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What are the issues with Spirit Stones?

 Post subject: What are the issues with Spirit Stones?
PostPosted: Thu Feb 16, 2006 4:33 am 
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Opinions are fine, and are the root of all discussion, voicing ones opinion requires one to accept a dissenting view will be voiced. I was not ripping apart what you said I was replying to it. In effect voicing my opinion and why I feel the way I do. I do the same thing on the Nid thread, and others, to insure that it is clear what I am replying to. No one seems to be bothered by me using quotes to do it.

Maybe you are just better than everyone!


No, I do not consider this to be true at all. In fact far from it.

Point tweeks do not solve the problem of the feel being changed as the Spirit Stones themselves will still be there, and they are the root of this present discussion. I have already explained why they do this.

I have presented this view giving examples of why from both an Eldar perspective and an opponents perspective. That is an effort to be clear as to why I feel the way I do, not an attempt to show I am better then anybody.

You had also stated that in every game you had played the IG Commi's were maxed out to the formations in use. I replied that I had seen plenty of games were this doesn't occur. To quote myself..............

The real fact is just because you have not seen it doesn't mean it doesn't occur. I have seen plenty of games where the IG got three or four Commi's, and those players didn't stick them in their Sentinel or Rough Rider formations.


Merely a reply that I had seen it plenty of times. So while the average may be seven, it isn't assured that it will be, nor that enough will rolled to max out the formations.

The point then becomes that they are not a valid comparison to Spirit Stones because they are available in every formation, no matter what.

SM adjustment is part of the ongoing living rule book of Epic-A, as explained long ago by JJ, and is a good thing. SM is up for review and posters on both sides of the issue will voice their opinions, as we all have here on Spirit Stones, and that is good for the game and all involved.

I am saddened that you had to resort to a cutting remark in response to my opinions on your views, I have no problem accepting that you feel the way you do. I also have no problem with dissenting views being voiced, and to have myself quoted in that response for clarity, but I will not resort to any kind of bashing.

A healthy discussion will get us much further.

Jaldon :p

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Thu Feb 16, 2006 8:10 pm 
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It's my opinion that any special rule that modifies the effects of BMs, either directly like ATSKNF or grots, or indirectly like mob-up, spirit stones, and leaders, is more "valuable" than other types of special rules. By that I mean that these types of rules make the game "more-better" than other types of special rules do.

I believe this because I think that the way BM's are generated and managed under the rules given in chapter one are seriously flawed. I think that they unfairly penalize small, elite units. That's why SM's need ATSKNF. ATSKNF isn't just a rule for fluff purposes, it is a required modification to the core rules needed to make the small formations of the SM's playable. IMO, the same is true of spirit stones.

Now maybe the IG has some small units, but can they be considered elite? Certainly the eldar have some small units, are they more elite than the equivalent IG units? I say they are, because the eldar are supposed to be more elite than the mondane IG. That's why I don't see a problem with spirit stones from a fairness POV (outside of the point balance issues).

As for the total number of special rules that the Eldar have, well, they need to have as many as it takes to get them to play in a specific way. One problem is that I think we also disagree on what that specific way ought to be.

For example, in one of my earlier posts I pointed out that my typical eldar force only has one guardian host (that's actually a mistake, I typically take a min-sized 2nd Guardian host to fill points and make more troupes available, it just never does much). Someone else responded they they typically take 4 or 5. For my part, I just can't see why anyone would want to do that. Is that really a fun army to play? Is it really flexible enough to get the job done? I'd guess the answer to the second question is yes (I never claimed that the hosts were incapable, with or without spirit stones), but the answer to the first question is an opinion, and I have to say the answer is "no" for myself.

I honestly and truly believe that an eldar army that is heavy in AV support troupe is at a significant disadvantage compared to one that has more hosts and WE's. The only problem I would have with switching from spirit stones to transferable leaders would be my concern that I couldn't cover enough support troupes to make those all-AV troupes worth taking. Now, if all that means is I'd have to switch from a Biel tan-based list to an Ulthwe-based list, then thats not a problem (as long as the number of Farseers in the ulthwe list isn't reduced as a further result of the rule change). All I ask is for you to keep that all-AV support troupe heavy eldar army lists in your thoughts.


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Thu Feb 16, 2006 10:15 pm 
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My typical army list runs something like this
1x Guardians with Wraithguard and Spirit Seer
2x Guardians with Wraithguard
2x Guardians
2x Night Spinners
1x Wraithgate
1x Storm Serpent (new addition 75cm move then a unit of guardians with wraithguard jumping out makes me a happy person)
Then either 3x Fire Prisms or my Revenants or some other support units based on what I am facing.
Just wanted to throw out that, overall, this list is both effective, I have something like a 13-1 record so far with em  :devil:, and, for me at least, is fun to play.  Without spirit stones or something related, it would quickly become an entirely different list because the support formations would quickly be replaced by engines of vaul or flyers.  As Eldar, our support formations just CANNOT stand up to incoming fire without Spirit Stones and people do target them with the knowledge that ONE kill renders that unit combat ineffective for at least one turn no matter what BM rules are in place.  My main point is that we can't just rip the Spirit Stones out without something for the Support Troupes, reguardless of how the army played in playtesting.  I have no idea how having your formation broken on turn one and rallying with 1 BM in playtesting then breaking AGAIN when it fails it's 3+ activation was considered a good thing because it happens to me way to much even WITH the Spirit Stones and cover :down: .
Anyway, the whole point of this is that while I believe that Warhosts and larger formations don't need Spirit Stones, one extra BM only matters at the 2 and 3 mark, taking them out and not replacing them with an alternative, even if the alternative only affects a smaller number of units, is not a good solution to the problem.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Thu Feb 16, 2006 10:31 pm 
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Fuzzy:  I don't understand how you can claim that they can't afford to lose something while citing a 13-1 record.

I would say that not only says they can stand to lose something, but that they really need to have something taken out.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Thu Feb 16, 2006 10:50 pm 
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Hey Fuzz, I didn't mean to single you out, especially since it's obvious that we agree on our main points.

that being said - wow, thats a lot of activations in your army. I assume you hide 5-6 of those formations in the webway.

My typical list is:

1xwraithgate
1xguardians with everything
1xaspects with exarch and autarch and serpents
1x guardians with support platforms
2xfalcons (no firestorms yet - don't know If they're worth it)
2xfire prisms
2xnight spinners

So you see, by the structure of my list, those two main hosts are so large that they don't care about spirit stones either way, but the rest typically need it, especially those Falcons, which get used in support a lot. If spirit stones were swapped for farseers with transferable leader, I'd have to switch to an Ulthwe-based list (no problem there). I'd trade out my 2xfalcons and 1xaspects for 2xaspect in falcons, and then take black guardian hosts instead of normal guardian hosts to get more farseers.

If Falcons could be purchsed for 125 pts for 2 to transport aspects, I'd probably drop the support platform on the minor guardian host, and trade one serpent for two falcons. As it is, there are no 75 pt formation upgrades.


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Thu Feb 16, 2006 11:34 pm 
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Obviously Eldar is going to go through some change whether we like it or not.  My biggest concern is that six formations are going to get their points bumped and the updated rules are going to affect them and the Spirit Stones are going to get taken away and we're going to shove corks in their tail pipes and whip the players who win with them...

There are a lot of voices crying out for the dismantling of the Eldar and yet they are only at a 60% win ratio on the battlestats.  With 148 games input, that's a good sized indicator that the list is NOT broken.  Bent, perhaps?

If the Spirit Stones are that big of an advantage, will removing them tip the balance of the army to a losing percentage?  Will the haters-of-Stones be satisfied with just that change?

Making point changes on the Titans is one thing, but increasing the prices on many formations while taking away the spirit stones in a setting where the rules are about to be played differently means that this army could easily break in the exact opposite direction.

When the final decisions are made, I would hope that we give the list a nudge, not a boot in the @ss.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 12:04 am 
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Well, I don't think there is universal support for changing point values as much as there is for getting rid of spirit stones. And then, the support for ditching stones is conditional on getting some toned down alternative. All the talk for point changes has just been lists of opinions, not an actual debate. I would think the number of formations that will get point bumps is closer to 2, not 6.

Also, at least on my part, I think there is the assumption that both the Feral orks and the Siege IG armies will get toned down, as well. I feel that if they don't get toned down, there isn't much point of toning down the eldar.

However, I do think that it is a good thing that we are learning how to handle this type of situation, because there are similar issues with the lists currently under development. It seems like the conditions that resulted in the armies in the swordwind supplement are even more exaggerated now.


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 12:05 am 
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There are a lot of voices crying out for the dismantling of the Eldar and yet they are only at a 60% win ratio on the battlestats.


I don't think that is an accurate statement.  None of the serious playtesters and developers are calling for more than tweaks, and most of that is driven by the feel of the army.

Even Jaldon, while being dogpiled in this thread, is talking about allowing the transfer-leader.  While that is obviously lower in raw power, probably ~1/3 as many BMs removed, it is very flexible and will obviously be used where Spirit Stones would have been most effective anyway.  What he is talking about is effectively a reduction of probably 50% of the real Spirit Stone bonus, depending on army composition.

The issue is not that the Eldar are heinously overpowered.  They're not.  I'd put it at only ~10% or so off in points.  The problem is that they are slightly overpowered and feel too hard in play.

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 2:11 am 
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Quote (nealhunt @ 16 Feb. 2006 (21:31))
Fuzzy: ?I don't understand how you can claim that they can't afford to lose something while citing a 13-1 record.

I would say that not only says they can stand to lose something, but that they really need to have something taken out.


Neal, I am in no way saying that we can't stand to loose anything, but I do believe we shouldn't go ripping Spirit Stones out without something to replace them. ?Revenants were only added about halfway through the process of my list, maybe about game 6 or 7 :). I took them out for my last game so far after they got crushed by 2 Termie formations. ?(As a side note, there is a Bat Rep on my most recent game up on the EA discussion forums on the standard site). ?The main two issues I can comment on with my experiences are that Revenants points should be 700 for 2 and I think the points for Wraithguard/ Wraithlords need to be reversed 175/ 150 instead of 150/ 175. ?I also agree that we don't NEED Spirit Stones on Warhosts, but I do think that the small formations of vehicles do NEED something to help them. ?This being my opinion, I think having the Farseers/ Exarchs having the transferable leader skill to support the smaller units cuts the number of removed BM's while still keeping the smaller vehicle units from becoming all but un-usable on a battlefield. ?The only other way to fix this issue, that I can see, would be to increase the formation size of the smaller formations so a single kill doesn't break them, but this increases the firepower of the unit by too much and really removes the feel of being Eldar from the list. :80:

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 3:52 am 
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This is a reply I am not ripping anyone, or anything, apart however I do want to be clear. Anyone that wishes to can go back along this thread and see I have remained consistent in the following views.

Obviously Eldar is going to go through some change whether we like it or not.  My biggest concern is that six formations are going to get their points bumped and the updated rules are going to affect them and the Spirit Stones are going to get taken away.....................


I am with Sem here, at the most it would probably be two formations that get bumped.

Yes, but the updated rules will effect everybody, and if the results do cause a breakdown in the Eldar Army then I will support changes to even things out because of them.

There are a lot of voices crying out for the dismantling of the Eldar and yet they are only at a 60% win ratio on the battlestats.  With 148 games input, that's a good sized indicator that the list is NOT broken.  Bent, perhaps?


My issue from day one has been Spirit Stones and Holofields working in CC.

Now the CC thing I have stated more then once I am not demanding it's removal, only that I am having a difficult time rationalizing the fluff.

Spirit Stones I do have a serious problem with and I do want them replaced with something else. Preferably something different then what the other armies have so that it is Eldar only, but also not all encompassing like Spirit Stones

This is a far cry from calling for a dismantling of the list, in fact I would be opposed to any action taken to remove Hit and Run, Pulse Weapons, etc.....

Making point changes on the Titans is one thing, but increasing the prices on many formations while taking away the spirit stones in a setting where the rules are about to be played differently means that this army could easily break in the exact opposite direction.


I would oppose across the board points increases, and in fact have yet to find anyone calling for it. Again Spirit Stones are not being taken away they are being replaced with something else. No doubt the Eldar do need something to handle BMs on small formations, I just don't feel it should be across the board like Spirit Stones are.

I don't think that is an accurate statement.  None of the serious playtesters and developers are calling for more than tweaks, and most of that is driven by the feel of the army.


Yes, and no more then that.

Neal, I am in no way saying that we can't stand to loose anything, but I do believe we shouldn't go ripping Spirit Stones out without something to replace them.

I do believe that the discussion has been about finding a replacement for them, not for their total removal with nothing to replace them.

This being my opinion, I think having the Farseers/ Exarchs having the transferable leader skill to support the smaller units cuts the number of removed BM's while still keeping the smaller vehicle units from becoming all but un-usable on a battlefield.

This is the effect I believe they will have and is the intent of the transfer idea. Only playtesting can determine if it is true, and I only suggested giving it a try.

Also, at least on my part, I think there is the assumption that both the Feral orks and the Siege IG armies will get toned down, as well. I feel that if they don't get toned down, there isn't much point of toning down the eldar.


Yes, much talk indeed, in fact the Siege AC himself has said that his creation needs to be toned down a bit. I think most agree so do the Feral Orks. And you are very correct in pointing out that if they don't get toned down there is really no point in toning down the Eldar.

The issue is not that the Eldar are heinously overpowered.  They're not.  I'd put it at only ~10% or so off in points.  The problem is that they are slightly overpowered and feel too hard in play.

I agree 100% with this and............

To which I would like to add, as an Eldar player, they don't play like the fluff says they should, and IMHO Spirit Stones are at the core of that issue.

The only other way to fix this issue, that I can see, would be to increase the formation size of the smaller formations so a single kill doesn't break them, but this increases the firepower of the unit by too much and really removes the feel of being Eldar from the list.

I agree I wouldn't like to see this either.

Jaldon :p

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 8:12 am 
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Hrrm,

Ok, methinks it is time to put our money where our mouths are and to start talking about playtesting some changes.  I would be more than willing to try the Embolden transferable leadership from Farseers and Exarchs (I add Exarchs because they are military leaders and they do cost points in the list, I don't use them, but I don't feel we should penalize people who want to run Aspects rather than Guardians)  In addition, we could start running Revenants at 700 and swap the points of Wraithguard and Wraithlords.  I just think it is time to get out there and try the ideas out rather than toss them around on the forums more. :)

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 11:07 am 
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1)Fluffwise, I think only farseer should have the transferable leadership. And this is a problem ,as FuzzyMiles pointed it out, because it makes guardians host more interesting than aspect ones. And when you have a look at the batreps, you already see a lot of guardians in the Biel-Tan lists...

I would favor something like "If a farseer is on the table, you get X transferable leader per Y army points"


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 6:10 pm 
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Okay, so if Sprit Stones are to be replaced by Farseers with transferrable leadership, how exactly should the rules work?

When would the farseers be able to perform this action?
Should it be available in the middle of a turn when a unit wants to marshall?
Should it be limited to the end phase when formations are rallying?

Is the ability declared before a formation roles to activate/rally, or after?

Should a formation be able to be aided by multiple farseers in a turn?

Should a formation that has a farseer in it benefit from the farseer's ability in addition to a formation that is aided by the farseer?

My suggestion is to delete the spirit stone entry from 1.1.3 Eldar Technology, and add this to the end of 1.1.1 Farsight:

"Finally, Eldar farseers may use their insight into the future to lend guidance to an Eldar formation, helping it to persevere in the face of heavy fire. During the end phase, the Eldar player may nominate a number of Eldar formations equal to the number of farseers in play on the battlefield. These formations benefit from the guidance of the farseers, and are allowed to remove one extra blast marker when they rally in the end phase."

This rule would limit the ability to the end phase, so there wouldn't be any need to keep track of whether a farseer used the ability earlier in a turn. This rule would also make sure that a formation couldn't be aided by multiple farseers, since it can only "remove one additional BM when it rallies." Finally, note that a Farseer wouldn't actually gain the Leader ability, so it couldn't marshall its own formation then help another formation rally in the end phase to remove two extra BMs. The only question is whether or not the ability is declared before the initiative roll is made.


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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 8:19 pm 
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Quote (semajnollissor @ 17 Feb. 2006 (17:10))
"Finally, Eldar farseers may use their insight into the future to lend guidance to an Eldar formation, helping it to persevere in the face of heavy fire. During the end phase, the Eldar player may nominate a number of Eldar formations equal to the number of farseers in play on the battlefield. These formations benefit from the guidance of the farseers, and are allowed to remove one extra blast marker when they rally in the end phase."


The BM removal would definitely have to occur in the end phase. ?Also, the whole point of the idea is that each farseer can lend his powers to one formation, not that one farseer can benefit the entire army, that really takes the token farseer to an obscene level. ?I think the simplest way to represent it is to count the number of (perhaps only unbroken?) Farseers at the beginning of the Rally Phase and mark that number with a dice. ?The Eldar player may remove one BM per Farseer at the begining of the phase. ?Somehow, the unbroken makes it feel better to me, a Farseer in a tactical retreat doesn't seem in too much control to me. :)

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 Post subject: What are the issues with Spirit Stones?
PostPosted: Fri Feb 17, 2006 9:29 pm 
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Quote (Fuzzymiles @ 17 Feb. 2006 (18:19))
?I think the simplest way to represent it is to count the number of (perhaps only unbroken?) Farseers at the beginning of the Rally Phase and mark that number with a dice. ?The Eldar player may remove one BM per Farseer at the begining of the phase.

Exactly what I wrote last night but didn't post. (At least other people think the same as I do!).

I had...

Embolden:
"At the end of the rally phase a number of formations equal to the number of unbroken farseers you have in play, may each remove a single blast marker"

(I don't like the idea of multiple emboldens on one formation, potentially too powerful IMO.).

The trouble I have with it, is that it is yet another ability tied to Farseers, which would make Biel Tan comparatively even weaker than Ulthwe, and be yet another reason to not take the expensive aspects which Biel Tan should be all about.
A work around may be to give Exarchs 'Leader' ability to balance the Farseer Embolden ability?

Therefore my considered proposal for playtesting.


Remove spirit stones rule.

Give Exarchs Leader. Give Farseers Emolden.

Embolden:
"At the end of the rally phase, a number of formations equal to the number of unbroken farseers you have in play, may each remove a single blast marker"


Revenants to 700.
Wraithguard to 175.


I think there is overwhelming support for the revenants and for the Wraithguard getting a slight points increase. Wraithlords I think are good value at present - I wouldn't like to see the points go down.

There are other ideas being bandied about but I would like to make as few changes as possible to the list. Yes I agree that falcons may be slightly underpointed in troops and overpointed in hosts but I don't think it is necessary to change them yet.  However I am willing to go with the flow on these.





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