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Why we should leave the Demolisher Alone

 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 7:53 pm 
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The Grand Unified Theory of Why I think Demolisher Cannons are OK.

Demolisher Cannons are used on three different vehicles: the Vindicator, the Baneblade, and the Leman Russ Demolisher.  (A fourth one to be considered would be the Leman Russ Thunderer.)  The Vindicator has been decried as insufficient for its points, and for the Space Marines in general.  The Baneblade has long been the target of being upgraded with little consensus on how to do it.  The Leman Russ Demolisher has had a little attention paid to it, and I think it should have more, but only as part of a larger discussion on the Leman Russ and its variants.  I intend to show that while the Demolisher Cannon has been the topic of discussion for upgrading, it is my belief that it should be left alone as-is.

I am going to do that through three different discussions.  The first one is a discussion on how when the Vindicator is compared to the Predator Destructor, another Space Marine armored vehicle that is markedly similar to the Vindicator in a majority of its stats, it is actually more similar than they initially appear aside from one difference.  The second discussion is about a comparison between the Shadowsword and the Baneblade.  The discussion will center around how these two very similar tanks, which have the same points cost, can be made more equal in an effort to make the Baneblade an equally worthy choice, something it is not considered to be now.  The third discussion will be about comparing and contrasting the basic Leman Russ, the Leman Russ Demolisher and all of the other Leman Russ variants than can be described via WH40K supplements and bought from Forgeworld or easily converted from normal Leman Russ miniatures.  The original intent of my work was to try to make sure that all of the Leman Russ variants were equal in value to the basic Leman Russ so that they could be swapped about without concern of costs.  That goal can be accomplished, but I think a cleaner and easier solution would be something different.

The Vindicator is a tank that can be found amongst almost all of the Space Marine chapters.  It shares the same Rhino chassis as the Predators, Whirlwinds, Hunters, and Razorbacks.  Aside from weapons and troop carrying ability, as expected, all of these Rhino variants are pretty much the same.  Except for one.  The Vindicator has a 20cm movement rate compared to the 30cm movement rate of the Rhino and it variants.  There are three different ways to attack the ?Vindicator Problem? ? Increase the speed of the Vindicator to 30cm to match the other Rhino variants and then make sure the weapons are of equal value to the others, leave the speed of the Vindicator at 20cm and increase the firepower of the weapon(s) to compensate for the lack of speed, or the hybrid solution of splitting the difference on speed and increase firepower or special abilities to make the tank worthwhile.  

I personally advocate that the speed be increased to 30cm to match the other Rhino variants and the Demolisher Cannon be left as it is.  This is derived from my analysis , as seen below, and from an understanding  of how maneuver warfare works and how the Space Marines would get better benefit from a fast moving platform than from a slower, more powerful tank.  (Previously I had advocated a slightly different solution of no change at all needed, based upon erroneous calculations.)

Look at the discussion below, reprinted from a post I had made about the Vindicator and see how I came to my conclusion.  The process used is used for the follow-on discussions, yet will be omitted for brevity.

<<< --- >>>

The Vindicator has the Demolisher Cannon, which has a 30cm range a AP3+/AT4+ rating, and the Ignore Cover special ability.  Let's say that there will be an equal chance of an infantry or armored vehicle target available to shoot and that the player is not predisposed to shooting at one over the other.  That would mean that you average the to-hit probabilities, 66.667% against infantry and 50% for armored vehicles, to a 58.333% chance of hitting something.  Since various weapons have different ranges, and range does matter, as a quick way to represent the benefits of range let's multiply the probability to kill something by the number of 15cm increments the range of the weapon has.  So for the 30cm ranged weapon we multiply by 2 (30cm/15cm increments = 2) the 58.333% chance of hitting something to get a 116.667%-brackets number.  To factor in the Ignore Cover special ability, which ignores the -1 to-hit modifier (16.667% shift in probability) for cover and negates infantry cover saves, we'll multiply the final number by 1.16667 giving a final 136.111%-brackets number.

The Predator Destructor has an autocannon, which has a 45cm range and a AP5+/AT6+ rating, and two Heavy Bolters which have a 30cm range and a AP5+ rating.  Let's say that there will be an equal chance of an infantry or armored vehicle target available to shoot and that the player is not predisposed to shooting at one over the other.  That would mean that you average the to-hit probabilities of each weapon, multiply by the number of range brackets they can reach, and add them together.  The autocannon has a 33.333% against infantry and 16.666% for armored vehicles, averaging to a 25.0% chance of hitting something.  Multiply this by the 3 range brackets it can reach and you get the number 75.0%-brackets.  The heavy bolters have a 33.333% against infantry and 0.00% for armored vehicles, averaging to a 16.667% chance of hitting something.  Multiply this by the 2 range brackets they can reach and you get the number 33.333%-brackets.  Add all three numbers together and you get 141.667%-brackets.

Compare the 2 numbers: 136.111%-brackets for the Vindicator and 141.667%-brackets for the Predator Destructor and you see that the Vindicator has 96.61% as much firepower as the Predator Destructor.  I'll call that close enough to even to say that the two tanks have equal firepower.

But there is still one difference between the Vindicator and the Predator Destructor: their speed.  Assuming that the universally agreed upon change of giving the Predator Destructor a 4+ FF rating holds true the two vehicles are identical in stats except for their weapons (which I have shown to be effectively equal) and their speed.  Since the two vehicles have the same points cost it stands to reason that the Vindicator should get a speed increase from 20cm to 30cm.  That should be sufficient to make the Vindicator worth its points.

<<< --- >>>

There has been a lot of discussion regarding the Baneblade, with the general consensus that it needs improvement.  Opinion is divided from there regarding how to go about improving the Baneblade.  Most of the discussion goes around the ideas of improving the Battle Cannon to something better, improving the Demolisher Cannon to something better, improving or adding some of the special abilities, or a combination of the above.  I personally lean to the idea of improving the Battle Cannon to something better.  I believe that the main gun of a super heavy tank such as the Baneblade should be something better than the main gun of the Leman Russ.  Since one of the design philosophies of the games is that a weapon of a certain name is supposed to have the same stats across different units I also think that the ripple effect of changing the Demolisher Cannon for the Baneblade will lead to troubles balancing other vehicles that use the Demolisher Cannon.  Thus I have opted for the more conservative and safer route of changing the Baneblade via avenues other than the Demolisher Cannon.

Below you will find a comparison of the Baneblade as originally published, the Shadowsword as originally published, and proposed Baneblade fixes.  Numbers that are in brackets [] after a weapon listing is the value I have generated from my ?system? for the value of the weapon.  Also amongst the weapons you will see descriptions in brackets that are modifiers for accounting for differences in the units being compared.  Typically this will be differences in FF values or speed.

Baneblade - Book stats
Type: WE
Speed: 15cm
Armor: 4+ Reinforced Armor, DC: 3
Close Combat: 6+
Firefight: 4+
Weapons:
Battle Cannon, 75cm, AP4+/AT4+ [2.500]
Autocannon, 45cm, AP5+/AT6+ [0.750]
Demolisher Cannon, 30cm, AP3+/AT4+, Ignore Cover, Fixed Forward Arc [0.681]
Heavy Bolter, 30cm, AP5+ [0.333]
2x Lascannon, 45cm, AT5+ [1.000]
Total Firepower = 5.264

Shadowsword - Book stats
Type: WE
Speed: 15cm
Armor: 4+ Reinforced Armor, DC: 3
Close Combat: 6+
Firefight: 5+
Weapons:
Volcano Cannon, 90cm, MW2+, TK(D3), Fixed Forward Arc [8.300]
2x Heavy Bolter, 30cm, AP5+ [0.677]
[Degrade the FF value from baseline 4+ to 5+ for vehicle] [-0.500]
Total Firepower = 8.467

Since there is no discussion about the Shadowsword be underpointed or having bad stats we should try to improve the stats of the weapons so as to raise the firepower of the Baneblade.  Among the obvious fixes would be to increase the number of heavy bolters by adding 2 twin-linked heavy bolters.  Let?s then try to improve the Baneblade by replacing the Battle Cannon with a Mega Battle Cannon.  Since the stats of the Mega Battle Cannon are undefined we will try taking the Battle Cannon and making it a macro-weapon, and then we will try by improving the to-hit probability and range to create the Mega Battle Cannon.

Baneblade ? Proposal #1
Type: WE
Speed: 15cm
Armor: 4+ Reinforced Armor, DC: 3
Close Combat: 6+
Firefight: 4+
Weapons:
Mega Battle Cannon, 75cm, MW4+ [5.000]
Autocannon, 45cm, AP5+/AT6+ [0.750]
Demolisher Cannon, 30cm, AP3+/AT4+, Ignore Cover, Fixed Forward Arc [0.681]
Heavy Bolter, 30cm, AP5+ [0.333]
2x Twin-Linked Heavy Bolters, 30cm, AP4+ [1.000]
2x Lascannon, 45cm, AT5+ [1.000]
Total Firepower = 8.764 (103.5% of the Shadowsword)

Baneblade ? Proposal #2
Type: WE
Speed: 15cm
Armor: 4+ Reinforced Armor, DC: 3
Close Combat: 6+
Firefight: 4+
Weapons:
Mega Battle Cannon, 90cm, AP2+/AT2+ [5.000]
Autocannon, 45cm, AP5+/AT6+ [0.750]
Demolisher Cannon, 30cm, AP3+/AT4+, Ignore Cover, Fixed Forward Arc [0.681]
Heavy Bolter, 30cm, AP5+ [0.333]
2x Twin-Linked Heavy Bolters, 30cm, AP4+ [1.000]
2x Lascannon, 45cm, AT5+ [1.000]
Total Firepower = 8.764 (103.5% of the Shadowsword)

By my system both proposals are effectively the same firepower, and both are within 3.5% of the Shadowsword, sufficiently close that I don?t think there will be considerable problems.  If anything, considering how Shadowswords are typically employed as stand-off fire support the modifier that was used to bring the Volcano Cannon down from 16.600 to 8.300 (0.5 for Fixed Forward Arc) may be over-stated, showing the Shadowsword to be weaker than it really is.

Please consider both proposals for the Baneblade.  I feel both address the firepower problem that the Baneblade suffers from and does so in a clean way, by increasing the main gun from a mundane weapon to something a little more exotic that befits a super heavy tank, and by leaving the Demolisher Cannon alone.

<<< --- >>>

The Leman Russ is the basic main battle tank of the Imperial Guard.  Games Workshop has over the years introduced several variants of it in an effort to provide more variety and to fulfill various roles that a basic Leman Russ would have difficulty fulfilling.  Forgeworld has produced several of these variants for us to use in games, with p.170 of the Epic: Armageddon rulebook providing stats for several of them.  I made an effort to evaluate the firepower of the basic Leman Russ and compare the firepower of all of the variants to it.  Here are the results:

Leman Russ (Basic) - Book stats
Type: AV
Speed: 20cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Battle Cannon, 75cm, AP4+/AT4+ [2.500]
Lascannon, 45cm, AT5+ [0.500]
2x Heavy Bolter, 30cm, AP5+ [0.667]
Total Firepower = 3.667

Leman Russ Conqueror - Book stats
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Conqueror Cannon, 45cm, AP5+/AT5+ [1.000]
Lascannon, 45cm, AT5+ [0.500]
Total Firepower = 1.500

There are a couple of interesting things about these Conqueror stats: 1) the tank has a 30cm speed compared to the 20cm speed of the basic Leman Russ, 2) Not all of the weapons that are associated with the Conqueror, such as the Storm Bolter are shown, 3) The are no rules or anything to reflect the advantages of going to the Conqueror Cannon, 4) The very basic Heavy Bolters are not shown, 5) This tank, for the most part, has poor stats.

When you look at the stats for the Destroyer and Executioner on page 170, both of which are made by Forgeworld also, you notice that they have speed 30cm and no Heavy Bolters either.  (We?ll address the Thunderer later.)  It appears that when the stats were made there was an effort to keep the stats in line with the miniatures being sold by Forgeworld and that the lack of Heavy Bolters was compensated by the increased speed.  From this we will draw an assumption (a rather shaky one at that) that a speed change of 10cm is equal to the firepower of 2 Heavy Bolters = 0.667 for Leman Russ and possibly other Armored Vehicles.  By working with this assumption you get Heavy Bolter armed versions of the Forgeworld tanks if you kitbash the design or if you use Forgeworld turrets with GW LRuss chassis, which is what I do.  Conversely, if you want to have a ?cavalry? version of the stock Leman Russ or the Leman Russ Demolisher you now have a conversion factor to work with.  To address all of the ?interesting things? found with the Conqueror stats and to make the tank more like the background

?Armed with the Conqueror Cannon, as opposed to the standard Battle Cannon, the Conqueror sacrifices outright destructive power in exchange for improved mobility and accuracy while firing on the move.  Conquerors come standard with co-axial mounted storm bolters and searchlights, removing the need to expose a crewmember to fend off enemy infantry.?  

I propose these revised stats to be used for the Conqueror:

Leman Russ Conqueror ? Proposal #1
Type: AV
Speed: 20cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Conqueror Cannon, 45cm, AP5+/AT5+ [1.000]
-and- Small Arms, Extra Attack (+1 FF attack) [0.500]
Lascannon, 45cm, AT5+ [0.500]
Storm Bolter, 15cm, AP4+ [0.250]
2x Heavy Bolter, 30cm, AP5+ [0.667]
Total Firepower = 2.917 (79.55% of stock Leman Russ)

Leman Russ Conqueror ? Proposal #2
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Conqueror Cannon, 45cm, AP5+/AT5+ [1.000]
-and- Small Arms, Extra Attack (+1 FF attack) [0.500]
Lascannon, 45cm, AT5+ [0.500]
Storm Bolter, 15cm, AP4+ [0.250]
+10cm Speed compared to base (30cm instead of 20cm speed) [0.667]
Total Firepower = 2.917 (79.55% of stock Leman Russ)

Leman Russ Demolisher ? as per book
Type: AV
Speed: 20cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Demolisher Cannon, 30cm, AP3+/AT4+, Ignore Cover [1.361]
Lascannon, 45cm, AT5+ [0.500]
Improve Firefight rating from 4+ to 3+ [0.167]
2x Plasma Cannon, 30cm, AP4+/AT4+, Slow Firing [1.000]
Total Firepower = 3.028 (82.57% of stock Leman Russ)

Leman Russ Destroyer Tank Hunter ? as per book
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 6+
Weapons:
Laser Destroyer, 75cm, AP5+/AT3+ [2.500]
Degrade Firefight rating from 4+ to 6+ [-0.333]
+10cm Speed compared to base (30cm instead of 20cm speed) [0.667]
Total Firepower = 2.834 (77.30% of stock Leman Russ)

Leman Russ Destroyer Tank Hunter ? Proposed alternate version
Type: AV
Speed: 20cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 6+
Weapons:
Laser Destroyer, 75cm, AP5+/AT3+ [2.500]
Degrade Firefight rating from 4+ to 6+ [-0.333]
2x Heavy Bolter, 30cm, AP5+ [0.667]
Total Firepower = 2.834 (77.30% of stock Leman Russ)

Leman Russ Executioner - Book stats
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Plasma Destroyer, 60cm, MW5+, Slow Firing [1.333]
Lascannon, 45cm, AT5+ [0.500]
+10cm Speed compared to base (30cm instead of 20cm speed) [0.667]
Total Firepower = 2.500 (68.18% of stock Leman Russ)

In case you haven?t noticed the Leman Russ variants have been coming out to about 80% of the firepower of the stock Leman Russ.  In an effort to maintain that (you?ll see why later) I suggest that the to-hit of the Plasma Destroyer be upgraded from MW5+ to MW4+.

Leman Russ Executioner ? Proposal #1
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Plasma Destroyer, 60cm, MW4+, Slow Firing [2.000]
Lascannon, 45cm, AT5+ [0.500]
+10cm Speed compared to base (30cm instead of 20cm speed) [0.667]
Total Firepower = 3.167 (86.36% of stock Leman Russ)

Leman Russ Executioner ? Proposal #2
Type: AV
Speed: 20cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Plasma Destroyer, 60cm, MW4+, Slow Firing [2.000]
Lascannon, 45cm, AT5+ [0.500]
2x Heavy Bolter, 30cm, AP5+ [0.667]
Total Firepower = 3.167 (86.36% of stock Leman Russ)

Leman Russ Exterminator ? Proposed Stats
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Twin Autocannon. 45cm, AP4+/AT5+ [1.250]
3x Heavy Bolters, 30cm. AP5+ [1.000]
+10cm Speed compared to base (30cm instead of 20cm speed) [0.667]
Total Firepower = 2.917 (79.55% of stock Leman Russ)

What do we have so far?  We have 5 variants of the stock Leman Russ: the Conqueror, the Demolisher, the Destroyer, The Executioner, and the Exterminator coming in at 80% +/- 5% of the firepower capability of the stock Leman Russ.  Normally I would argue that the Demolisher should be upgraded to match the firepower of the stock Leman Russ since they are the same points and interchangeable in the Tank Squadron company upgrades for the Steel Legion.  The only realistic way to do this would be to upgrade the Demolisher Cannon, resulting in an upgraded Leman Russ Demolisher but also requiring that the Vindicator and the Baneblade be changed to make them equivalent to their comparison units yet again.  Considering the number of variants that come in at around 80% effectiveness I think that it would be worthwhile to keep the process simple and easy and cost these variants at 175 points for three tanks.  (80% of 200 points is 160 points, but since there is more to the tank than just the weapons it should be rounded up to 175 points.)

There are two more variants that need to be considered: The Leman Russ Thunderer and the Leman Russ Anihilator.  As you will soon see the stats for these are so inferior to the stock Leman Russ, and the variants, that tweeking them to bring them up to the other variants would be a futile exercise since the end result would not match the original intent or the background.  I believe that they should be given point costs independent of the other tanks.

Leman Russ Thunderer Siege Tank - Book stats
Type: AV
Speed: 20cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Demolisher Cannon, 30cm, AP3+/AT4+, Ignore Cover [1.361]
Total Firepower = 1.361 (37.11% of stock Leman Russ)

Leman Russ Thunderer Siege Tank ? Proposal #1
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Demolisher Cannon, 30cm, AP3+/AT4+, Ignore Cover [1.361]
+10cm Speed compared to base (30cm instead of 20cm speed) [0.667]
Total Firepower = 2.028  (55.30% of stock Leman Russ)
Suggested point cost = 125 points

Leman Russ Thunderer Siege Tank ? Proposal #2
Type: AV
Speed: 20cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Demolisher Cannon, 30cm, AP3+/AT4+, Ignore Cover [1.361]
2x Heavy Bolter, 30cm, AP5+ [0.667]
Total Firepower = 2.028  (55.30% of stock Leman Russ)
Suggested point cost = 125 points for 3 units in the formation

Leman Russ Annihilator ? Proposed Stats
Type: AV
Speed: 30cm
Armor: 4+ Reinforced Armor
Close Combat: 6+
Firefight: 4+
Weapons:
Twin Linked Lascannon, AT4+ [0.750]
Lascannon, 45cm, AT5+ [0.500]
2x Heavy Bolter, 30cm, AP5+ [0.667]
+10cm Speed compared to base (30cm instead of 20cm speed) [0.667]
Total Firepower = 2.584 (70.47% of stock Leman Russ)
Suggested point cost = 150 points for 3 units in the formation

<<< --- >>>

Summary ? With the Vindicator and its use of the Demolisher I propose that the tank can receive its needed upgrade, in a way more beneficial to Space Marine operational tactics by increasing the speed of the vehicle from 20cm to 30cm, making it match all of the like Rhino based vehicles.  For the Baneblade I have proposed that it receive its needed upgrade by giving the universally agreed upon extra heavy bolters and by improving the main gun, in one of two ways, to something more befitting the main gun of a super heavy tank.  For the Leman Russ Demolisher I have shown that it is inferior to the stock Leman Russ, yet instead of being upgraded I have proposed that it should have its points, and the points of most other Leman Russ variants, set at 175 points.  All of these suggestions are done without major work, upheaval, negotiation, or upgrading of the Demolisher Cannon.

After reviewing this please playtest these suggestions at your convenience.  They are only suggestions for consideration and should be implemented only after playtesting.  Thank you for your time and efforts regarding this.

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 8:02 pm 
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According to your system, how many points should a squadron of three Leman Russ Demolishers cost, if their main gun is given MW4+, Ignore Cover.

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 8:20 pm 
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(Evil and Chaos @ Aug. 17 2007,15:02)
QUOTE
According to your system, how many points should a squadron of three Leman Russ Demolishers cost, if their main gun is given MW4+, Ignore Cover.

That change would make the Demolisher over 109% of the stock Leman Russ. ?I'd initially make the points cost 225 points, maybe 250 points depending on what people playtesting it had determined.





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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 8:23 pm 
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Interesting read. While i appreciate your work some of your proposals don't work:

The Baneblade: The hull mounted heavy bolter is twin linked.

The LR Destroyer and Thunderer: Both don't have acsess to sponson weapons.

The LR Conqueror: Fluff says that his higher speed comes from the lighter turret weapons. So no other LR variant should be as fast as the LR Conqueror.
And please give the Stormbolter no separate stats. Terminators have 5 of them and no separate stats for them ;) The +1 FFEA for the Conqueror cannon is a good idea perhabs.

Plasma Weapons: I think slow-firing isn't appropiate for PlamaCannons. They where in 2nd Edition Wh40k but not since then. For Bombards and Manticores i see it but not for plasma weapons.
The PlasmaDestroyer of the LR Exterminator is stats wise nothing else as a PlasmaCannon but with higher range. Nothing else. So it doesn't justify MW status if the base PlasmaCannon hasn't it (which it shouldn't).

Yes this reasons will make the most of the LR variants more crappy but i have no problem to adjust the points cost accordingly.


EDIT: Have you acsess to the WH40k stats and fluff for all these vehicles and weapons?





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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 8:29 pm 
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Both baneblade proposals look great, I would personally go for MW mega battle cannon. (super heavies should have Big weapons) :D


For vindicator speed increase would be enough to make it usable. If boosted to MW status, I guess no destructors would be seen in battlefields. Walker ability would be nice addition to it too, and very characterful.
You point system is interesting, and counts for shooting power efficiently. But I think your coefficients for speed and FF abilities are too small.

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 9:11 pm 
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Interesting read.


Thank you, I appreciate that.  I have worked hard to make things work in a quick, easy, and smart way.

While i appreciate your work some of your proposals don't work:

The Baneblade: The hull mounted heavy bolter is twin linked.

That's a trivial change.  I have no problem with whatever you guys want on that.

The LR Destroyer and Thunderer: Both don't have acsess to sponson weapons.

Then ignore the proposed stats for those.  I remember that bit of fluff regarding them now that you mention it and I personally thought it rather stupid.  Unless somebody in my group complains I'm going to include those stats for our group's use.  Feel free to use them as you see fit.

The LR Conqueror: Fluff says that his higher speed comes from the lighter turret weapons. So no other LR variant should be as fast as the LR Conqueror.
And please give the Stormbolter no separate stats. Terminators have 5 of them and no separate stats for them ;) The +1 FFEA for the Conqueror cannon is a good idea perhabs.

You may want to check Page 170 of the Epic: Armageddon rulebook.  The Conqueror, Destroyer, and Executioner are listed as having speed 30cm.  You'll see GW (SG) saying otherwise.

Personally, I wouldn't get too worried about following the WH40K stats.  GW has a habit of changing and/or ignoring their background material.

Plasma Weapons: I think slow-firing isn't appropiate for PlamaCannons. They where in 2nd Edition Wh40k but not since then. For Bombards and Manticores i see it but not for plasma weapons.
The PlasmaDestroyer of the LR Exterminator is stats wise nothing else as a PlasmaCannon but with higher range. Nothing else. So it doesn't justify MW status if the base PlasmaCannon hasn't it (which it shouldn't).

I really couldn't care what WH40K 3rd. or 4th edition says about plasma weapons.  Since we are talking about Epic: Armageddon, and the basis of the stats is from the Epic: Armageddon rulebook, that is what I am going with.  If you check the Epic: Armageddon rulebook for the plasma weapon stats for the Leman Russ Demolisher, the Leman Russ Executioner, the Stormblade, the titan Plasma Blastgun, the titan Plasma Cannon, and the titan Plasma Destructor all list these plasma weapons as a Slow Firing weapon.

Aside from the Leman Russ Demolisher's Plasma Cannons, which are simply man-portable weapons that are vehicle mounted, plasma weapons are MW.

I have made little to no changes regarding weapons presented here.  If anything, I have tried to maintain consistency.  You need to talk to GW/SG about this...

EDIT: Have you acsess to the WH40k stats and fluff for all these vehicles and weapons?

I looked on Wikipedia for the Conqueror fluff, otherwise I don't have access to WH40K stats and fluff.  Nor do I care to have access to that material.  WH40K should serve as a guide, not the law, regarding how stuff in Epic operates.

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 9:21 pm 
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You may want to check Page 170 of the Epic: Armageddon rulebook.  The Conqueror, Destroyer, and Executioner are listed as having speed 30cm.  You'll see GW (SG) saying otherwise.


Well, since the 'collector's' section is full of unrepresentative rules and cut-n-paste errors, feel free to follow the fluff here (All Leman Russ are 20cm speed, except the Conqueror, which alone is faster).

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 9:21 pm 
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(Hena @ Aug. 17 2007,15:56)
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I think that baneblade is good enough with 3 twin linked heavy bolters and AP3+/AT3+ on main cannon.

Using my system I figure your suggestion would put the Baneblade at 85.79% the firepower of the Shadowsword.  

While you are quite welcome to do whatever you want I encourage you to try my stats first.

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 9:31 pm 
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(Evil and Chaos @ Aug. 17 2007,16:21)
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You may want to check Page 170 of the Epic: Armageddon rulebook. ?The Conqueror, Destroyer, and Executioner are listed as having speed 30cm. ?You'll see GW (SG) saying otherwise.


Well, since the 'collector's' section is full of unrepresentative rules and cut-n-paste errors, feel free to follow the fluff here (All Leman Russ are 20cm speed, except the Conqueror, which alone is faster).

Can you tell me where to find that material?  Maybe the next time I am at my local gaming store I can look it up and get further insight.

But then again, since those are units from the Collectors section you can simply ignore those units anyway, stay with the basic Leman Russ and the Leman Russ Demolisher.

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Fri Aug 17, 2007 9:48 pm 
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Can you tell me where to find that material?  Maybe the next time I am at my local gaming store I can look it up and get further insight.


Mostly, Imperial Armour Volume 1 (The book which introduced a decent percentage of the 'Collector's' IG units to the 40k universe for the first time).

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Sat Aug 18, 2007 12:18 am 
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(Blarg D Impaler @ Aug. 17 2007,19:20)
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(Evil and Chaos @ Aug. 17 2007,15:02)
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According to your system, how many points should a squadron of three Leman Russ Demolishers cost, if their main gun is given MW4+, Ignore Cover.

That change would make the Demolisher over 109% of the stock Leman Russ.  I'd initially make the points cost 225 points, maybe 250 points depending on what people playtesting it had determined.

I was thinking 25 or 50.

109% seems a little low to me.

I'm concerned about several aspects of your calculations.

Number one as I have said before this method of working out points has been tried before, and while it can contribute some useful data, it also has some serious problems - ie it ignores interaction effects.

Also at a more basic level - why are you just averaging infantry and armour together? It strikes me that anti-infantry capability should be valued lower than anti-armour given the average relative worth of those targets? If you want to be consistent in taking an averaged main effect approach to everything I'd consider tweaking the ratios there somewhat?

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Sat Aug 18, 2007 5:35 am 
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I was thinking 25 or 50.

109% seems a little low to me.


Considering it is going from roughly 80% of the firepower of the stock Leman Russ to 109% - a 29% point jump, Your guess isn't that far off.  One of the mitigating factors is that by going to MW4+ the average probability to hit goes down.  Also keep in mind that the MW contributes to the Demolisher Cannon only, it doesn't touch the Plasma Cannons or the Lascannon.

I'm concerned about several aspects of your calculations.

Number one as I have said before this method of working out points has been tried before, and while it can contribute some useful data, it also has some serious problems - ie it ignores interaction effects.

You should be concerned about my calculations.  I am, and I came up with the darn system!  My calculations are merely a tool that helps get the ball rolling about where to start playtesting.  That's it.  While my system has shown surprising correlation when (performed correctly) it compares similar units & titan weapons that have been shown by playtesting to be equal I don't profess it to be foolproof.  What it does do, though, is that it allows you to evaluate ideas without introducing personal bias.

Interaction effects - Part of the reason why I try to pick my comparisons carefully is to eliminate as many interaction effects as possible.  Notice I compared Vindicators to Predators and Baneblades to Shadowswords, units that are as similar as possible.  I would never compare a Land Raider to a Land Speeder because the differences are significant enough to introduce too much uncertainty.  I can't account for the effects of Thick Rear Armor -vs- Skimmer.

Now, if you are talking about comparing a hunter-killer fire support unit like the Shadowsword versus the MBT-like Baneblade then no, my system doesn't account for it, nor do I want it to.  Using a Shadowsword as a hunter-killer fire support unit and a Baneblade as a big MBT falls under tactics; there is nothing preventing you from using either tank in a way that falls outside of the prescribed assumptions.

All my system tries to do is to make the numbers close to each other.  Once that is done it is up to the player to use the unit right.

Also at a more basic level - why are you just averaging infantry and armour together? It strikes me that anti-infantry capability should be valued lower than anti-armour given the average relative worth of those targets? If you want to be consistent in taking an averaged main effect approach to everything I'd consider tweaking the ratios there somewhat?

Why do I average the AP and AT to hit probabilities?  Because I assume that there is an equal chance that I will *need* to fire on an infantry unit or an armored vehicle.  And your assumption that AT targets are higher value than AP targets *could* be very erroneous, depending upon your situation.  If my tank is facing off against a Terminator unit and some nearby Rhinos then those Terminators could become a more valuable, and pressing target.  We can come up with situations all day long, going in circles, and it will eventually boil down to this: in the big picture, during a game, there is a good chance that you could come up against

- a war engine heavy force (AMTL) where TK weapons suddenly become very highly rated

- you could come up against a reinforced armor AV heavy force (LRuss and SHT heavy Imperial Guard) where MW weapons suddenly become very highly rated

- you could come up against a normal armor AV heavy force (Rhino-chassis heavy Space Marines) where AT and MW become very highly rated

- you could come up against an INF heavy force (IG, Space Marines) where AP and MW become very highly rated

There are so many different armies, and so many more different ways to configure fighting forces out of those armies, that trying to say that X% of your targets will, on average, be INF and Y% of your targets will, on average, be AV is meaningless and effectively evolves into a 50-50% split.

Or at least that's my assumption...

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Sat Aug 18, 2007 8:51 am 
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@Blarg: I could scan the relevant pages of ImperialArmour 1 and send them to you via e-mail. But i guess this would be illegal.

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 Post subject: Why we should leave the Demolisher Alone
PostPosted: Sat Aug 18, 2007 10:19 pm 
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(Charad @ Aug. 17 2007,20:29)
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Both baneblade proposals look great, I would personally go for MW mega battle cannon. (super heavies should have Big weapons) :D

I've seen it's stats in Apocalypse... It's not the same as a Vidicator cannon... so your view seems reasonable.

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