, this makes sense. A lot of the different units that exist in the background will only be different IF you have both a FF and a CC stat. Say, Dire Avengers versus Banshees or Striking Scorpions. If you didn't have a separate FF/CC stat, and just had a generic 'Assault' ability, then Aspect Warriors would be Aspect Warriors. The problem comes when a decision was made to have the Tau *NOT*
Engage, but to stay just outside that 'assault' range and shoot it out from there. While this does give the Tau a unique operational method, it also makes certain units hard to balance (Fire Warriors), and makes other units problematic to include (Alien Aux), since they are supposed to cover the poor CC abilities of the Tau.
L4, Don't look at the differences between alternating activation and having to roll for activations versus IGO-UGO, look at how the armies move on the table. Marine players talk about how to get into combat with their opponent, since that's where Marines are most effective, so they end up using things like a Drop-pod assault and other deep-striking units, or a Rhino Rush, or whatever the flavor of the month for closing without losing too many troops happens to be.