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thoughts on jetbikes

 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 10, 2006 8:46 pm 
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It means they have all the properties of skimmers, not that they have all the properties of skimmer vehicles.

Just like regular bikes differ from vehicles, of course jetbikes differ from skimmer vehicles.  Those differences come not from different treatment under the skimmer rules but from non-skimmer rules that define abilities.

That's exactly how it is in Epic right now.  Skimmer applies identically to each, but other traits (most applicable in this case is unit type) means that they behave substantially differently overall.

===

In any case, the real point is that it doesn't really address any perceived problems in a substantive way.  Jetbikes are rarely in danger of CC, so increasing their vulnerability would not be significant even if the change were much more dramatic than skimmer to jump pack.

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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 1:49 am 
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Guys

I am not familiar with the previous version of rules or 40K, so please forgive my ignorance here. The gist of the argument for changing the Jet bikes to jump packs seems to be that they should be capable of being engaged in CC (which also fits with the "fluff" that they "fly" closer to the ground). However, the issue is that they can still avoid CC if attacking. Is there an argument for making them CC specialists rather than FF specialists - ie swapping their CC and FF values over?


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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 10:25 am 
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(Ginger @ Aug. 11 2006,01:49)
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Guys

I am not familiar with the previous version of rules or 40K, so please forgive my ignorance here. The gist of the argument for changing the Jet bikes to jump packs seems to be that they should be capable of being engaged in CC (which also fits with the "fluff" that they "fly" closer to the ground). However, the issue is that they can still avoid CC if attacking. Is there an argument for making them CC specialists rather than FF specialists - ie swapping their CC and FF values over?


Ginger

I sure hope not - theyre not CC specialist, never been.

My objection, as i hope that described erlier (cant be sure though since i dont have english as my first language)  is that Epic jumppack rules doesnt not fit how Eldar Jetbikes has ever functioned.

Its just in the lastest wh40k edition that they actually lost the ability to move away from a CC. But even there they have the ability to shoot and move away AT ENGAGMENT SCALE - not the strategical/tactical scale where H&R works.

Jump packs works for units that "bounce" while moving, jetbikes do not, they float and according fluff/sketches from erlier days they move up and above skyscraper level. Hardly forced to hug the ground, eh?
Therefor the skimmer rule fits them very well in Epic, they will move outside reach of CC (yes even outside range of throwed sticks and stones) while showering thier foes with shurikens.

The issue with jetbikes is that they are to though, survive engagements and moves on to the next in the same turn almost undamaged (well for some anyway). I feel that should be addressed by lowering their save and possible raise their cost - hitting where the problem is instead of working around it.
This is what should be considered a tweak, small changes to fine adjust something that has been found to powerful, not change the character of a unit and forcing it into a new mould.

A paralell:
The same thing could be applied to falcons, is the new 6 unit falconformation going to be a killer? I would say no, they are good and 6 might be one to much but they heve to low armour to manage that and their cost is to high, thier stats should otherwise mean they where OP - FF of 4+ and skimmer...


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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 4:07 pm 
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(nealhunt @ Aug. 10 2006,14:46)
QUOTE

In any case, the real point is that it doesn't really address any perceived problems in a substantive way. ?Jetbikes are rarely in danger of CC, so increasing their vulnerability would not be significant even if the change were much more dramatic than skimmer to jump pack.

NH,

Thanks for the elaboration.

+ + +

In my first game last night with the Eldar new rules, the Jetbikes as jump packs in E:A caused no problems. In fact, it toned them down somewhat. Jetbikes could no longer force a firefight which worked well.

Eldar still beat the tau, but he margin was very close 3:2.

Very bloody battle. We were not playing titans of any type though - as I don't agree with the Eldar titan rule changes yet and just can't get my head around a value there yet.

Jetbikes still out manouvered the Tau and the 15cm consolidate after combat is still _very_ useful, though a bit more planning on aproach and combat angles is required from what I seen.

From my theory/logic outlined above, and now supported with a single playtest experience, for the immediate future I'm pretty much resolute on my jump packs for jetbikes (all jetbikes in E:A that is!) poisition on this one for reasons I've already attempted to articulate.

Cheers,





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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 4:20 pm 
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You have to explain how that experience supports the jump pack change, Tactica.  Increased CC vulnerability against Tau seems like a total non-issue on the face of it.

Did you really exploit that vulnerability to CC a jetbike?  Or even just threaten to the point it caused the enemy to react?  If so, how did it come about?

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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 5:57 pm 
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NH,

Sorry - didn't realize I left you hangin' there a bit. First, let me be clear - I was running Eldar. Andy was running Tau (typical marine/chaos player but recently has moved into bugs for the past 6 months or so).

I assaulted with windriders to engage in a FF with a Stingray formation and Skyray attached. My windriders had support from falcons + Firestorm on the east of the jetbikes position. I FF with the jetbikes and the support made short work of the stingrays and skyray (they only have a FF 6+ so was just hotknife through butter!)

I didn't lose a single bike. Using the new hit and run, I chose my approach of the jetbikes to make sure I could withdraw 15cm to the west of my engagement position getting me mostly within a nearby ruin.

My Tau opponent brought in an orca with Kroot on board (to my suprise as I just don't do that...) My firestorm got 2 hits on it but the 4+ armor proved to get odds and he saved one. I didn't get a critical either. :( My jetbikes were basically in a bad way for an air assault and I had just retained to assault (but I needed too get rid of the Stingrays as they are vicious to infantry if unchecked)...

Anyway, he air assaults me from the north of my current postion with orca and 10 Kroot on board. They have a 4+ CC value. My jetbike unit died, but not without returning some damage back on the no armor kroot. The kroot assault did win while wiping out my fast little formation though.

I learned my lesson of letting a chaos/bug player field my Tau. They do odd-ball stuff. :/

+ + +

So, the Jetbikes not being able to force a FF here (as they were jump packs, not skimmers) made a huge difference in their effectiveness. The Kroot would not have been able to wipe out the squad had it not been for CC attacks being used.

BTW: I killed the kroot and orca in that game before the Orca could get in air again for what its worth. :) In the end, he lost by 1 so this tactic has questionable merit. It did hamper my action on that flank though and the jetbikes are great for land grab, so who knows.

Really, the game was close. It was a see-saw kind of game that actually matched whoever had the first activation advantage each turn. Turn 1 and 3 first-activation went to the Eldar. Turn three the Eldar needed to go first to grab control, and the higher strategy paid off.

Cheers,





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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 7:36 pm 
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Fair enough.

Jumping out of an aircraft and whacking a jetbike with a club ought to be difficult.  Making it easier may solve a balance problem, but I don't think that's a desirable overall result.

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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 9:27 pm 
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NH,

Cool.

I'll leave *game balance of unit* vs. *desirable results in play* for others to consider/debate.

Cheers,

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 Post subject: thoughts on jetbikes
PostPosted: Fri Aug 11, 2006 11:44 pm 
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(Tactica @ Aug. 11 2006,20:27)
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NH,

Cool.

I'll leave *game balance of unit* vs. *desirable results in play* for others to consider/debate.

Cheers,

Please don't.

Surely you want to consider both sides of it? Rather than just arguing from one point of view.

'Game Balance' (and I use that term very loosely in terms of the effect you describe) is not very satisfying if it is based on nonsensical and inconsistent background, . Everyone complains about the way jetbikes work in 40k, and now people want to introduce the same thing into epic?? Surely there must be a better way!

In 40k Eldar Jetbikes take 50-100% more casualties from small arms fire than ?marine bikes (in contrast to the jump pack clarification this is a logical, makes sense kind of thing). Therefore giving the eldar jetbikes Armour 5+ (compared to the marine bikes 4+) would seem to solve the major problem people have with jetbikes (they feel too tough to be eldar - and break the feel/balance of the army in consequence). ?

Remember!
'Soapbubbles with Sledgehammers....' - JJ

(edit - and just checking out SG I see MC23 has proposed the same thing - YAY!   :D )





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 Post subject: thoughts on jetbikes
PostPosted: Mon Aug 14, 2006 4:03 pm 
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Marconz,

First, I don't here "everyone" complaining about the way jet bikes work in 40K.

Second, for me, Jet bikes as jump packs in E:A works to solve 1 problem. That is, they are too strong in h-t-h combat currently. Jet pack means they can no longer force a FF in E:A. I don't think a Jet Bike should be able to force a FF, so I agree with that change. Coincidentally, it aligns with the core design ruleset as well from the GW developers. (see above)

Third, Jet Bikes are easier to kill in core design than marine bike counterparts. They have lessor toughness and weaker armor. In E:A, the 4+ to 5+ armor would work to solve that problem. I could support testing that change as well. It also aligns with core design ruleset. This armor change however is completely different discussion from whether or not jet bikes as jet packs in E:A is solid or not.

In my opinion, I think both changes accurately reflect how the jetbike would work in E:A as it compares to an E:A Skimming Vehicle or an E:A Marine Bike.

They are currently, to overpowered IMHO. They currently do not reflect core design weaknesses. They currently do not accurately reflect their differences from Skimming vehicles or marine bikes.

I work from the assumption that the game developers of 40K have the conceptual premis of how things should work in this sci-fi world after 4 different releases of the base game. Afterall, the systems (E:A and 40K) are meant to reflect the same universe, the same franchise, and the same races. With that in mind, even if you/I don't like the way a given 40K unit type conceptually works in that system (jet bikes) it is nonetheless a measured impact on the system. That measure of impact should scale accordingly as per formation size and scale of battle. However, when you consider these variables - if anything, the jetbike will have a lessor influence on the E:A battlefield as compared ot 40K, not a greater. Afterall, they are but bikes amongst gigantic war engines and aircraft.

So, when I look to skimming vehicles and marine bikes in E:A for perspective, and I look at core design for guidance on how they should act in contrast to how 40K skimmers and bikes work in that system, I support the above recomendations.

Therefore, I think 1) the jet pack and 2) the armor reduction changes accurately reflect how an E:A Eldar Jet bike 'should' work both in regard to 1) core design's intent and 2) the general impact at this scale by comparison to other units already working in the game.

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 Post subject: thoughts on jetbikes
PostPosted: Mon Aug 14, 2006 4:49 pm 
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I work from the assumption that the game developers of 40K have the conceptual premis of how things should work in this sci-fi world after 4 different releases of the base game. Afterall, the systems (E:A and 40K) are meant to reflect the same universe, the same franchise, and the same races. With that in mind, even if you/I don't like the way a given 40K unit type conceptually works in that system (jet bikes) it is nonetheless a measured impact on the system.


The problem with that assumption is that they (the designers) have been very open about the fact that 1) background is frequently written to match rules and 2) despite that the rules frequently don't match the background concepts anyway because the needed mechanics wouldn't work in a game.

There is a triumvirate of standards for Epic rules - internal rule balance, following background, and approximately scaling up 40K rules.  That's more or less the order of importance Jervis dictated.

I'm not convinced that Jump Packs does much at all for balance  It violates the background.  It is questionable with respect to 40K mechanics due to scaling questions.


I agree the armor change would be good by all three standards.

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 Post subject: thoughts on jetbikes
PostPosted: Mon Aug 14, 2006 5:37 pm 
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NH,

Its true that its a game first and fluff second. I think that's due to the nature of it being a product for sale. The market is the gamers and they are there for the rules, models, etc.

The fluff comes second by nature of the product. I won't dispute that.

However, who's to say that's the case here? Who's to say that the Jet Bikes in 40K don't currently work exactly like they should n the 41st millenium? I cannot.

The designer's may have them working just as they intended for all I know.

SO without that knowledge, I can only work off of the fact that they (the designers) are specific about how the jet bikes currently work.

At present, the Jet bikes are specifically different from vehicles in movement and defense when going fast. Vehicles can hover over terrain where jetbikes cannot. Jet Bikes are weaker than marine bikes in combat and armor / toughness defense. They do fight combat as infantry and as normal, and speed is not a factor when engaged for the infantry jet bike. Initiative and weaponry of choice determine their relative speed of attack.

I'm not sure how E:A jump packs violate the jet bike background outside of in name, but I respect your opinion on the topic nonetheless. If the background violation is your *hypothetical* main concern, then I suppose we could always say Jet Bikes are Infantry with the Skimmer rule, but cannot force a FF in combat and they cannot perform a pop-up attack or pop-up overwatch. That would be the closest reflection to background. You wouldn't have to actually 'call' them jet packs that way. I would be OK with that.

To me, E:A Jet Packs just yield the desired rule impact on E:A with less words in the rules.

Regardless of what's done in the end, I *personally* don't think they should have the E:A pop-up rule. Also, I *personally*don't feel they should be able to force a FF in E:A. I think both of these violate the mechanic of the unit and background of the unit. Jet Bikes for Eldar are no different than Necron jetbikes or DE jetbikes. They are not skimming vehicles. *I* think these are abilities that should be reserved for larger engined anti-gravitic vehicles with on board stabalization systems capable of delivering a sustained altitude lift and providing stable firing platforms for prolonged periods of time... like pop-up overwatch. Such abilities are not something that should be afforded to a relatively small crouch-rocket that depends upon fleeting bursts and lift boosts to propell them over terrain while on the move at high speeds.

Glad to hear we have common ground on the the E:A armor change here.

Cheers,

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 Post subject: thoughts on jetbikes
PostPosted: Tue Aug 15, 2006 12:33 am 
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(Tactica @ Aug. 14 2006,15:03)
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I work from the assumption that the game developers of 40K have the conceptual premis of how things should work in this sci-fi world after 4 different releases of the base game. Afterall, the systems (E:A and 40K) are meant to reflect the same universe, the same franchise, and the same races. With that in mind, even if you/I don't like the way a given 40K unit type conceptually works in that system (jet bikes) it is nonetheless a measured impact on the system. That measure of impact should scale accordingly as per formation size and scale of battle. However, when you consider these variables - if anything, the jetbike will have a lessor influence on the E:A battlefield as compared ot 40K, not a greater. Afterall, they are but bikes amongst gigantic war engines and aircraft.

So, when I look to skimming vehicles and marine bikes in E:A for perspective, and I look at core design for guidance on how they should act in contrast to how 40K skimmers and bikes work in that system, I support the above recomendations.

RE: epic's need to adhere to 40k design concepts.

1. Yes I agree with you that it is important to consider the relative strengths and weaknesses of units in 40k and use these as guidelines in epic - I have argued as such many times on various epic forums. However, at the same time I would prefer to avoid transmitting flaws in the 40k system, to the epic system. ?I believe the jetbike classification is such a flaw, or at least a major inconsistency in 40k. Tactica - when it comes to HTH why should there be any difference between a jetbike and a slightly bigger jetbike (the vyper)? Both have exposed crew, similar size and dimensions, and the same system of propulsion. I have yet to hear an even vaguely convincing argument for why they should be treated very differently in CC.

2. Epic is not just a small scale 40k. It is a higher level tactical wargame which emphasises aspects of modern warfare (realism factors?) completely missing from 40k such as command and control (Initiative), flanking (Crossfire), and suppression (Blast Markers). If we really were slaves to 40k design we would have to throw out all these rules. We don't because we expect and desire more, we want things better.

Do jetbikes really need more of a handicap to their stats than just a reduction to armour 5+? Personally I do not think so. Part of the problem in epic is that some units just cannot touch skimmers with FF at all - while all units have a slim chance of doing so in 40k. ?However, it is still possible to beat skimmers with non FF troops in epic (I have done so with bugs vs jetbikes several times), due to numbers, suppression, (morale factors) and dice rolls.





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 Post subject: thoughts on jetbikes
PostPosted: Tue Aug 15, 2006 6:51 pm 
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(Markconz @ Aug. 14 2006,18:33)
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RE: epic's need to adhere to 40k design concepts.

1. Yes I agree with you that it is important to consider the relative strengths and weaknesses of units in 40k and use these as guidelines in epic - I have argued as such many times on various epic forums. However, at the same time I would prefer to avoid transmitting flaws in the 40k system, to the epic system.

Fair enough, and I would agree that we should not migrate flaws from one system to the other.

I believe the jetbike classification is such a flaw, or at least a major inconsistency in 40k.
This is where we disagree. I say 40K is in its 4th edition version. Over time, the developers have made it what it is for reason. Afterall, its been around since second edition. I've seen them represented in many fashions, only now do they appear to have bikes "working" in general.

So I see now problem using 40K as a guide here because I do not agree with you on your claim that they are flawed in 40K. Thus, I embrace Sotec's suggestion to make them what they are in 40K by comparison to other units that operate differently.

Next, you ask,
Tactica - when it comes to HTH why should there be any difference between a jetbike and a slightly bigger jetbike (the vyper)? Both have exposed crew, similar size and dimensions, and the same system of propulsion.

Well, my first response is I feel your assesment of the relative difference between the bike and vehicle are lacking. I do not mean that out of disrespect, its just my opinion that your comparison doesn't fully appreciate the more significant differences between the units.

I don't have the Eldar 40K codex in front of me. However, I'll do what I can to convey my feelings on differences from the more cognative thinking side since I don't have the dex in hand. I don't know if you've seen the 40K models side by side, but there is a rather large if not extremely noticable differences between the models and their ability to fight in close combat IMHO...

1) Jetbikes are smaller in dimension, so you can first see a weight difference. I don't know if they use the same propultion system or not, but the body on a viper appears noticably larger than a jetbike. One can only assume that with a 50%+ increase in size, that larger propultion systems are required without having any data in front of me to guide that opinion further one way or the other.

2)  Jetbikes have a single guy handling the directional navigation, the propultion, the altitude, and the pitch as well as nose lift and tilt. He has no cockpit. He is as exposed as a guy on a harley. Asking him to navigate this thing at top speeds as well as efficiently combat has its challenges, but at least he can wield a weapon and attack to either side.

3) A Viper is not only 50%-100% larger than a Jetbike, but it also has a 2-man crew on board the vessel.  

3-a) First, its pilot is in a cockpit. He's not exposed at all. You can't see his arms and legs because he's surrounded by armor of the vehicle. He is also encased in a canopy. There is a large aircraft like visor that has a rim of metal which encases the pilot within. There is no chance this guy is going to wield a CC weapon of any kind. Its just not going to happen.

3-b) Second, there is a gunner. This guy sits back behind the cockpit in what is effectively a WWII AA chair. It traverses like a turret 360' on a horizontal plane, but it also tilts forward and backward on a vertical plane but with restricted rotation forward and back. He is approximately 50%+ encased in metal and has his hands on controls working the weapon. He sits up much, much higher than the pilot. Not only does he not have any hope for range of motion to wield a weapon in combat, but he's far to high up in the air to swing down on anything in CC.

4) The Vyper mounts heavy weapons with which the pilot and gunner fire. The Gravitic system on the Vyper has to be more robust not to only move the large pieces of armor, but also to support any kickback from the weapon systems and to suppor the additional load of two crew members.

5) As one is a smaller infantry unit with a bike assisting them for speed to get to grips and the other is a weapons platform with armor encasing the pilot and gunner crew not to mention the support of larger heavy weapons, I think the picture is rather clear on who can fight in Close Combat, and who is a vehicle and cannot fight in close combat. 40K did not get this wrong - at all - they have it spot on in fact!

Therefore, due to armor, larger size, and fireing platform of larger weapons, I think its clear why the Vyper is a Vehicle and why the Jetbike is infantry.

Further Reference for your edifciation:

This is the best side by side shot I could find with a quick look - even at a distance, its without question which is noticably larger.
http://uk.games-workshop.com/eldar/getting%2Dstarted/5/

To get an idea of the differences I describe above, please see this link:
http://store.us.games-workshop.com/storefr....eNav=10

Notice the scale of driver to vessel differences from Jetbikes to Vypers. Notice the two crew scale to Vyper.

There is easily a 50% to 100% increase in size from bike to Vyper.

2. Epic is not just a small scale 40k. It is a higher level tactical wargame which emphasises aspects of modern warfare (realism factors?)
I don't know where all of this comes from - but I don't think anyone here is saying Epic should mirror 40K.

completely missing from 40k
such as command and control (Initiative), flanking (Crossfire), and suppression (Blast Markers).

Noted, I would say both games have their own C&C elements and both have their own abstractions to convey aspects of realism. Each hits their own marks and fails at others.

40K for example is squad based and focuses on the elements that affect that level. Epic is not on the same micro scale, so ignores certain elements in favor of larger factors.

In 40K, Leadership and morale tests are used for tests of commitment of troops as fire commences, can show individual units breaking while others stick it out. 40K broken elements withdrawing can still open fire as they flee if weapons are not of the highest calibur, Epic ignores all of this and simply says - when BM are reached, the entire brigade of units is rendered ineffective.

Target priority tests are also used for command and control in 40K to determine if troops are going to follow firing orders of target priority and separates movement entirely. Epic rolls it all up into one roll for all units part of a formaion and says the entire force either follows orders or it doesn't... regardless of how many sergents / lt's may be in the force. Which is more Abstract?

All of this is really irrelivent though... we are talking about Jetbikes fighting as infantry - I really don't know why you went here anyway.

If we really were slaves to 40k design we would have to throw out all these rules. We don't because we expect and desire more, we want things better.
Hah, better is relative. Each game has its qualities and falicies.

Unless I'm mistaken, I've never proposed we become slaves to 40K.

Also, I've never said the element that E:A brings to the table are bad. I've never proposed we abandon any of these elements.

I feel I've brought a very logical argument for Jetbikes being mirrored after core design as they work for a reason. You may or may not disagree with that argument, but my claim has merit on a far different platform from, "we should be slave to 40K." If that's all you are getting out of this exchange, you really are missing all of my various points. I hope this post has clarified my position for you.

Do jetbikes really need more of a handicap to their stats than just a reduction to armour 5+?
You call it a handicap, I respect that, however there are those of us that do not feel its a handicap. We see it as bringing an overpowered unit back down to what it should have been all along. We see it as fixing a mistake. We see the jetbike infantry unit as a very VERY different unit from an armored vehicle Vyper with crew.

Personally I do not think so. Part of the problem in epic is that some units just cannot touch skimmers with FF at all - while all units have a slim chance of doing so in 40k.  However, it is still possible to beat skimmers with non FF troops in epic (I have done so with bugs vs jetbikes several times), due to numbers, suppression, (morale factors) and dice rolls.
So, you are justifying an abstraction in E:A because you want them to be more powerful than they need to be. This is flawed logic. The end does not justify the rules.

A bloodletter should be able to combat a jetbike if he can reach him, and the jetbike should perish, plain and simple.

Jetbikes use speed and forward propultion with bursts to overcome obstacles. Vypers and other vehicles do not. They can hover over a forest for extended periods of time and deliver salvos from their weapons

In order for a jetbike to engage, he must be at ground level - franchise history has this clearly depicted.

Who knows though, maybe the new codex will change all this in favor of your desires to see skimming vehicles instead of infantry on a bike like they are today.

Since Sotec has already seen the new codex, I don't know if I'd get your hopes up though.

Cheers,

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 Post subject: thoughts on jetbikes
PostPosted: Tue Aug 15, 2006 10:00 pm 
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I say 40K is in its 4th edition version. Over time, the developers have made it what it is for reason.


You have repeatedly made the point that "the 40K designers obviously want it that way" and that is true but completely beside the point.

The issue at hand is not how they wanted it but WHY they wanted it that way.  Did they want it for background reasons or were they constrained by mechanics?

In 40K every unit can fire at aircraft.  This is necessary because of the scale of the game.  It is unworkable to have AA assets in every squad-level army.  They obviously didn't want it that way because Joe Trooper has a real chance of shooting down an aircraft but because making aircraft invulnerable is not a viable mechanic.  They compromised by making it possible but rather difficult.  Epic didn't do that because the scale is large enough to allow more highly specialized units (or at least a different mix).  That compromise was not necessary and we simply made it impossible.

In 40K every unit can engage a jetbike in hand to hand, so jetbikes are vulnerable to CC.  Again, this is clearly required by the 40K mechanics because making them invulnerable won't work at that scale.  Instead they made it difficult.  Eldar bikes have the bonus assault phase move to help them avoid CC but it can't be impossible because the scale of the game doesn't allow that to be balanced.

Since it is clearly a requirement of the other mechanics, that's one "why."  They wanted it for mechanical reasons because it's necessary.  Maybe there were other motivations or maybe mechanics overrode other considerations as it obviously did in the case of aircraft.

I think it happens to be a solid compromise mechanic that roughly approximates the desired effect rather than "that's how it should be."  I don't see it as any different than using Teleport to simulate an ambush ability as we do in Epic.  Sure, you could write detailed hidden deployment rules that would be a nightmare to balance... or you could use an existing, tested mechanic that gets roughly the same effect.

The reason I think it is a matter of 40K mechanical convenience as opposed to a fully accurate representation of design intent is because the background material since RT has had Eldar jetbikes easily capable of running hundreds of feet in the air, both in illustrations and in textual description.  There's an entire piece of fiction out there somewhere about Eldar jetbikes doing aircraft-style strafing runs while the enemy were firing small arms up at them.  If you were to represent that in the Epic rules I don't know what that would possibly be except the equivalent of forcing FF.

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The same kind of considerations apply to many 40K-Epic translations.  Separating out conceptual "wants" from mechanical "wants" is paramount.  In the end, mechanical "wants" trump everything else so they can never be taken as the true concept without other support.  They are only the best approximation available.

It is a long-standing pattern that you go for the 40K mechanics first for your conceptual framework and it is the source of most of the disagreements between you and me.

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