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thoughts on jetbikes

 Post subject: thoughts on jetbikes
PostPosted: Tue Aug 15, 2006 11:00 pm 
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(Tactica @ Aug. 15 2006,17:51)
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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.

Thank you for your detailed exposition Tactica. I have played Sam Hainn a lot in 40k, (and a little in epic), and I'm afraid I just don't see the big differences between the vyper and jetbike that you do - quite the opposite. Same with most 40k players I talk to.

Under current proposals by Sotec, Jetbikes will lose armour, skimmer, and their hit and run ability is getting nerfed as well.  I doubt they need that much handicapping (or balancing or whatever word you would prefer to use), to bring them back to a correct power level for the points.

No-one is complaining about the armour reduction - so lets just go with that and see how that works for a start.

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 Post subject: thoughts on jetbikes
PostPosted: Tue Aug 15, 2006 11:30 pm 
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(nealhunt @ Aug. 15 2006,21:00)
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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?

Thank you Neal, very nice post, and I think you have hit the nail on the head.

It is not background, but limitations of game mechanics that are behind the 40k jetbike rule.

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 Post subject: thoughts on jetbikes
PostPosted: Tue Aug 15, 2006 11:38 pm 
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...if i may butt in....

I am a 40k player and an avid fluff buff and i think that there is a VERY significant differenance between a jetbike and a viper.

it is NOT simalar to a the differance between an attack bike and bike like you are percieving.

Plain and simply the viper is just a better version of the land speeder.

jetbike squads instead of adding a cumbersome sidecar just replace there capipults with a cannon.

the viper is a true light vechile not just a different jetbike

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 12:08 am 
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(bloodman @ Aug. 15 2006,22:38)
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the viper is a true light vechile not just a different jetbike

Is a jetbike a vehicle or not?

Yes it is - just not in the language used for game mechanics in 40k.

Funny you should mention attack bikes - a unit we made significantly different from normal bikes in Epic because they were different in 40k. Now 40k has changed its mind and they are the same class. We are still stuck with old 40k awkwardness in Epic though.

A case in point about the wisdom of taking the whims of the latest fad among 40k designers as gospel.





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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 8:23 am 
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Can just say that i agree with all in NealH:s last post.

To the ppl that say that jetbikes needs to stay close to ground/move by bounds - PLEASE show me this or give a reference. If you cant, drop it or atleast that aspect of your arguements since its just false.

Pleas dont move the last, and imo flawed, edition of wh40k into Epic - it would just sully a surpricingly good game.


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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 6:02 pm 
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(nealhunt @ Aug. 15 2006,16:00)
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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.

===

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.

NH,

1) The point was brought up again because the challenge I was replying too. He claimed bikes were flawed in core design and based a premis on it. I did not agree. I stated my perspective, thats all I was attempting to relay.

2) Why they wanted jetbikes that way - I can't talk to. I think we can draw some reasonable conclusions though. Jetbike rules are in the main game, not in the Eldar Codex itself. Since 4th just came out not to long ago, and the rules were revamped again in that compilation to specifically and independently deal with each variation of *infantry type* and a special class of rules were created specifically for bikes and jetbikes, I think we can assume that they were not constrained by mechanics that they themselves were devoping in tandum with the new Jetbike and bike rules. If ever there was a time to change jetbikes to something that they wanted - that was the time to do it, woudn't you say?

3) In 40K, every unit cannot fire at Aircraft. First, there are 3 types of units that cannot fire at Aircraft in 40K,
a. units firing weapons with small blast markers
b. units firing weapons with large blast markers
c. units with templates

Furthermore, all units firing weapons that don't fall into the above categories can point their weapons in the sky - that's true... however, all units must reduce their range by 12" - and at that scale, that's quite a bit. Considering planes usually strafe the field and stay 36" away from enemy targets, you have to have a 48" range weapon to have a real chance at actually firing at the enemy in such cases... you have to have a 36" range weapon if he moves within 24" of you... etc... Now, even once in range (if the pilot is dumb / daring enough) now you still need a 6 to hit them... (unless you have an AA mount).

So, to be more accurate;

a. All units cannot at aircraft in 40K
b. Most units can point their weapons at the sky in 40K
c. Few units can actually hope to fire at the enemy targets in the normal course of a 40K game
d. Only a select few 40K units have AA mounts

4) You ascert that 40K aircraft rules are necessary for the scale of the game, perhaps... that is an opinion. Regardless of necessity, I think it accurately reflects what happened in WWII and several engagements all over the real world we live in today. How many times do you hear about "Blackhawk Down" or some other air asset being knocked out of the sky due to some RPG or other hand held device? If you are close to those in the sevice, it happens far more often than we like to make public. Infantry with weapons of range fire at aircraft - in the real life scale, with regularity.

5) You claim that the scale of 40K does not allow jetbikes to be invulnerable from CC. I think that's flawed logic. They don't allow regular bikes to be immune from combat either... nor do they allow infantry to be immune from combat... or calvary...

Jetbikes and bikes have an advantage of moving 24" a turn in 40K, every turn if they want too. They also gain an invulnerable save for doing so. Jetbikes have an added bonus of moving in the assault phase after they moving 12" in the movement phase for a total of 18" movement each turn - while also allowing them to bound over terrain in the process... come on... these guys can avoid combat better than Tau if they want too. They only do damage in one of two ways... either by shooting (FF in Epic terms) or by charging into combat (base to base engagement in Epic terms).

40K is no more dependent upon CC than Epic is. If one, then the other. Both have forces that depend on combat, both have forces that shoot, both have forces that do both well. Both see combat as the deciding factor in their games. Epic allows for a FF as well as a base-to-base close combat. 40K games are the FF themselves. Epic just adds a longer ranged element that 40K does not offer - due to battlefied size limitations.

40K does simulate the FF by its natural course of game play - as Jervis indicates.

40K does execute the cc elements as it has an assault phase.

What you are proposing is making Jetbikes immune to CC and ONLY fighting in FF affairs if you allow them to fight like simmers. Then you also allow them to fire at the larger scale that E:A shooting phase brings to the franchise. Making them immune to being hit in combat doesn't match thier background, it is a blatant change and uptick in power in E:A from 40K, and it is completely unnecessary and unwarranted by the units role.

6) You use a term, "clearly required of the other mechanics" again - we just directly disagree. There is no clarity here, that's why there are people on both sides of the fence Neal.  You also use the phrase of "obviously did in the case of aircraft" - see above, again, we just directly disagree here. I've debated this before with several champions that were unfamiliar with how 40K deals with aircraft. 40K actually has a more robust and complete system to deal with aircraft, and its much more true to life. Epic clearly falls down in this area. Epic is the system that is constrained by mechanics, not 40K when it comes to aircraft. So - your argument begins to crumble/shatter with me on both jetbikes and aircraft constrains of 40K... and thus, your argument that Epic should not follow 40K on the Jetbike functionality.

7) regards to the fiction - I think it should be considered in all game development. However, I think you are also forgetting much fiction that has been documented where it also aligns with the 40K rules quite well - thus stating jetbikes hover just over the ground for the majority of their movement. They use small bursts of speed to bound over terrain. They fight in combat as bikes and are the eldar version of cavalry.

8) if we purely designed to fluff at its extremes, a single platoon of IG would be able to take on an entire chaos army (Gaunts ghosts)... Marines would be more akin to movie marines (see WD article for reference)... and Eldar would never have to fight a battle, they would already know the outcome, so they would know whether they should field or not.

Thus, I'm very happy to be on the side of Sotec here.

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 6:03 pm 
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(bloodman @ Aug. 15 2006,17:38)
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...if i may butt in....

I am a 40k player and an avid fluff buff and i think that there is a VERY significant differenance between a jetbike and a viper.

it is NOT simalar to a the differance between an attack bike and bike like you are percieving.

Plain and simply the viper is just a better version of the land speeder.

jetbike squads instead of adding a cumbersome sidecar just replace there capipults with a cannon.

the viper is a true light vechile not just a different jetbike

Thank you bloodman.

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 6:32 pm 
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A vehicle in its truest sense of the word as defined by webster's is a carrier or any medium of transportation.

+ + +

Therfore, one can argue that a skateboard, big-wheel or red wagon is in essence, a vehicle by that definition. That would be accurate. Your uncle giving you a ride on his back from here to there would also be determined as a vehicle.

+ + +

Therefore, it's accurate to further state that a Games Workshop horse, Games Workshop Anti-gav weapon platform, Games Workshop bike of Space Marines, or Games Workshop jetbike of the Necrons.... as well as Games Workshop Titans are all vehicles by Webster's definition. I'll fully concede that.

+ + +

Unfortunately or fortunately, depending upon your perspective, Games Workshop has built a franchise and uses definitions within that franchise as not only trademarked items, but as defined game terms.

Games Workshop chose to include cavalary, jet bike riding infantry, as well as monstrous creatures as various types of infantry within their franchise. Games Workshop does not include any cavalry within their definition of Vehicle.

Vehicle in the franchise includes anything with an armor value that must be overcome, before you can get to the PILOT inside controlling the vessel.

Epic only has one class of infantry as it views vehicles a much more important element to the scale of the game - by design and necesity of scale. Epic has 4 major classes of vehicle within its mechanics. Those are Light Vehicle (LV), Armored Vehicle (AV), War Engine (WE) and Aircraft.

The Epic rule system  then further segments Aircraft into classifications (Fighter, Fighter Bomber, and Bomber) and then compounds those sub classications by possibly adding WE as a qualifier to each of the Aircraft sub-categorization.

Epic abstracts heavier infantry into "light vehicles" at times to suit its purposes and game mechanic limitations, but in each case where this has been explored, it causes problems amongst the gaming community (See BL Obliterators, SM Attack Bikes, and Tau Broadsides for reference).

+ + +

Like it or not, the Games Workshop franchise does not see a Space Marine Bike, IG Rough Rider Cavalry, Necron Jetbike or Eldar Jetbike as vehicles in the rules. They see each as 41st millinimum infantry of war with better speed and terrain management.

None of them have armor values. None of them weild heavy weapons of war like vehicles. None of them carry more than a single man to battle. Their benefits they  bring to the field of battle is measured against other infantry on foot.

The 41st millenium cavalry of roughriders, bikes, and jet bikes does not measure their value against Light Vehicles, Armored Vehicles, War Engines or Aircraft.

They simply are not in the same class as defined by the Games Workshop franchise, regardless of rule system.

These are the facts as I see them.

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 7:44 pm 
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I'm not nitpicking over the exact 40K rules because it is utterly unimportant.  The example was solely to illustrate a conceptual point which you only addressed in a minor way:

40K mechanics do not indicate the full conceptual design intent.

Since 4th just came out not to long ago, and the rules were revamped again in that compilation to specifically and independently deal with each variation of *infantry type* and a special class of rules were created specifically for bikes and jetbikes, I think we can assume that they were not constrained by mechanics that they themselves were devoping in tandum with the new Jetbike and bike rules.


I did not claim they were constrained by other mechanics over which they had control.  They are however, constrained by mechanics.  All game design is constrained by mechanics because mechanics can and do prevent fun.

You cite all the infantry types as proof that they did everything they ever wanted to do in order to match up with conceptual design.  However, just consider that maybe conceptually they REALLY wanted bikes to be more like a vehicle/infantry hybrid than just infantry?  Couldn't they have made up rules that treated them more as a hybrid than as special infantry?  Actually, no.

In fact, they did exactly that back in 2nd edition.  It didn't work because the mechanics were a pain to deal with.  So, apparently, this hypothetical ideal vehicle/infantry hybrid was prevented not because the idea was abandoned but because the mechanics did not allow.

As I said, the only thing we know for sure about the 40K mechanics is that they are the closest to the intended concept that the designers felt was mechanically sound.

===

I think you are also forgetting much fiction that has been documented where it also aligns with the 40K rules quite well - thus stating jetbikes hover just over the ground for the majority of their movement.

If you have an example from the background material where that is true about Eldar bikes, post it.

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 8:38 pm 
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Does this mean you two aren't agreeing anymore?
:cool:

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 8:54 pm 
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NH,

I don't want to get into a circular debate, but that's exactly what happens we try to discern 'developer intent'.

I think you have a very plausible hypothetical derivative of why jetbikes are what they are in 40K now. I by no means give it any more credance than any other possible cause either.

To assume that mechanics constrained final decision MORE than wisdom may be spot on, it may be quite ignorant of the process too. Who's to say? Neither of us alone will come to any kind of quantifiable answer without outside influence though, unless you have evidence or proof of your assumption.

Example:

I think an equally plausible argument is that they didn't like that they were too close to vehicles in 2nd edition, so they changed it...

Another could be that its just too easy to take out a bike, and Armor 10 vehicles (truks, land speeders, eldar skimmers, most aircraft, vyper jet bikes, or anything with any significant amount of armor - are bulkier if not more well protected, and thus, it just made sense to not make them vehicles.

Another would be that its just extremely dangerous to go into a full on war... on a bike. Regardless if it skims or not. Speed is your friend.

Thus, the various possiblities - including the one you posted are all possible.

+ + +

In the end, this is a game I enjoy. Its in a universe that is an established franchise. Whether I like monstrous creatures or not, and whether I like Jetbikes or not - I don't think we should stare in the face of the way a unit functions - just because the designer's vision/execution does not match our own desires.

I'm a firm believer that established franchise 'aspects' should remain constant across systems *where possible & can be balanced*.

Example: Tau Jetibikes mean infantry.

I really don't want to debate whether snotlings should be faster or slower than Orks if someone else already determined that. I really don't want to debate whether an Ork Truk is lighter than a Landraider... I really don't want to debate whether a terminator has better or the same armor than a broadside - these are all elements that are basically constants in the established franchise and GW universe within the 41st millenium.

Thus, as I said before - I really don't care to debate "why" they did what they did. Its an impossible debate.

If we can reasonably achieve like functionality and purpose across systems in a balanced fashion, that is exactly where our aim should be - IMHO.

Furthermore, if Sotec, the champion of the list, has a vision that aligns with core design - and especially if it also aligns with the new codex for Eldar that will adhere to Core Design's rules, then I think we should support it unless it presents obvious balance problems.

+ + +

Regards to your request for how fiction portrays Eldar jetbikes in its various facets currently, I'm at work and don't have any literature with me. I'll have to remember to research and get back to you. I'll see what I can do.

Cheers,

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 8:55 pm 
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Mosc,

No - it just means the anomoly has passed and things are back to norm.

;)

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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 9:41 pm 
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1. ?In 40K ?everything except Siren prince is vulnerable to CC-including every skimmer noted in 40K. ?To bifurcate out jetbikes as somehow separate is not logical. ?What about Railheads, falcon, Wave Serpents, landspeeders? All may be attacked in CC.

There is the fundamental concept of KISS that is not being applied to these now multiple variants. If it ain't broke don't fix it. Why go through mutliple changes when a simple modification of cost or armor save would suffice?

Furthermore, if Sotec, the champion of the list, has a vision that aligns with core design - and especially if it also aligns with the new codex for Eldar that will adhere to Core Design's rules, then I think we should support it unless it presents obvious balance problems.



2. That is Sotec's vision. ?Judging by the consernation and disagreement on the Specialistr site, including from other army champions, I would posit that it is primarily Sotec's vision alone.





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 Post subject: thoughts on jetbikes
PostPosted: Wed Aug 16, 2006 11:40 pm 
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I don't want to get into a circular debate, but that's exactly what happens we try to discern 'developer intent'.


Until you provide an actual citation from fiction or flavor text, your assertion that Jump Pack for Eldar bikes fits the background rests solely on the premise that "mechanics = intent."

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 Post subject: thoughts on jetbikes
PostPosted: Thu Aug 17, 2006 6:49 am 
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NH,

I think you are making a jump in logic. I never said jetpack in E:A = jetbike background.

I said jetpack in E:A aligns better with core design than Skimmer rule on jetbike in E:A.

You sited one aspect of fictional background as the basis of your argument. I said that's plausible. I also said there is more background fiction. Neither of which is conclusive nor does my argument solely rely on either of us being correct / incorrection about fictional background.

You've argued that jetbike game representation from core design was a derivative of limitation in mechanics.

Fair enough, but I do not think I can prove or disprove that.

I also think its a moot point for reasons I've already siited.

Unfortunately, worked quite late this eve so haven't had a chance to look into other fictional resources around jetbikes.

Without any research, I think you'll note that farseers on jetbikes can take hand to hand combat weapons in core design... further examplifying how close they would have to get to make use of them.

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