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Howling Banshees

 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 6:12 am 
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Splitting MW into anti-infantry or anti-tank is a possibility with some merit, but that's something that really is a major rules review change, and not really necessary for this one unit. If that was made, every MW would have to be evaluated.


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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 9:25 am 
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(Dobbsy @ Feb. 11 2008,00:05)
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So then CC 2+ means they are the pretty much the BEST CC troops(to-hit wise) in game.... IS this a fair analysis of them?

But 2+ CC is still worse than 4+ CC with EA.
(except when you start adding characters)


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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 10:25 am 
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Yes, but 2+ with first strike makes banshees quite equal with scorpions 4+ and EA. Scorpions have better armour, but then they have their own roles.

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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 11:29 am 
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Guys, we are getting confused between a number of things here. Let's try to keep it simple. We all agree that there are parallels, but differences between W40K and EA. What you are getting into is the debate about classes of armour and weapons and their respective capabilities and changing the game mechanics, which is way outside the debate on Banshees.

What is far from clear here is what Banshees should be able to do relative to other units in EA. Could we concentrate upon that for the moment please as it appears to be key to obtaining agreement upon the solution.

Finally, please remember that we are principly dealing in statistics here and the existing rules are sufficiently flexible to provide a number of solutions - so "power weapons" might be given 'Sniper' or one or more extra attacks to provide greater chances of penetrating "infantry" armour, while MW and Lance should be reserved for units capable of ?penetrating "Heavy" armour.

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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 4:59 pm 
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(Ginger @ Feb. 11 2008,05:29)
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Finally, please remember that we are principly dealing in statistics here and the existing rules are sufficiently flexible to provide a number of solutions - so "power weapons" might be given 'Sniper' or one or more extra attacks to provide greater chances of penetrating "infantry" armour, while MW and Lance should be reserved for units capable of ?penetrating "Heavy" armour.

Argh, people aren't listening to what I've been saying. I warned you, here come the stats.

One of the obvious consensus views on here seems to be "MW is too good against heavy armour, so give it Sniper instead". Bah, wrong, as I'll show you in a second, but I can tell you this from experience of using Sniper in assaults with Deathwatch. It's really nasty.

The other solution is to give them CC2+ or more attacks. Again, the principle that this makes them better is true - but it also makes them better against heavy armour too. Don't forget that with CC3+ as they are the Banshees are pretty good against tanks like Land Raiders as they are. So let's not cry "they shouldn't be able to kill tanks with their power weapons!" too much, they already can.

So before I get down to the number-crunching, let's lay out what we (or I, at least) want.

1) Banshees should not be as good at killing horde troops as Scorpions.

2) Banshees should be able to butcher heavy-armour units like tactical marines like a hot knife through butter.

3) Banshees should be okay against very heavy-armour units like Terminators, but not too good that they become the ultimate anti-titan weapon.


Okay, here come the stats. The options I've selected are:

CC3+ (as they are, generally agreed to be a bit rubbish)
CC2+
MW5+
CC5+ and power weapons (+1EA, MW)
CC4+ and Sniper (if you're suggesting CC3+ and Sniper, you're crazy if you think that'd be balanced).
CC4+ (+1EA) i.e. Scorpions (as a comparison)

In all cases I'm working out a discrete probability of at least one kill inflicted on the target unit. (Probabilities are from 0-1, you can multiply it by 100 to get a percentage)

Against 4+ Reinforced Armour
(Terminators, Leman Russ, Battle Titans)
CC3+, p=0.17
CC2+, p=0.21
MW5+, p=0.17
CC5+ power weapon, p=0.236
CC4+, sniper, p=0.28
CC4+ extra attack, p=0.234

Against 4+
(Tactical Space Marines, Dark Reapers, Predator tanks)
CC3+, p=0.333
CC2+, p=0.417
MW5+, p=0.333
CC5+ power weapon, p=0.444
CC4+, sniper, p=0.333
CC4+ extra attack, p=0.44

Against "no armour"
(Guard, grots)
CC3+, p=0.667
CC2+, p=0.833
MW5+, p=0.333
CC5+ power weapon, p=0.556
CC4+, sniper, p=0.5
CC4+ extra attack, p=0.75

Okay, so what conclusions can we take away from this?

1) Sniper is a lousy idea. It'll make Banshees perfectly vicious against titans and heavy tanks, not what we're going for here.

2) CC2+ isn't such a great idea either. It makes Banshees better than Scorpions at killing unarmoured grunts, but worse than Scorpions at killing armoured or very heavily armoured infantry. Which isn't right.

3) CC5+ and power weapons still looks the best solution.
- It gives them "power weapons" on their profile, which is what they should have
- It makes them almost exactly equivalent to Striking Scorpions versus very heavy infantry, titans and tanks (not too unreasonable, they should arguably be better!)
- They are supremely able to destroy heavy infantry like marines or light tanks. (That's exactly what we want them to be able to do), although they really aren't  better at this than the Scorpions either
- They are okay at killing light infantry, but not nearly as good as the Scorpions.

So there you go. Oh, no, another Macro Weapon!? It really doesn't make them overpowered compared with Scorpions, and really defines the feel of the unit. They are one of the very few units in the game all armed with power weapons, after all.


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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 5:30 pm 
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(Lord Inquisitor @ Feb. 11 2008,10:59)
QUOTE
Okay, here come the stats. The options I've selected are:

CC2+
CC4+ (+1EA) i.e. Scorpions (as a comparison)

In all cases I'm working out a discrete probability of at least one kill inflicted on the target unit. (Probabilities are from 0-1, you can multiply it by 100 to get a percentage)

Against 4+ Reinforced Armour
(Terminators, Leman Russ, Battle Titans)
CC2+, p=0.21
CC4+ extra attack, p=0.234

Against 4+
(Tactical Space Marines, Dark Reapers, Predator tanks)
CC2+, p=0.417
CC4+ extra attack, p=0.44

Against "no armour"
(Guard, grots)
CC2+, p=0.833
CC4+ extra attack, p=0.75

Okay, so what conclusions can we take away from this?

2) CC2+ isn't such a great idea either. It makes Banshees better than Scorpions at killing unarmoured grunts, but worse than Scorpions at killing armoured or very heavily armoured infantry. Which isn't right.

I agree with your math but disagree with your conclusions.

Between 2+ and 4+EA there is no reason not to accept the 2+CC as a reasonable stat change.  We're talking about Banshees needing the 'feel' to be better against Infantry and worse against armor and your own stats show this to be the case.

Scorpions still have the potential to kill more units (up to 16) whereas Banshees can only kill up to 8.

The power weapon solution is close to where Striking Scorpions stand but it doesn't beat CC2+ hands down the way you paint it - in fact the differences are quite small.  Combine that fact with the apprehension people have with MW creep and you are presented with the simplest solution. 2+CC.

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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 5:47 pm 
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(Moscovian @ Feb. 11 2008,11:30)
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I agree with your math but disagree with your conclusions.

Between 2+ and 4+EA there is no reason not to accept the 2+CC as a reasonable stat change. ?We're talking about Banshees needing the 'feel' to be better against Infantry and worse against armor and your own stats show this to be the case.

Scorpions still have the potential to kill more units (up to 16) whereas Banshees can only kill up to 8.

The power weapon solution is close to where Striking Scorpions stand but it doesn't beat CC2+ hands down the way you paint it - in fact the differences are quite small. ?Combine that fact with the apprehension people have with MW creep and you are presented with the simplest solution. 2+CC.

No, CC2+ is not preferable in my opinion.

1) Banshees have power weapons. They really do, actually, have power weapons. Any solution that gives them power weapon on their profile is probably the best. After all, the weapons on the datafaxes should reflect what equipment the models are actually carrying. And they actually carry power weapons.

2) If we give them power weapons, they should really use the power weapon profile - i.e. +1 EA, MW. Anything else is confusing. After all, if you stick Banshees on the table and I've never played Eldar before I'm going to assume they've got MW (I was very suprised to find that they didn't, in fact!)

3) The differences between MW and CC2+ are quite small - until you look at armour-less infantry, where the CC2+ becomes dramatically better.

4) CC2+ fails to demonstrate the specific role of the Banshees - they're elite shock troops, able to dance with the heaviest of enemy units. Scorpions are more able to deal with horde enemies. Give them MW and it really differentiates the units while not really unbalancing the probabilities.

Banshees need to feel better against armoured infantry than scorpions, which need to feel better against light infantry. They need to feel like they're actually carrying power weapons.

I can flip your logic around on you. If you agree that giving them power weapons is not more unbalancing than CC2+ - and looking at the stats, it is probably less unbalancing - then we should give them what is most appropriate for them! And giving them actual power weapons like what they should be carrying seems to be the most appropriate.

MW-creep apprehension is a valid fear, but my stats show that it won't make them unbalanced. Indeed, it won't make them more than half a percent more powerful against heavy or very heavy armour than Scorpions!!

Don't let a nebulous "we are afraid of adding more MW" blind you from the best solution. Picking the second-best solution because of that seems stupid.


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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 5:53 pm 
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OKay, I'm convinced.  Give it a whirl.

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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 6:00 pm 
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The issue is that power weapons do not automatically mean macro weapons. Sure, power fists are macro, but they're a lot more damaging. A S3 power weapon in 40k will suck against tanks, but a macro weapon attack in epic will not.

power fist = macro
power weapon < macro

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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 6:34 pm 
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Actually the power weapons profile does mean Macro.

And what makes you think that Power Swords "should" be S3?


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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 7:07 pm 
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(Lord Inquisitor @ Feb. 11 2008,17:34)
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Actually the power weapons profile does mean Macro.

Most things in EPIC with "power weapons" are models that would have Power Fists in 40k... so, "double" the strength of the model bearing it.

And what makes you think that Power Swords "should" be S3?

Power Swords, on the other hand (no pun intended), are straight up strength rating of the model wielding it.

For Banshees, and most Eldar, that's Strength 3... and while they'll certainly bypass a Marine's armour save, they've only got a 1/3 chance of wounding him... on the assault, they'll have three attacks, each with a 50% chance of hitting (Weapons Skill 4 vs 4), so it's not super-deadly... just regular deadly!  *laugh*

In EPIC, that low strength, high armour penetration, and decent weapon skill have to be translated into two thinks... the CC value, and the effects of the weapon.  To me, the low strength of the Banshee's attack do not warrant a Macro-weapon attack value, even at CC5+, +1MWCC, first strike... their combined 40k stats just aren't enough, in my mind.

I'd even like to see them perhaps, at CC3+, Banshee Masks +1CC, first strike... so, they'd get two attacks, but killing their first target in combat with first strike would mean they'd have to use their FF value on subsequent enemies... but there would be the chance of as many attacks as Scorpions at times.

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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 7:19 pm 
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(Lord Inquisitor @ Feb. 11 2008,17:34)
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Actually the power weapons profile does mean Macro.

And what makes you think that Power Swords "should" be S3?

Because that's the strength of banshee power weapons in 40k.

If a plasma gun (s7 ignore armour) doesn't translate to epic as a macro weapon, then how can a banshee's power swords (s3 ignore armour) become macro?

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 Post subject: Howling Banshees
PostPosted: Mon Feb 11, 2008 10:05 pm 
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Sorry guys, I was snarly earlier.

Yes, I know the 40K rules. But (and I've written this at least once this thread), firstly S3 power swords are an abstraction in 40K. Once upon a time they were actually S5, S7 for power axes which the older banshee models tote. These days power weapon = strength but that isn't necessarily what you should be thinking. Look at Inquisitor or Necromunda for relative strengths. A power sword can do very nearly as much damage as a power fist.

Secondly, if we're really going to nit-pick, I can pull out examples like guardsmen with powerfists that can't hurt Land Raiders. We need to abstract. Don't forget that in 40K Banshees can't hurt any vehicle in combat, power weapons or not. In Epic they have CC3+, which is a two-in-three chance of hurting any target, vehicle or not. Whatever stats you give Banshees they'll be able to attack Land Raiders in combat. Besides, whatever the 40K rules, it's going to be better to attack a tank with a power sword than a knife!

Lastly, for the love of the Emperor, look at the probabilities. If CC5+ with power weapons gives the same probability of killing the enemy as the scorpions 2x4+, then what's the issue? It just adds flavour by giving them the power weapons that they should have.


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 Post subject: Howling Banshees
PostPosted: Tue Feb 12, 2008 2:40 am 
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I've had some time to digest this thread and here's how I feel...

There's the greater game to remember when you change unit stats.... while Banshees look great with 2x FS CC attacks if you combine them with other units they become quite a different formation....

Has anyone considered what happens when you pair 4 Banshees with 4 Warp Spiders?

I would assume this would mean 12x FS CC/FF attacks in an engagement....

Heck 8x Banshees = 16 FS CC attacks (OK granted, you may not get all in b2b but still... if you do....)

That's pretty ugly really.... not very sporting either, if your entire line is dead before you can respond.

Can we perhaps change the Banshees in a small and careful way? The Eldar are pretty much not in need of super formations. They are easily broken (and I mean in a cheesy way) because the temptation to change them due to a perceived "non-usefulness" can make them uber very easily....

Let's just exercise caution here is basically what I'm saying.

CC3+, Banshee Masks +1CC, first strike... ?so, they'd get two attacks, but killing their first target in combat with first strike would mean they'd have to use their FF value on subsequent enemies... but there would be the chance of as many attacks as Scorpions at times


this seems like a fair start...






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