Purestrain |
 |
Joined: Thu Feb 13, 2003 10:52 pm Posts: 9617 Location: Nashville, TN, USA
|
Niblebitzer: Thanks for the detailed feedback. I've added some clarification language and examples to the WIP document.
* Several units stand around objective, who gets experience? All or just one?
All of them.
* 3 units combine to single formation while assaulting with commander ability. They wipe out one enemy formation. All get 2 exp? Combined assault to take out a WE for 3 each? How intermingled and supporting units work with this?
Direct participation in the assault counts. Whether they got in via intermingling or combined assault doesn't matter. It also doesn't matter when during the battle the formation "qualifies" for the XP. So, yes, if you did a combined assault on a WE formation and wiped it out, every formation involved would get 3 XP (+1 for assault, +1 for wiping out a formation, +1 for destroying a WE).
* When experience is given? After the battle or middle of the battle? Greens entering table get experienced right away?
After the battle.
Reorganization Reorganization means that if I take some addons into a unit for a battle and leave them out in next one? For example eldar formation with or without transport, or are those different units in this aspect and another one is fresh unit and starts with starting experience? I suppose you didnt mean that games should be played with same list all the way.
A lot of it is going to depend on the particular campaign rules. To answer your question directly, yes, as it's written adding or subtracting transport would count as a reorganization.
A different approach would be rather than a percentage of points that it should be a percentage of total units. Something like adding a single unit to an Ork warband probably shouldn't affect the mob's experience very much, even though at 35 points a Nob would be almost a 20% increase in point cost for the formation. Per-unit would allow things like adding non-unit upgrades (like a SM Librarian or Chaos Icon Bearer) without affecting the XP of the unit.
OTOH, basing it on point changes would allow Space Marines to freely change between Rhinos and Drop Pods without any effect on their experience.
Yet another possibility is to base it on # of units, with an exception for 0-cost units.
The final possibility would be to make to make it a percent of both to qualify. So, in other words, to count for the 10% threshold it would have to be 10% of both points and # of units.
I'm actually leaning towards the last option.
Some of those Battle Orders seemed very strong. Giving those away for a one-shot game is tricky one. On cheap WEs those 25pts increases are really bargain.
Yeah. They're not balanced for straight point play and I'm not sure that they can be (or, more accurately, not sure I want to mess with trying to get it fully balanced). It's just a ballpark figure for scenario design.
I dont know if it is intended but ground units are plain fodder in this system as they get broken/wiped off all the time.
It's by design that it's hard to develop a veteran unit. We've used the system for half a dozen battles or so and most formations got ~2 xp, with a few that were in heavy action getting ~4 if they didn't also end up with the -2 penalty for 50% casualties. It takes a lot of care and defensive play to get formations serious levels of XP.
Over multiple games the units tend to surge forward if the player wins and fall back slightly if the player loses. My rough guess is that over multiple games with an even mix of win/loss the formations average ~1 XP per game or a bit more.
The ones that actually benefit are heavy titans and flyers as those are rarely completely kicked off the tabletop.
Air units stay around a long time, but actually rarely pick up a lot of XP. It's unusual for a non-transport to get more than ~2 in a game. As you noted, it takes a long time to get to Elite levels.
WEs are intended to be feature of the system - characterizing them, giving an excuse for painting kill markers on them, etc.. The larger ones can rack up 3-4 XP per game as long as they are deployed in a reasonably prudent fashion. As you noted, that still takes a long time to get to the higher levels of experience.
Punishing player for losing battle with green level & -2 exp for getting his men shot into pieces isnt nice. I dont think that green level is even needed. Even dropping penalty from -2 to -1 feels enough as there is still change that whole unit is wiped out.
Green units are really there for representing unusually low quality troops, either truly brand new recruits or things like militia and penal units.
Not to repeat myself, but these are broad rules. Things can be changed depending on the rules of the campaign.
For example, if there are detailed unit replacement rules for the campaign, you might dump all the penalties for damaged formations and simply use the reorganization rules. If your IG infantry company is crushed down to 6 units and you don't get replacement troops, that's enough of a penalty. You may not have many troops left, but at least you know the ones you have are hard-bitten. Keep the XP. If you get reinforcments later you can reduce the XP as the overall experience of the unit is "watered down" by the new recruits.
_________________ Neal
|
|