Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 58 posts ]  Go to page Previous  1, 2, 3, 4  Next

Modular Weapons Costs V1.3

 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 2:08 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Jul 09, 2005 1:38 pm
Posts: 186
I just realized that the fire control head wouldn't work with the DSM since it's not a barrage weapon => have the DSM indirect fire on its own.

Unlimited stuff leads to potential abuse, so define a range for the DSM even if it's a rather long range.






Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 2:13 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
The Vortex Missile, as I recall it, did some really weird shit under the old AT rules. It created a vortex template which hung around on the field for a while and did a lot of bizarre things like moving on it's own and generally made a big mess of the battlefield. The Warp Missile was the one that ignored shields. It's my personal favorite, and exceedingly nasty.

About infinite range: WHY do you feel this allows for problems? It's a one-shot weapon, and having infinite range doesn't really hurt the balance of the weapon any, I think. The No LoS Required could, concevibly, be an issue due to 'over the shoulder' firings on Overwatch. But even then, that's not a huge issue. You're essentially blowing a 160 point missile with extreme TK abilities for a single shot. Making them Indirect is cool with me. But I don't see a functional reason to give them a maximum range. And frankly it flies in the face of the idea that they're a cruise-missile which almost certainly has a humongous (1000+ KM) range. Especially given that the missile is the size of a Titan-II ICBM!


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 2:24 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada
Quote (Ilushia @ 16 June 2006 (14:13))
About infinite range: WHY do you feel this allows for problems?

Well, if it has 120cm base range, that's 240cm on indirect fire, are there a lot of games going on with tables where that isn't, essentially, "infinite" range?

As well, with Imperial technology, I'm not sure their "cruise missiles" are up to our *current* cruise missiles...

_________________
"EPIC: Total War" Lead Developer

Now living in Boston... any EPIC players want to meet up?


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 3:41 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
That was basically my thought too, 120cm was a good number as when doubled it should reach any part of most boards, but if you want that extreme range, you have to sustain fire, losing a turn of movement.

I do think that it is debatable whether it should be renamed and retooled to be a Warp missile instead of a Vortex missile, as thanks to Ilushia's prompting I now remember a little of how to Vortex missile used to work... nasty b**tards they were, with a very different mechanic to a conventional missile... in today's terms, more like a single blast template which inflicted TK hits and spent its turns drifting around the table. :D

Now it would be possible to replicate that, but it'd require:

a - A new rule (Which I'm trying to avoid).
b - Lots of chinscratching.





_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 4:21 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
Actually, there're rules for them in 'It's All In Your Warhead' thing on the Specialist Games site. It's a homerule set for the old style missiles. Vortex, Warp and others too. Fairly neat.


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 4:36 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I'll have a look at them and see what's compact enough to borrow..

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 6:14 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Okay, list updated to 1.3d, now including:

- The Warp Missile
and
- A Vortex missile that works like a simplified version of the "All in your Warhead" version. I think it still retains the nessesary character.


Rather obviously, the questions in play for the next revision of the list are:


- Is the Vortex Missile balanced? Is it really nessesary to introduce a new rule just for a missile?
- Is the Warp Missile balanced?

Cheers!





_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 7:21 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
Some notes: The 'At least half weapons must be tactical' should be implemented for ALL armies if they're allowed to use this list to customize weapon load-outs. As it'll prevent things like Imperial Guard armies with 3x Volcano Cannon or 3x Quake Cannon, Fire Control Head, Reavers from appearing (Which would be really sickening alongside IG disruptive artillery!)

The Vortex Missile should say 'Treat any models leaving the Template?s area of effect as moving  through Dangerous Terrain.' not difficult. Difficult terrain doesn't exist in Epic, terrain doesn't affect move speed.

I'd kick the missiles up to 150cm range, that's 300 with sustained fire, sufficiently long to fire diagonally across a 5 foot by 8 foot table, but anything significantly larger then that (like an 8x12 table for a Mega Battle) will be too large for it to cover. Meaning in all 'standard sized' games it'll have infinite range while indirect firing, but under special conditions it might not.

The Barrage Missile's range should be changed to match that of the other missile-systems, since it's essentially the same delivery system with a different warhead.

Vulcan Mega Bolter should be moved to 5x AP3+/AT5+, to match the current consensus about what stats it SHOULD have, since it's been decided (As I understand it) that 6x is too strong.

That's everything I can pick out of the list right now.


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 7:48 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Some notes: The 'At least half weapons must be tactical' should be implemented for ALL armies if they're allowed to use this list to customize weapon load-outs. As it'll prevent things like Imperial Guard armies with 3x Volcano Cannon or 3x Quake Cannon, Fire Control Head, Reavers from appearing (Which would be really sickening alongside IG disruptive artillery!)


Agreed.


The Vortex Missile should say 'Treat any models leaving the Template?s area of effect as moving  through Dangerous Terrain.' not difficult. Difficult terrain doesn't exist in Epic, terrain doesn't affect move speed.


Indeed!

I'd kick the missiles up to 150cm range, that's 300 with sustained fire, sufficiently long to fire diagonally across a 5 foot by 8 foot table, but anything significantly larger then that (like an 8x12 table for a Mega Battle) will be too large for it to cover. Meaning in all 'standard sized' games it'll have infinite range while indirect firing, but under special conditions it might not.

Agreed.

The Barrage Missile's range should be changed to match that of the other missile-systems, since it's essentially the same delivery system with a different warhead.

Agreed.


Vulcan Mega Bolter should be moved to 5x AP3+/AT5+, to match the current consensus about what stats it SHOULD have, since it's been decided (As I understand it) that 6x is too strong.

I wasn't aware that was the consensus, I'll modify it.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Fri Jun 16, 2006 8:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
V1.3e?All 3 1-shot Support Missile systems changed (Both up and down) to 150cm range.
Typo in Vortex rules corrected (Difficult becomes Dangerous)
Vulcan Mega-Bolter changed from 6x shots to 5x shots.
Designer?s notes rewritten.


Download V1.3e





_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jun 17, 2006 4:36 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Jul 09, 2005 1:38 pm
Posts: 186
I am not a big fan of this vortex missile ruleset. This kind of complicated game mechanics with a template remaining in play seems to be part of the past.

Working-out the Vortex missile as a titan killer barrage is feasible and wouldn't necessarily be a bad thing, for such weapons will find a niche in taking out very high DC stuff. But in that case I would suggest something alongside eldar D-cannon. Maybe 2BP and TK(D3) for a start?


About the Warp missile I don't know. Its cost seem about correct, but I fear this weapon will be a bit dull in use: ignoring shield combined with range means the weapon will obviously be fired in early stages of the game in a a gaze of god fashion.
Btw, how is it supposed to work against other shielding tech such as holofields and invulnerable saves?


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jun 17, 2006 4:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I am not a big fan of this vortex missile ruleset. This kind of complicated game mechanics with a template remaining in play seems to be part of the past.


I'm not a fan of introducing special rules either, but the single most defining trait of the Vortex Warhead was that it remained in play.

I've created as simple a mechanism as I could from the 'all in the warhead' article.

Whether it is justified in staying in the list, I don't yet know, but I'd like to think that we can bring back the single most characterful weapon I remember from the Epic TL days, with a special rule befitting such an illustrious weapon, if needs be.

*wipes tear from eye*



About the Warp missile I don't know. Its cost seem about correct, but I fear this weapon will be a bit dull in use: ignoring shield combined with range means the weapon will obviously be fired in early stages of the game in a a gaze of god fashion.
Btw, how is it supposed to work against other shielding tech such as holofields and invulnerable saves?


Making the range 150cm has alleviated the 'gaze of god' syndrome I think, as it at least nessesitates a Sustained Fire action under most circumstances if you want a first turn hit.

The Warp Missile only bypasses Void Shields and Power Fields. Holofields, Invulnerable Saves etc work as normal.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jun 17, 2006 7:37 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
Quote (Evil and Chaos @ 17 June 2006 (16:58))
I am not a big fan of this vortex missile ruleset. This kind of complicated game mechanics with a template remaining in play seems to be part of the past.


I'm not a fan of introducing special rules either, but the single most defining trait of the Vortex Warhead was that it remained in play.

I've created as simple a mechanism as I could from the 'all in the warhead' article.

Whether it is justified in staying in the list, I don't yet know, but I'd like to think that we can bring back the single most characterful weapon I remember from the Epic TL days, with a special rule befitting such an illustrious weapon, if needs be.

*wipes tear from eye*



About the Warp missile I don't know. Its cost seem about correct, but I fear this weapon will be a bit dull in use: ignoring shield combined with range means the weapon will obviously be fired in early stages of the game in a a gaze of god fashion.
Btw, how is it supposed to work against other shielding tech such as holofields and invulnerable saves?


Making the range 150cm has alleviated the 'gaze of god' syndrome I think, as it at least nessesitates a Sustained Fire action under most circumstances if you want a first turn hit.

The Warp Missile only bypasses Void Shields and Power Fields. Holofields, Invulnerable Saves etc work as normal.

I'd recommend away from TK(D3) on the barrage. Barrages from TK weapons are INSANE if they can inflict more then 1 per each hit. Especially with Sustained Fire. Sustain Fire with one of these things and you've got 5+ to hit, against tanks/WEs. Take a Tau Manta. 8 DC, 4 attempts to hit, 1-2 hits on average. That means 1D3-2D3 on average damage... And potentially as many as 4D3 damage. At just D3 it isn't too bad. I'd go for something like BP3, TK(1) if you went that route. That way you would never be able to instant-death a full strength Titan, but could seriously hurt one with some luck. And potentially it could wreck real havoc on things like IG Tank Companies.

Warp Missiles ignore Void Shields, Power Fields, I'd allow them to ignore Tau Deflectors and Dark Eldar Shadowfields as well. But not things like Living Metal and Holofields. Holofields mess up the targeting, which warping inside the unit doesn't help much with, since if you can't hit it you still can't hurt it. And Living Metal is what the entire unit, essentially, is made of.


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jun 17, 2006 7:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I'd recommend away from TK(D3) on the barrage. Barrages from TK weapons are INSANE if they can inflict more then 1 per each hit. Especially with Sustained Fire. Sustain Fire with one of these things and you've got 5+ to hit, against tanks/WEs. Take a Tau Manta. 8 DC, 4 attempts to hit, 1-2 hits on average. That means 1D3-2D3 on average damage... And potentially as many as 4D3 damage. At just D3 it isn't too bad. I'd go for something like BP3, TK(1) if you went that route. That way you would never be able to instant-death a full strength Titan, but could seriously hurt one with some luck. And potentially it could wreck real havoc on things like IG Tank Companies.


I'm not sure what weapon you're refering to here.

In 1.3e these are the Support missiles:

- Barrage Missile is not TK
- Vortex Missile is TK (1)
- Warp Missile doesn't use a Template and so can't stack up its TK hits.

Warp Missiles ignore Void Shields, Power Fields, I'd allow them to ignore Tau Deflectors and Dark Eldar Shadowfields as well. But not things like Living Metal and Holofields. Holofields mess up the targeting, which warping inside the unit doesn't help much with, since if you can't hit it you still can't hurt it. And Living Metal is what the entire unit, essentially, is made of.


Sounds like something to be aware of.

Tau Deflectors sound reasonable to avoid... but I need to read up on how DE Shadowfields work.




_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Modular Weapons Costs V1.3
PostPosted: Sat Jun 17, 2006 7:55 pm 
Brood Brother
Brood Brother

Joined: Mon May 08, 2006 10:50 am
Posts: 1189
The comment by Baron Piero about making Vortex Missiles be BP2 TK(D3) weapons was what I was referring to. TK(1) is probably more then enough on most BP weapons. TK(2) if you want to give them reasonable chances to blow away a War Engine in a single attack without making it too easy.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 58 posts ]  Go to page Previous  1, 2, 3, 4  Next


Who is online

Users browsing this forum: Google [Bot] and 23 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net