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Fixing Slow and Steady?

 Post subject: Re: Fixing Slow and Steady?
PostPosted: Mon Feb 10, 2014 11:33 am 
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There is an error on the EUk stats, open war 10 was won by a battle barge list

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 Post subject: Re: Fixing Slow and Steady?
PostPosted: Mon Feb 10, 2014 11:34 am 
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Also there's a tourney like 5 years ago where the stats say I came last when I actually finished in the top half so pfffffft.

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 Post subject: Re: Fixing Slow and Steady?
PostPosted: Mon Feb 10, 2014 4:23 pm 
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Rug wrote:
or
Guaranteed arrival T3 regardless of other ships and Int.


Some time ago, facing SC-s I have concluded the very same house ruling to balance slow and steady for smaller (usual) battles.
Although the time has not yet come for me to successfully convince local players to try it out at least.

Meh, even commissars fail sometimes in "convincing" ( >:D ). :-[

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 Post subject: Re: Fixing Slow and Steady?
PostPosted: Mon Feb 10, 2014 4:32 pm 
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I like the element of uncertainty so I would not suggest changing that. There's little problem with using a scenario that allows T2 use. If it was up to me I would have used T2 arrival in the rules and instead noted in the GT scenario that T3 is the earliest a S&S craft would have been used. Same diff in the end however. It does lend some more options for reliable drop capable armies however. But if your local is already based on those primarily it will not change much.

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 Post subject: Re: Fixing Slow and Steady?
PostPosted: Mon Feb 10, 2014 5:08 pm 
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Steve54 wrote:
There is an error on the EUk stats, open war 10 was won by a battle barge list


It's missing the battle barge as adding up the points with one added makes it 3025 but warhounds were 25 points cheaper back in the day :)

Fixed now :)

And Damian Bradley finished last at this event, I can't see you listed at all Evil&Chaos.

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 Post subject: Re: Fixing Slow and Steady?
PostPosted: Wed Feb 12, 2014 3:49 am 
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Given current rules I don't think I'd ever take a S+S ship to a tournament/competitive game - My main concerns are that you're either using it to field a full drop army, or for support.

A drop army would be waiting till turn 3, which is a seriously dull game, as it's essentially shortened to being played over one turn. This makes it unviable - tactically it might work, but sporting it's definately not fun.

If you're just using it for support, then the armies where it can be assured of coming on have better support options that last more than 1 turn, or are tight on points so can't spare any for a throwaway activation. Armies like orks that can spare points/activations can't even be assurred it'll even turn up, so it's again pretty unviable.

A possiblity would be to give it the option of coming turn 2 (with a penalty), or turn 3 (with a bonus).


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 Post subject: Re: Fixing Slow and Steady?
PostPosted: Wed Feb 12, 2014 1:33 pm 
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I agree with Rug, I wouldn't consider it dull or unsporting to face a turn 3 all-drop army.

Like others, I would never take a slow and steady spacecraft to a tournament because the only scenarios where I could ever imagine it working would centre the entire strategy around the spacecraft, and thus could lose the game instantly before it's even begun, or on a single die. Thats just not something I'm prepared to work with.

To fix that would require two things:
1. That it is guaranteed to arrive on turn 3, i.e. is initiative 1+, AND
2. It cannot be bumped beyond turn 3 by another spacecraft
Both are an absolute requirement for me, regardless of whether it also would gain the option to come in from turn 2. Of course, granting the ability to come in from turn 2 also solves the bumping problem: if your opponent has a higher SR and states turn 3, you can state turn 2.

So for me I guess it's either:
a) allow 2 spaceships on the same turn AND all spacecraft are initiative 1+
OR
b) allow S&S to come in from turn 2 AND all spacecraft are initiative 1+

IMO both of these can be done without any balance problems. The only spacecraft 'd be worried about boosting would be marine strike cruisers, and these don't have slow & steady and are already initiative 1+ so it makes no difference to them. The biggest boost I know of would be for the Kill Kroozer, which doesn't have any transport so is of limited effect. Unfortunately, both options can't be done purely within the scenario rules because they involve changes to initiative.

One thing to watch out for is that IMO it is not enough for a S&S spacecraft to get initiative 1+ for turn 3 onwards (e.g. via a bonus). If a marine player schedules theirs for turn 3, your S&S spacecraft can still fail a 2+ roll on turn 2 and instantly lose the game.

Being honest though, I am not that bothered about fixing it at all. If it's left to scenarios, that's fine for me. If most races didn't have access to S&S spacecraft in tournaments I wouldn't be too upset.

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