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Assault question

 Post subject: Assault question
PostPosted: Tue Aug 04, 2009 3:07 pm 
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Quote: (Moscovian @ 04 Aug. 2009, 14:32 )

What would happen if formation A were allowed to Firefight against B2 after countercharging toward them?  I'm not pro or con on the topic, just asking if that would resolve the problem.

You can end up with a long series of "drawn in" firefights, resulting in the multi-formation "scrums" that used to happen in E40K.  A draws B2 into FF, but B2 is then in support range of A2.  Since A2 is in support, can't B2 then choose to FF against A2 as well?  Then A2 is directly involved and B3 is in support, and so on down the line.

You end up with 2 choices - either allow everyone in FF range of each other to duke it out in a big daisy chain assault, or put an arbitrary "the chain stops here" rule in place.

Right now the "chain stops here" rule is attacker-defender or base contact to draw in.  That boundary could be placed elsewhere, but it was put in here as it was believed to be the quickest, cleanest and most intuitive option.

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 Post subject: Assault question
PostPosted: Tue Aug 04, 2009 3:19 pm 
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Quote: (Moscovian @ 04 Aug. 2009, 15:02 )

Quote: (Chroma @ 04 Aug. 2009, 09:24 )

I'm not a mod on this specific forum, but I don't believe mods cruise the boards looking for trouble, but they do respond to posts flagged via that "Report" button at the bottom of every post.

Please use that reporting ability if you feel anyone is violating board policy.

Thanks.

Funny enough, I have never used it and as such tuned it out.  Thanks!

I take back my MOD comment.  Consider it reported.

I actually think this thread has had some constructive discussion and is generally respectful.  I'll keep an eye on it, but I'm going to let it run for now.

Another option available is the "Ignore" button at the top of each post, which blocks you from seeing that member's posts.

I agree the Ropecon thread has degenerated into name-calling and should be locked for a cool-down period but I do not have mod powers there.

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 Post subject: Assault question
PostPosted: Tue Aug 04, 2009 8:57 pm 
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Quote: (Morgan Vening @ 04 Aug. 2009, 12:16 )

[quote="Hena,04 Aug. 2009, 11:12 "][quote="dptdexys,04 Aug. 2009, 11:29 "]If after counter charges there are no units within 15cm then the assault stalls.

This is already covered in the counter charge rules(in bold)

If part of the charge rules state that an assault would stall if there are no units within 15cm of the target. Then as all the charge rules apply to counter charges the same would be the case after counter charges,assault would stall.

1.12.4 Counter Charges
An assault represents a brutal short-range battle involving
movement, shooting and close combat. Although the
assaulting formation will have initiated the combat, the
defending formation will have time to react to the enemy
assault and make limited moves of their own. To
represent this, units from the defending formation
involved in the assault are allowed to make a special
move called a counter charge.
Defending units that are not already in base contact with
an enemy unit are allowed to counter charge. Units with
a speed of 30cm or more may make a counter charge
move of 10cm. Units with a speed of 25cm or less may
make a counter charge move of 5cm. Counter charges
happen after the engaging formation has finished moving
and any overwatch shots have been taken, but before the
combat is resolved. All the normal charge move rules
apply
, and defending formations must still be in a legal
formation after the counter charge moves have been
made (ie, all units must be within 5cm of another unit
from their formation). Embarked units may dismount.


There is an actual rule for 'charge move' that is seperate from Make Charge Moves.

[quote]A formation undertaking an engage action is allowed to make one move (not a double distance move as is the case in many sets of wargame rules, not least many Games Workshop games), and then fights an assault against the enemy formation that was chosen as the target of the charge. This move is known as the charge move.

Make the move normally, as described in the movement rules given previously. Once the move is complete, the engaging formation must have at least one unit within 15cms of a unit from the target formation.

ok so you make your move according to the assualt  they with draw outside of 15 cm  nothing happens wasted activation.  it all seems fairly  right, but the rules say the counter charge uses all chrage rules ars per normal, in which as stated in bold MUST  end with in 15 cm, so according to the rules you cant technically move outside of 15 cm from the engaging formation right ?

and regardless of opinons after reading this thread from end to end, and all the peoples various thoughts on the issues there would seem to be on some peoples part , not naming names, a huge lack of common sense or general sportsmanship in regards to aspects of enjoying a good game.

Personally previous to reading this thread in that situatiob would would have just said either  wasted activation or re take your move, opponents choice, but also if you think about the steps of the assualt the supporting formations dont fire upon the defenders until after the first round of assualt rolls from the engaging formation normally, so why would the enemy move towards a formation that in theory hasn / wont fire  before a more imediate threat ?  jsut food for thought.

as always feed back is good, the commander love is nice, they do feel a little redundant in my eyes at the moment and it would be good to see them get a little more fluff and sparkle :)


Cheers

Tim  NZ

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 Post subject: Assault question
PostPosted: Wed Aug 05, 2009 11:01 am 
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Quote: (Rug @ 05 Aug. 2009, 08:50 )

Why would you counter charge towards a formation that might not actually get to attack?

In order to make it more difficult to support attacks against you. The threat of countercharging keeps supporting formations far from you, if they don't want to get dragged in. The countercharge+drag-in mechanism is good even if it seldom gets actually used, since the threat it poses is constant. Loaded-up APCs are gold in this regard with their 15 cm effective countercharge range.


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 Post subject: Assault question
PostPosted: Wed Aug 05, 2009 1:26 pm 
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so person A  assualts you in the street and in retalitaion you go and assualt person B  10 metres away because they maybe in on it but your not sure.

Isnt the whole point of  a counter charge in the name it self, to countercharge.  you charge at me i charge at you we have a big punch up and  may the best man win.
No to mention if the counter charge rules do adhere to normal charge rules isnt  this while thread a moot point since you HAVE TO  have one unit with 15cm of the engaging formation?  hence this situation should never actually arise ?


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 Post subject: Assault question
PostPosted: Wed Aug 05, 2009 1:39 pm 
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Quote: (Tim_the_titan @ 05 Aug. 2009, 13:26 )

so person A  assualts you in the street and in retalitaion you go and assualt person B  10 metres away because they maybe in on it but your not sure.

Isnt the whole point of  a counter charge in the name it self, to countercharge.  you charge at me i charge at you we have a big punch up and  may the best man win.
No to mention if the counter charge rules do adhere to normal charge rules isnt  this while thread a moot point since you HAVE TO  have one unit with 15cm of the engaging formation?  hence this situation should never actually arise ?

Why not just fix the counter charge rules and be done with it?

Any unit not touching enemy may counter charge 5/10(whatever applies) to any direction provided he does not leave engagement directly if he was engaged before counter charge move.

You start within 15cm -> you may charge toward formation that charged you or support formation provided you are within 15cm after move(this incidently makes sucking supporting formations tad easier as well balancing advantages of attacker vs supporter a bit)

You start outside 15cm -> you can move toward support formation or formation that charged or support formation or stand still.

No defenders moving outside 15cm, defenders have little bit of choice(though 95% of advantages still lie for attacker) and game turns over micromanagement of individual units more toward the big picture(which epic ignores already too much. what with premeasuring, counter charge rules and stupid blast templates).

[Disrespectful comments deleted.]




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 Post subject: Assault question
PostPosted: Wed Aug 05, 2009 2:06 pm 
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Quote: (Rug @ 05 Aug. 2009, 14:00 )

This would make the best position of support on top of the unit triggering the engage, there is zero reward for manouvre and we come a step closer to just pushing minis around the table.

Hardly the best position. Plenty of other places where they would be better off being than top of unit that engaged.

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 Post subject: Assault question
PostPosted: Wed Aug 05, 2009 2:43 pm 
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Quote: (tneva82 @ 05 Aug. 2009, 13:39 )

Why not just fix the counter charge rules and be done with it?

Because there is no easy solution.  Despite this being your third attempt at a solution, you have clearly not considered the consequences of this concept.

Any unit not touching enemy may counter charge 5/10(whatever applies) to any direction provided he does not leave engagement directly if he was engaged before counter charge move.

Three issues are present with this.

This makes the "reverse clip" possible, as the defender can consolidate backwards to minimize the number of attackers in range while maximizing their own firepower.

It makes support fire extremely difficult to use at all.  The defender can counter-charge away from any support formations as long as they stay in range of the engaging formation.  You've reduced the effective support range to 10cm against slow countercharges.  It's virtually impossible to use support fire against a 10cm countercharge or against any scout units because minimum ZoC plus countercharge range is 15cm.

It allows a defender to break formation and dump the vulnerable units.  Those in 15cm countercharge towards the enemy.  Those outside countercharge away.  After the countercharge there is no formation coherency and the defender chooses to "kill" those units involved in the assault.  No one remains in range of the assault.

You start within 15cm -> you may charge toward formation that charged you or support formation provided you are within 15cm after move(this incidently makes sucking supporting formations tad easier as well balancing advantages of attacker vs supporter a bit)

You start outside 15cm -> you can move toward support formation or formation that charged or support formation or stand still.
Is your proposal to countercharge in any direction, or is it only towards the attacker/support?

No defenders moving outside 15cm,
As noted above, killing the assault can still be done by breaking coherency.

defenders have little bit of choice(though 95% of advantages still lie for attacker)
The defender has radically greater choice.

and game turns over micromanagement of individual units more toward the big picture
How do you reach this conclusion?  Since the defender has more choice, the attacker now has to take into account all possible defender moves when planning and setting up the assault.  That's more detailed considerations and micromanagement, not less.


Of course, there are questions of realism as well.  How does every formation being assaulted have the capability to optimize their fighting position based on omniscient knowledge of where the enemy is and where they will be attacking from?  Why doesn't a formation under heavy fire ever get pinned down?  Why would troops expose themselves to flanking fire in order to charge an enemy 250 meters away when the flank-firing formation is much closer?

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 Post subject: Assault question
PostPosted: Wed Aug 05, 2009 2:47 pm 
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Quote: (Rug @ 05 Aug. 2009, 13:21 )

there does have to be some kind of downside for choosing to "fix and clip".

Why?

From a realism standpoint, this is the ultimate military maneuver.  It's devastating to the enemy and minimizes risk to the assaulting force.  Combat arms units drill on this constantly.

From a game perspective, an optimal assault still takes 2-3x the enemy points dedicated to the assault to win decisively in most cases.  It was designed that way, so it's meeting the design plans.  Only if there is something inherently unbalanced about that concept does a downside need to be added.

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 Post subject: Assault question
PostPosted: Wed Aug 05, 2009 2:52 pm 
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Quote: (nealhunt @ 05 Aug. 2009, 14:43 )

This makes the "reverse clip" possible, as the defender can consolidate backwards to minimize the number of attackers in range while maximizing their own firepower.

So defenders actually get some chances rather than having to face assault with everything going in favour of attackers. Shock horror that game might be actually BALANCED? That's something that can't be done right?

In real life assaulting is hard and generally requires more strenght than defending. In epic reverse is true as every advantage attackers have gives them advantage that in would in line up and fight be translated to HUGE modifiers. Currently assault is so lopsided in favour of attacker that it's not even funny. You get assaulted and you might just as well put the broken marker straight up unless other player is desperate enough to launch no-hope assault when normally he doesn't have to.

As it is assaulting is unrealistically easy as it only requires token force compared to defending force to break it. This atleast provides some balance back.

Have you actually tried this in practice or is this just useless theory-epic? We have played with this for over FOUR YEARS and haven't ran into any problems. Game plays out lot more realistically and WAY more balanced. Defenders now can actually win assault when point values are roughly even more than once in a blue moon.

BTW destroyed for being out of coherency happens after movement during ACTION. They don't happen middle of assault. So to what out of coherency destruction you are refering to anyway? That's assuming you can find some rule that says you can voluntarily move outside coherency in a first place. Quick check of rulebook refers to finding yourself out of coherency due to enemy fire or assaults. Nothing about moving. If you normally can't move out of coherency voluntarily you obviously can't do it here either.




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