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Daemon Engine Initiative

 Post subject: Re: Daemon Engine Initiative
PostPosted: Thu Jun 17, 2010 2:59 pm 
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i don't understand why blood rage is affected - surely the initiative bonus still works via blood rage,


This effects Blood Rage in that the whole Engage action for these guys is now 1 less and I have to see if I am able to incorporate it differently to get the same effect.

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questor+subjagator work well and, if anything, are a little cheap in LatD so I don't think matching that initiative but with a higher SR is crippling.


Why can't initiative be based on the flavour and leadership of the army? Having to cow-tow to LatD (a less superior leadership) does not make sense to me. Strategy rating does not represent Leadership. It represents the ability to move a large force here to there. Initiative represents leadership and what is being stated here is that Daemon Engines in a Cult list are no more different than in a LatD list.

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"If you don't agree with me, you just haven't thought about it" is not a valid point for discussion. Clearly from the discussions, people have taken this into account.


I would challenge anyone to show me reported games with assault based Cult Lists (not shooty or horde lists) with highly specialised assault troops that would not be adversley effected by this ruling. I am not spending my time here discussing this to be a pain. I genuinely believe from my past experience that the two lists I am working on will be greatly effected by the ruling far beyond any other list whose Daemon Engines do not need to reach Engage range due to their other support options. World Eaters are the biggest loser in this as their Daemon Engines are the back bone to their support.

Not being able to rally is the biggest hinderance to these lists as they do not have the activations to account for a loss of formations. This is compounded by the fact that their assault usually leave them broken or on the brink of being broken. This is just another 'kick to the gut' that will make them almost impossible to manage. The tactic will quickly go from killing the formation to just laying BM down on them and then leaving them with a 5+ to rally in most cases. Any general worth his salt would realise this and manage his game to take out activations with ease. The fact that Daemon Engines are found in smaller formations once again compounds the issue. If people cannot see this, then I do not know what more I can say.

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As far as balance, if it makes a substantial difference in the performance of the formation then drop the cost.


This appears to be my only option.

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Thu Jun 17, 2010 4:21 pm 
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frogbear wrote:
Why can't initiative be based on the flavour and leadership of the army? Having to cow-tow to LatD (a less superior leadership) does not make sense to me... Initiative represents leadership and what is being stated here is that Daemon Engines in a Cult list are no more different than in a LatD list.

Initiative is not just "leadership" skill. That's only part of it.

It's also battlefield intelligence so the leadership knows that an order needs to be issued. It's the army's communication ability to make sure the formation is notified quickly and accurately.

It's the formation's willingness to follow orders. It's the formation's ability to follow orders - discipline, internal communication, etc.. It's the formation's individual initiative and military acumen when leadership, intelligence or communication from above fails.

Only those formations that are amazing at all aspects get 1+. Just improving the leadership doesn't necessarily equate to an increase in Initiative level. It's not that it's "no different" just that it's not different enough.

There are all sorts of reasons why a formation might not benefit from improved command leadership sufficiently to warrant an increase in Initiative. Maybe the formation doesn't consider themselves "under command" of the primary force and tends to ignore orders or pursue their own tactical preferences (a fine rationale for House Devine). Maybe the daemons possessing the vehicles tend to be overcome with other drives, regardless of the commander. Maybe on the rare occasions that commands are slow or based on poor intel or are just a bad call, the daemon engines just don't have enough military sense to know how to correct for that.

Quote:
Strategy rating does not represent Leadership. It represents the ability to move a large force here to there.

Again, it's intended to represent a lot more than that. It's not just moving forces to choose battle sites and which forces end up fighting. It's intel to know where the enemy is going. It's counter-intel and deception so the enemy fails to understand where they should go. It's controlling the operational tempo of the battle. It also includes many of the factors listed above for Initiative, as they would be applied to pre-battle planning - communicating plans effectively to the parts of the army, capability to follow those orders (SMs can force march a lot faster and farther than IG when necessary), small unit initiative to make adjustments versus high command micro-management.

==

Quote:
I would challenge anyone to show me reported games with assault based Cult Lists (not shooty or horde lists) with highly specialised assault troops that would not be adversley effected by this ruling. ... I genuinely believe from my past experience that the two lists I am working on will be greatly effected by the ruling far beyond any other list whose Daemon Engines do not need to reach Engage range due to their other support options. World Eaters are the biggest loser in this as their Daemon Engines are the back bone to their support.

As far as disproportionate effect, all the cult CSM lists are assault-based and rely on support from other sources. I don't think you can sustain an argument that EC or WE are disproportionately harmed.

Quote:
The fact that Daemon Engines are found in smaller formations once again compounds the issue.

Luckily, you already dropped the per-unit price of Knights by several points from what it is in the L&D and increased the formation size. You also created downgraded Khorne assault engines so you can readily increase the formation size without having large, expensive formations.

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Quote:
As far as balance, if it makes a substantial difference in the performance of the formation then drop the cost.

This appears to be my only option.

That's part of a collaborative project.


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 Post subject: Re: Daemon Engine Initiative
PostPosted: Thu Jun 17, 2010 9:07 pm 
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Overall, fair points Neal.

Quote:
That's part of a collaborative project.


Sometimes it just feel like I am the only one that ever shifts a position while others steadfastly stick to theirs no matter what.

The 'umpire' has blown his whistle and made a decision so we all move on. We have discussed this enough for now. From here on, we go onto play tests.

Cheers.....

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Sat Jun 19, 2010 10:04 am 
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Can I please get some advise or feedback on the wording for the initiative path that we are going down.

As many of the units (as an example) in the World Eaters army have Daemon Engines, formations (due to casualties) may find themselves solely with Daemon Engines left (due to Fearless). Now while there is a 1+ initiative unit in the formation, I take it that the Daemon Engines gain the benefit of the 1+ initiative. In the other case, here is what I have developed:

World Eaters
World Eaters armies have a strategy rating of 4.

Formations made up solely of the following have an Initiative of 2+:
• Daemon Assault Engines
• Daemon Support Engines
• Defilers
• Slaughterfiends
• Blood Slaughterers
• Chaos Navy (excluding World Eaters Battle Barge)

All other World Eaters formations (including the World Eaters Battle Barge) have an initiative rating of 1+.


Question 1: Is this OK and not confusing?

=======

I think the biggest issue is going to remember the drop in initiative when a formation is left with nothing but Slaughterfiends or Blood Slaughterers after previous rounds of 1+ initiative.

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Last edited by frogbear on Sat Jun 19, 2010 10:09 am, edited 1 time in total.

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Sat Jun 19, 2010 10:08 am 
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Having had a moment to review threads I'd like to propose the following-

Daemon engines 2+ (including defilers)
War engine daemon engines 1+

This would allow the death wheel to remain on a par with the feral and also allow LoB and other WEs to be a viable choice in a low activation army. This might mean certain units need to increase in price in relation to their LatD equivalents.

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Sat Jun 19, 2010 10:13 am 
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Steve54 wrote:
Having had a moment to review threads I'd like to propose the following-
Daemon engines 2+ (including defilers)
War engine daemon engines 1+
This would allow the death wheel to remain on a par with the feral and also allow LoB and other WEs to be a viable choice in a low activation army. This might mean certain units need to increase in price in relation to their LatD equivalents.


So would a Lord of Battles at +25 points be reasonable?

We also have to take into account the Reaver/Ravager at 650 points and what weapons/defences it has so as not to make the LoB an expensive comparison.

Neal: Can you do your magic with the Square Root Rule to assist with this?

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Sat Jun 19, 2010 11:44 am 
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I'm not going to pretend that I know as much about the Chaos lists as some here but after playing a hand full of games using Defilers at 1+ (Red Corsairs), I'm already struggling to keep them in a 3000pt list. At 2+, they are not worth it to me.

Just the opinion of a gamer (not list writer).

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Sat Jun 19, 2010 11:48 am 
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Well I am sure all the feedback helps. Thanks for your imput Onyx.

Makes me know that I am not the lone voice in the dark on this issue.

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Mon Jun 21, 2010 2:54 am 
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frogbear wrote:
As many of the units (as an example) in the World Eaters army have Daemon Engines, formations (due to casualties) may find themselves solely with Daemon Engines left (due to Fearless). Now while there is a 1+ initiative unit in the formation, I take it that the Daemon Engines gain the benefit of the 1+ initiative. In the other case, here is what I have developed:

I strongly oppose conditional Initiative. All playtest experience to date indicates strongly that the chance of a formation being reduced solely to sub-par Initiative units is slim and when it does happen it is easy to keep track of. It could theoretically happen in a number of armies and I cannot recall a single battle report where it has caused confusion.

Quote:
Neal: Can you do your magic with the Square Root Rule to assist with this?

It doesn't really work for that. Failed activations are so conditional that they cannot be quantified.


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 Post subject: Re: Daemon Engine Initiative
PostPosted: Mon Jun 21, 2010 3:28 am 
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nealhunt wrote:
I strongly oppose conditional Initiative. All playtest experience to date indicates strongly that the chance of a formation being reduced solely to sub-par Initiative units is slim and when it does happen it is easy to keep track of. It could theoretically happen in a number of armies and I cannot recall a single battle report where it has caused confusion.


So what is the consensus. A 1+ initiative formation left with Daemon Engines will retain their 1+ initiative or fall to 2+?

I am not fussed either way at this point, I just want to gain agreement so I can close off the two lists for a freeze.

Thanks in advance

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 Post subject: Re: Daemon Engine Initiative
PostPosted: Mon Jun 21, 2010 2:34 pm 
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Stays at 1+. Initiative is a function of the formation, not the individual units.


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 Post subject: Re: Daemon Engine Initiative
PostPosted: Mon Jun 21, 2010 9:35 pm 
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Cool. I will update this tonight then

Cheers Neal.

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