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Firewarriors vs Pathfinders

 Post subject: Firewarriors vs Pathfinders
PostPosted: Fri Mar 31, 2006 5:07 pm 
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Quote (Hena @ 31 Mar. 2006 (11:03))
Semaj, the marine scouts can give sniper rifle to everyone in the squad. 5 - 10 men.

Whoops, my bad.


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 Post subject: Firewarriors vs Pathfinders
PostPosted: Fri Mar 31, 2006 7:05 pm 
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2. Cost wise they are too cheap.

I could say that in all the games that I've played the PF have been undercosted for their abilities. But of course they have not "won the game themselves". The fact that they are restricted as 2 per cadre along with other contigents prevents that. It however does not change the fact that they are undercosted.


I realize that this may come across as inflammatory, which is not my intention, but while you continue to state that there are things wrong with the Pathfinders, including their cost, I have yet to hear anything other than opinions,  as to whether or not they unbalance the list.

When we were discussing the 5 Aces issue, TRC posted several battle reports showing how in some circumstances the AX-1-0 could be abused. That information was used to modify the unit and arrive at what we have in the current (i.e. 4.4) list.

So, other than the fact that you don't like the inconsistency of the PF abilities, and you think that their cost is too much, I think this discussion really hasn't generated any tangible information regarding the performance of the unit in a game.

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 Post subject: Firewarriors vs Pathfinders
PostPosted: Fri Mar 31, 2006 7:30 pm 
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@Honda,

Well, for me, this is an issue of staying consistent with how other armies translated from 40k to Epic. Obviously, that is separate from the balance issue, but it is still very important (at least to me).

As for the balance issue, what type of tangible evidence is needed to show that PFs are better than FWs? I think that, in the absence of a large number of power gamers who don't play "flavor" armies, it is difficult to prove. However, just because they lack in-game proof doesn't mean that a comparison based on thought experiments should be dismissed out of hand.

I mean, based on a comparison of 1 basic FW formation with transports (300pts) to 2 PF formations with tranports (350pts), you get:

an extra activation
8 scouts
8 snipers
coordinated fire

The only thing you lose is the contingient slots that the PFs take up. As long as a player intends to use multiples of crisis suit and/or hammerhead cadres, that is a non-issue.

As a further aside, I'd also add that I don't think FW stands should have both pulse carbines and pulse rifles. I'd be okay with them having either/or based on the tau player's free choice, but I don't think they should have both. I realize that the FWs are supposed to be shootier than what other armies get, but I would think that that would be better represented by giving them 2x30cm AP5+ shots instead of two separate weapons, which goes against the standard set by the rest of the available armies.


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 Post subject: Firewarriors vs Pathfinders
PostPosted: Fri Mar 31, 2006 8:04 pm 
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The point is that markerlight has its effect already. So do the carbines. So there is no justification to add something else to other things because of those abilities.

Thank you for explaining Hena.  I understand now.

Well, for me, this is an issue of staying consistent with how other armies translated from 40k to Epic. Obviously, that is separate from the balance issue, but it is still very important (at least to me).

As a non-40k player this is not terribly important to me.  Not that your point is not valid, just that there are other points of view.


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 Post subject: Firewarriors vs Pathfinders
PostPosted: Fri Mar 31, 2006 11:17 pm 
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As for the balance issue, what type of tangible evidence is needed to show that PFs are better than FWs? I think that, in the absence of a large number of power gamers who don't play "flavor" armies, it is difficult to prove. However, just because they lack in-game proof doesn't mean that a comparison based on thought experiments should be dismissed out of hand.


Well, I agree that thought experiments should not be dismissed out of hand because that is how some anomalies are uncovered.

At the same time, I'm trying to find something "tangible" in the costs and relative effectiveness that says a change is warranted.

I want to be sure that I don't appear to be invalidating your experiences, because I am not, but I know that I take just as many FW cadres as I do Pathfinder contingents. Of those that I know who play Tau on a regular basis do the same. I do not hear of other players taking lots of PF's to the exclusion of FW on a regular basis because of their fragility.

Some of my experiences may reflect who my opponents are, just as your experiences may do the same.

I think PF's are a great unit and I like the capabilities that they provide. I just know that if I built a list and didn't take a balanced approach, I'd continually find myself hamstrung.

So for me, that means in a 2700 pt list, I do take PF's, sometimes two. But they don't replace units in my list, they supplement and enhance the rest of the units.

And as far as the direct "porting" of abilities, I don't find myself bothered by the differences as I'm the kind of person that tends to look for an intended effect or result. If that effect/result meets my expectation, then I'm not as concerned about how it achieved it. Just have to chalk that up to a personality thing and blame Myers-Briggs.  :/

So, to summarize my ramblings. I do hear you guys when you express concerns regarding PF abilities vs. other similar units and when you are concerned about costs.

I think these issues will surface as we continue testing.

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 Post subject: Firewarriors vs Pathfinders
PostPosted: Sat Apr 01, 2006 12:51 am 
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Well, for me, this is an issue of staying consistent with how other armies translated from 40k to Epic. Obviously, that is separate from the balance issue, but it is still very important (at least to me).


Semaj...,

For the record, there are inconsistency's galore across lists. There is no 'standard' porting principle.

Examples:
Look at tau broadsides and chaos Obliterators
- why aren't they both LV's or both infantry? (same size, same wounds, same saves, broadsides can have more models per formation with drones though)

- why does a broadside get 2 shots in 40K (with multitracker)and 2 in E:A... while an Obliterator gets 1 in 40K and 3 shots per turn in E:A?

Why does Eldar pulse get up to 3 hits in E:A, an IG heavy bolter gets one shot in E:A, and an IG Hydra in E:A get 2 shots an activation?
- The Hydra has 4 shots in 40K / turn. IG heavy bolter and IG multi-laser 3 shots in 40K.

Why is there a difference between Eldar skimmer, IG skimmer, and Tau skimmer speeds?

Why are Vultures, Valkyries, Nightwings, Mauraders, hell talons all planes in 40K but Valkyries and Vultures are skimmers in E:A while the rest remain planes.

Why was the Eldar list developed with special rules that the champion claims were put in to specifically address issues beyond the GT turn 4, while every other champion is devleoping E:A lists for the GT standard of up to turn 4 only?
- All 40K games are played with the same 6-9 turns afterall...

The list of inconsistencies is vast and goes on and on Semaj...


Of course, these are all rhetorical questions.

The reality of your, "issue of staying consistent with how other armies translated from 40k to Epic" is that there is no standard. Each army champion deviates from any principle.

SO - with no standard in place, the champions deviate as they see fit from any 'defacto' standard even. So, what do you fall back on when developing if even defacto standards are deviated from?

Answer: Balance in play. At the end of the day, each list needs to generate balanced results when played against other armies out there.

I've yet to read anyone addressing Honda's balance in play question.


TRC was able to break the 5 Aces list consistently and time and time again against *MOST* opponents.

Can anyone say this about some organization of the Tau list with Heavy Pathfinders?

Can you please provide some battle reports for our reference?

As Cw has mentioned, we know the PF formation is a bargain on PAPER... we've yet to see the formation abused consistently with results.

Can someone please provide that?

PS - somebody asked what the minimum squad size was for PF in 40K, its 4.

PS2 - somebody said Tau Sniper Drone teams align more with a 'sniper' than PF's - oddly, both follow the same 40K rules. Both have targeters. Both have 3 rail rifles that can target seperate targets. Both have a minimum squad size of 4 models. Both have the same to hit potential... One serves as forward reconnisance and is mobile, the other serves as support.

PS 3,

Tactica nods to Cw for the support


Cheers,




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 Post subject: Firewarriors vs Pathfinders
PostPosted: Sat Apr 01, 2006 4:01 am 
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Quote (Tactica @ 31 Mar. 2006 (18:51))
Examples:
Look at tau broadsides and chaos Obliterators
- why aren't they both LV's or both infantry? (same size, same wounds, same saves, broadsides can have more models per formation with drones though)

- why does a broadside get 2 shots in 40K (with multitracker)and 2 in E:A... while an Obliterator gets 1 in 40K and 3 shots per turn in E:A?

I don't think these are good examples, because in these cases, I do think that the tau list ought to be brought in line with the preceding lists. So, my answer would be: because the Tau list isn't done correctly.

Why does Eldar pulse get up to 3 hits in E:A, an IG heavy bolter gets one shot in E:A, and an IG Hydra in E:A get 2 shots an activation?
- The Hydra has 4 shots in 40K / turn. IG heavy bolter and IG multi-laser 3 shots in 40K.

Well, that has do with the fact that the pulse laser is an AT weapon (it has to affect 1 target) where as an IG heavy bolter is an AP weapon (it has to affect 3-7 target on a single stand). The multilaser is a compromise between two, based on the assuption that, given its strength, it can only affect a vehicle on a lucky hit. The Hydra is also a compromise based on its strength as well.

Why is there a difference between Eldar skimmer, IG skimmer, and Tau skimmer speeds?

Well, probably because the speeds in 40k are abstracted to fit on the tabletop. The Epic speed is more of the true speed, and they harken back to 2nd Ed 40k, when vehicles speeds were more specific.

Why are Vultures, Valkyries, Nightwings, Mauraders, hell talons all planes in 40K but Valkyries and Vultures are skimmers in E:A while the rest remain planes.
Because vultures and Valkyries are helocopter equivalents (and they do have special hover rules in 40k - so they don't act like aircraft all the time).

Why was the Eldar list developed with special rules that the champion claims were put in to specifically address issues beyond the GT turn 4, while every other champion is devleoping E:A lists for the GT standard of up to turn 4 only?
Hey, that's MC's opinion. I think JJ was swayed be those who were arguing that some BM management was needed for the GT scenario. JJ just chose a bad rule, that's all.

- All 40K games are played with the same 6-9 turns afterall...
What? Some last as few as 4 turns, some longer than siz, but the normal is 6. On top of that, in a normal tourney setting, games are time limited to usually less than two and a half hours.

Of course, these are all rhetorical questions.
They're only rhetorical if you think they have no explanation, but they do.

The reality of your, "issue of staying consistent with how other armies translated from 40k to Epic" is that there is no standard. Each army champion deviates from any principle.

SO - with no standard in place, the champions deviate as they see fit from any 'defacto' standard even. So, what do you fall back on when developing if even defacto standards are deviated from?

Answer: Balance in play. At the end of the day, each list needs to generate balanced results when played against other armies out there.
But balance isn't the only thing that is needed. While balance is the primary parameter, the army must also match how it exists in the other games. I mean, you can give ork grots 30cm MW4+ weapons, point them accordingly, and they'd be balanced. But, they wouldn't match what they can do in 40k or in the fluff. Similarly, IG guardsmen stands could be armed with 10 different weapons systems, be pointed accordingly, and be balanced. But, that wouldn't make logical sense knowing that there are only 5 guys on that stand, and there'd be no way for them to produce that amount of fire based on the way weapons work in E:A.

As for the army champions, yes they have their own perogatives, but this is the forum where we are suppose to raise these types of issues, as well, isn't it? Is it too late for me to offer my input? Is what I've said simply incorrect or have no value? I think I make strong points, and I've tried to back them up with specific examples.

So no, I don't have any playtest references, but that's not the PoV that I'm arguing from. Don't we still have time to improve the list in ways other than point cost/effectiveness adjustment? Certainly, any changes that I suggest would require points adjustments, I'm not trying to say otherwise.

PS2 - somebody said Tau Sniper Drone teams align more with a 'sniper' than PF's - oddly, both follow the same 40K rules. Both have targeters. Both have 3 rail rifles that can target seperate targets. Both have a minimum squad size of 4 models. Both have the same to hit potential... One serves as forward reconnisance and is mobile, the other serves as support.
I think you misread the comment. I said that pathfinders are more like marine scouts, where as sniper drones are more like eldar rangers. The distinction is that sniper drones always have sniper rifles (just like eldar rangers always have sniper rifles), whereas pathfinders only have them by player's choice (just like marine scout only have sniper rifles by player's choice).


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 Post subject: Firewarriors vs Pathfinders
PostPosted: Sat Apr 01, 2006 2:11 pm 
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@Hena


Neither of you had anything to say in my comparison to scouts, but commented on the other matter in thread.


Actually, I didn't comment because I felt that others had already addressed that specific issue and I didn't feel the need to say "me too".

However, my position on that is that I feel that you are attempting to equate SM Scouts cost with Tau PF costs, without adequately taking into account all of their abilities. The fact that their roles are not the same, nor are their abilities tends to make an "apples to apples" comparison difficult. But that is my opinion. You feel that there are enough things that are similar to equate them as being equal, yet not equal.

Unfortunately, I'm afraid we are not going to agree on this issue.

@semajnollissor


I mean, you can give ork grots 30cm MW4+ weapons, point them accordingly, and they'd be balanced. But, they wouldn't match what they can do in 40k or in the fluff. Similarly, IG guardsmen stands could be armed with 10 different weapons systems, be pointed accordingly, and be balanced. But, that wouldn't make logical sense knowing that there are only 5 guys on that stand, and there'd be no way for them to produce that amount of fire based on the way weapons work in E:A.


Your point is valid but I really question whether it is applicable in this case. After all, we're not really talking about grots with macro weapons, we are discussing whether all the abilities in one unit and it's associated cost is appropriate.

And I would contend that it has yet to be determined that anything is broken or unbalanced. Could it be? Sure, but I don't think we'll know that without more testing. Right now, we are hovering in the realm of conjecture. After all, it could be "right". Note I didn't say "correct" as that would infer, at least to me, that all contested points are agreed upon at the end of the day.

So, as Hena has pointed out, discerning whether or not the PF's are off isn't an easy exercise, but we'll never know unless we test.

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 Post subject: Firewarriors vs Pathfinders
PostPosted: Sat Apr 01, 2006 2:44 pm 
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Just to echo some of what Honda has said..
To All, please note that both Tactica and I have agreed that there is a possibility that Pathfinders are under-costed. ?We have also both agreed that when evaluating the next version that issue should be included in the review.

Hena, Semajnollissor the issue of points cost being on the low side has been pretty much accepted. ?Can we all accept that this is something that will be looked at for the next version? ?It would really help the discussion and keep things friendly if we can find some common ground.

The comparisons with other units in different armies can be problematic. ?For example, if marine scouts in 40k can all be equipped with sniper rifles, why in EA can they only get one unit in the formation equipped with a sniper rifle?

I can only think that this was a design decision made by the SM designers. ?In order to make SM scouts function in a manner consistant with the image of SM scouts that the designers wanted to convey. If they were designed with all of them equipped with sniper rifles would they have been given CC4+ and infiltrate? ?This fits with the SM emphasis on assault combat.

In the case of Tau pathfinders, they have different abilities because the design concept for them is different. ?Their abilities are leaned toward ranged shooting, as is the Tau design concept.

That said its not impossible that the current set of abilities is not 100% correct. ?There may be areas that can be improved. ?So in the spirit of discussion how about presenting your thoughts as to what the stats should be?

(For example semajnollissor I think you presented the rail rifle with an AT shot as well. ?This was offer before, and IIRC Tactica did indicate that he would try this if it was accepted. ?However, at that time it wasn't accepted. ?I mention this to, hopefully, reinforce that the Tau playtesters are open to suggestions)





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 Post subject: Firewarriors vs Pathfinders
PostPosted: Sat Apr 01, 2006 3:47 pm 
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Quote (clausewitz @ 01 April 2006 (14:44))
Can we all accept that this is something that will be looked at for the next version? ?It would really help the discussion and keep things friendly if we can find some common ground.

The comparisons with other units in different armies can be problematic. ?For example, if marine scouts in 40k can all be equipped with sniper rifles, why in EA can they only get one unit in the formation equipped with a sniper rifle?

Agreed. I have added the posibility of a price increase for Pathfinders to the next version log. In addition, I am following this discussion.

The comparrison with other units does have relevance, but I am unwilling to be restricted by this type of comparrison. IN the end, if Pathfinders feel right with Sniper, then they should have it, even if other troop types in 40K dont get the ability. I am not saying that we should do whatever we want, but I am very keen on making sure that the Fire Warriors and Pathfinders have different niches, rather than Fire Warriors just being taken for the upgrades while Pathfinders be taken because they are usable!

Anyway, I would like to steer this discussion in a slightly different direction temporarily... I would like to examine the Fire Warriors again. I know that they have been looked at and that there are few problems with them, but I do think that it is extremely important that we get the FW's right. If this unit is correct, and is pointed well and still provides a good use for the troops on the EA battlefield, then we can examine the PF's by comparing them to a solid Tau troop type.

So, please continue to discuss the Pathfinders (amicably) but I would also be very interested to hear opinions on the Fire Warriors, and what people select these units for in terms of the EA battlefield.

Thanks.

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 Post subject: Firewarriors vs Pathfinders
PostPosted: Sat Apr 01, 2006 5:53 pm 
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Because it is not standard equipment. That has been said over and over again. It is upgrade in 40k so it is not standard. So in larger scale there should be less of them around. I think semaj did a very good explanation about this.

I understand the concept.  I'm just not sure where the line is drawn for optional equipment.
Is it that...
only standard equipment is taken into account.
or
some optional equipment.
or
all optional equipment, but in reduced quantities.
or
??

Is there an actual rule or design guideline that the ACs have to follow?

If not, then I assume there is some leeway in this to allow for characterisation of units.

No sniper on carbine. No disrupt on rail rifle. Cost perhaps 200 points. I'll leave the discussion about the rail rifle being update to one stand in formation for later.

Thanks.  I can see the logic of that.  I would try this.

Well I'd change the firewarriors to have 2 * 30cm AP5+ shots. And remove the carbine from stats althogether. This would change the firewarriors to be medium range support and leave the carbine shots to pathfinders.
Hmm, the better 30cm firepower would be useful.  But, OTOH, losing the disrupt shot takes away something a bit different to FWs.


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