Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 106 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 8  Next

Some questions on the units in the 8.4 rules...

 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 3:32 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I still think that if Gargoyles are going to have an AA6+ shot, then they should be removed if they manage to cause a hit (Regardless of if the plane makes its save or not).

IE: The birdstrike is going to be more deadly to the gargoyles than it is to the plane!





_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Wed Oct 24, 2007 11:50 pm 
Brood Brother
Brood Brother

Joined: Sun Jun 11, 2006 11:45 pm
Posts: 85

(Evil and Chaos @ Oct. 24 2007,15:32)
QUOTE
I still think that if Gargoyles are going to have an AA6+ shot, then they should be removed if they manage to cause a hit (Regardless of if the plane makes its save or not).

IE: The birdstrike is going to be more deadly to the gargoyles than it is to the plane!

Thats exactly what I thought.  Except I think we should take it a step further.

Give Gargoyles a 30cm AA 3+ attack that, if it hits, you remove the Gargoyle stand.  25 points and a possiblity of a Brood 2 re-spawn seems VERY appropriate cost-wise for a 3+ hit that armor/jink saves are allowed against.  Send as many as you think you can afford or will need.   :D

And I love the idea of Gargoyles being driven into the engines and wind-screens of enemy aircraft by the Hive Mind.  That's awesome fluff.  A sacrifice for the good of the swarm.


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sat Oct 27, 2007 3:02 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Kagetora @ Oct. 24 2007,00:35)
QUOTE
1) ?AA fire. ?It would appear that the only AA now in the list is the Dominatirx (1xAA5+, 30cm), the Mieotic Spores (1xAA5+, 15cm), and the Gargolyles (1xAA6+, 15cm).

Thats IT? ? :p

Yep, that's it? it's the big, glaring weakness in the Tyranid army, and it's done on purpose. ?Of course someone knowing they are going to play against a Tyranid army is going to be able to tailor their forces to take advantage of that weakness, just like someone going against Titan Legions will take more TK weapons than usual if knowing ahead of time. ?

Realize that the army lists are designed around the core concept of "blind" Tournament Scenario games; that is, not knowing what you'll be facing so there's a need to take an "all-rounder" army.

I hope there are some misprints in there... ? :D ? The Dominatrix, well, I would hardly ever use her. ?450 points of utter fragility...a lot of my opponents field Cobras, Shadowswords, Deathstrikes, etc. ?She just won't last. ?Not and be useful, anyway.

Actually, with a bodyguard of Hierodules or Trygons, she's a pretty tough nut to crack; I've never lost a Dom in any game I've fielded one in. ?Invulnerable save, regeneration, and bodyguards keep her kicking for a while! ?

That leaves the Spores, which are ALWAYS Instinctive (i.e. ONLY allowed to Hold or Engage, which is useless...), and thus simply drift around 10cm per turn hoping like hell the enemy comes within their range (for 150 points!)
They're mindless spores, floating around in the air? what more are they supposed to do? ?*laugh*

Meiotic Spores are mainly "passive" anti-air defence for the Bugs, used for guarding "nesting" swarms or objectives, not active air denial. ?They are currently an "experimental" unit in the list, and the formation composition may change to "6-9" in the future. ?Since this army list represent the forward edge of Tyranid attack, they are not plentiful enough to "clog the skies", which they would do in a Tyranid "defensive" list.

and Gargoyles (??? ?What...are they flying up there and clogging up the engines?) who will often be hitting on 7+ or even 8+ (Double move plus the -1 Penalty for shooting at disengaging aircraft after flak-rushing them). ?Useless.
Gargoyles have been the primary Tyranid anti-air unit in all previous versions of EPIC, I believe, so I'm not sure why there's such an strong feeling "against" them in that role this time around.

Yep, the Gargoyles are flapping up, taking shots at planes, some are doing "bird-strikes" and striking cockpits or going into wings? birds *can* take down aircraft in real life.

Another thing to consider is that the "Ground Attack" planes are making, *isn't* strategic, high-altitude bombing runs, but is more of the "dive bomb/strafe" close air support variety so the planes *are* getting fairly close to the ground. ?The Gargoyle "Swarm Strike" weapon is just an abstraction of the Gargoyles that are swarming "above" the ground action and are a threat to nearby aircraft? heck, I may put a design note in there about that next version.

Was this list even tested against serious air power? ?I.e. the Royal Ork Air Force, heavy Tau/Eldar/Empire air power, etc.?
I would love to see a batrep of Tyranids vs a heavy air force army, but I don't think anyone has posted one yet.

2) ?Zoanthropes...
If your Zoanthropes are going around shooting? well, you're using them wrong.

Zoanthropes are *fantastic* firefight assault and support units, as well as a hit soak with their reinforced armour? being a Macro-weapon attack they are great at frying tanks or troops up close.

Being LVs they are somewhat more vulnerable, but in a "mixed" swarm, they aren't so easily sniped out? unless facing a horde of snipers, but, generally, only Eldar and Tau can do that effectively (Though the Marine Scout changes bring will make a big difference there).

I tend to take lots of Zoanthropes, they can be garrisoned with a nice mix of other units and are an effective creature for their role.

3) ?Bio-Titans...from the original list I started using, i.e. 7.1 on the SG site, to this...at this point, every Bio-Titan has lost fully half of their regenerative ability AND all of the "on foot" Bio Titans have lost 25%-33% of their DC as well (2 points across the board), the Hierodule being the lone exception to that last.
The Bio-Titans were re-statted to correspond with their Forge World stats, which brought them down a bit in power. (I'm hoping to give them inspiring - because they are terrifying, and invulnerable save - because they are supposed to be protected by warp fields, but that's met some resistance.)

Thats an ungodly nerf to something that already had zero defense against TK weaponry. ?Nearly every army, if not every one, can simply wipe these guys off the map with a single volley from certain units...the aforementioned Cobras (BP TK d3!), Shadowswords and Deathstrikes (2+ TK d3 or d6!), not to mention Titan-mounted weaponry. ?Even just some dedicated MW fire can obliterate these guys.
The Hierophant is the Tyranid equivalent of a "Scout Titan"? and all Scout-class Titans can be simply wiped out by a "single volley" from dedicated anti-Titan units. ?The Hierophant is priced right between the Warhound and Feral Titans, has more DC, worse shooting, much better close combat, slightly slower movement, and better armour? how does it not compare to other Titans in its price range? ?As well, you can take up to three together in a big Swarm? that's something terrifying to behold!

As well, there's a "combined claws" approach that needs to be taken, not to mention considerations of terrain and such. ?Bio-Titans should almost always be in cover, with walker they'll hardly ever be inconvenienced by dangerous terrain. ?Versus Deathstrikes and such, well, Lictors should be harassing those types of units long before they get a bead on Bio-Titans! ?The Cobra is most certainly deadly, but has to get right up in assault range if it wants to hit you and will be vulnerable to other attacks? and the Cobra is the epitome of a Titan-killing unit? it could, potentially, wipe out a Great Gargant in a single shot? so that's not really a Bio-Titan vulnerability.

The Hydraphant might need a bit more work, but it's still far cheaper in points than a Reaver or Ravager Titan, and a whopping monster at Close Combat.

4) ?And a minor quibble...the Trygon. ?A DC2 War Engine-sized Ravener, but it doesn't have a single MW attack in CC? ?That seems a bit goofy, considering the Carnifex, Haruspex, Broodlord, and Lictor all have MW attacks in CC...what caused you to leave this guy out, especially after he lost a DC, Reinforced Armor, his Flamer Template MW, and still remanined the same cost?
Yeah, that's more of an over sight than anything? the Trygon needed to be toned down a bit, but having a MW attack probably isn't a problem and will, most likely, be granted it.

Thanks for the "newcomer" input Kagetora, I hope you can give us some reports from the battlefield soon!

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sat Oct 27, 2007 3:06 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Kagetora @ Oct. 24 2007,00:35)
QUOTE
who will often be hitting on 7+ or even 8+ (Double move plus the -1 Penalty for shooting at disengaging aircraft after flak-rushing them). ?Useless.

Oh, forgot to comment on this... AA units don't take the -1 to hit for their formation "Doubling", other than "March" or "Overwatch", a formation doesn't "remember" the order it took during the turn.

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sat Oct 27, 2007 5:33 pm 
Brood Brother
Brood Brother

Joined: Sun Jun 11, 2006 11:45 pm
Posts: 85

(Chroma @ Oct. 27 2007,15:06)
QUOTE

Thanks for the "newcomer" input Kagetora, I hope you can give us some reports from the battlefield soon!


Yeah, I'm always happy to toss my opinions around.  I wasn't given the title "Captain Verbosity" on my local gaming forums for nothing.   :D

I'll put up some BatReps after the campaign starts...bear in mind we are playing odd-sized games (people are a bit tired of static 3k games around here, so we are planning on rolling a d20, multiplying by 100, and adding that to 3k, so it'll be 3.1k-5k), and, like you said, people will be tailoring thier lists vs known opponents.  I think the lack of effective AA is going to get a healthy workout.   :laugh:

Bio-Titans should almost always be in cover, with walker they'll hardly ever be inconvenienced by dangerous terrain.  Versus Deathstrikes and such, well, Lictors should be harassing those types of units long before they get a bead on Bio-Titans!

2 problems with that theory...Bio-Titans aren't "inconvienced" by Difficult Terrain...they are killed outright by it if you roll a pair of 1's.  Unless you choose to have a base move of 5cm.  If the terrain is appropriate, you can hide behind it, but being in it is asking for trouble.  I roll badly.  

And the Lictors are great...if you get to go first, and your opponent hasn't buried the Deathstrikes or other TK's behind shield units.  Remember, Deathstrikes are Indirect, Infinite Range.  Its not as if he has to see you.  Cobras, Scorpions, and Tau TK units all force Firefight instead of Close Combat, so they'll probably get there too.  Bio-Titans are crazy fragile.  But, I suppose you are right...they are fairly cheap.  I guess I'll have to think of them more as expendable.

On the subject of Lictors...I've seen some complaints that they are too good, and/or don't really fit the fluff.  I disagree.  I think they are perfect as-is.

They range FAR ahead of Tyranid Forces, and are an uber-stealth unit.  The Teleport rules fit that mold perfectly...if the enemy sees them first, they get blown to pieces.  If they get the jump, they wreck something, THEN get blown to pieces.  Thats EXACTLY how they should work.  Lets not kid ourselves...Tyranids aren't the only ones who can do this (Termies, anyone?).

The 0-2 limit is just right too.  As for being too strong, again, compare them to a Termie...they Teleport in with 2 attacks as well (1 MW), decent Shooting, and a HELLUVA lot more survivability.  Considering the only way for 'Nids to Garrison is to use Stealers or Synapse Nodes, they often end up running across the entire field to get somewhere...a backfield unit is a necessity.  And their attacks are just right as well...representative of a Warrior-class creature with Scything Talons and Rending Claws.  If people complaint hat they are better than a Carnifex, well, maybe the Carnifex isn't good enough.   :laugh:   Lictors are basically 1 notch above a Genstealer on the Epic Power chart.  They are virtually the same except for the Teleport and MW attack, and they cost twice as much.  Leave Lictors be.  I could see changing their CC value to 4+ if people really think they need a nerf, but thats about it.

Oh, forgot to comment on this... AA units don't take the -1 to hit for their formation "Doubling", other than "March" or "Overwatch", a formation doesn't "remember" the order it took during the turn.

True to an extent...but also remember they have a 15cm range, and will often have the -1 modifier to hit (thus needing 7's) after they move over to be in range in the End Phase.  And at that point the enemy will be Jinking for a 4+ save...shall we work out the Statistics on THAT?  Lessee...1-in-12 hit, 50% save, so 1-in-24 actually kill a plane...doesn't seem like there's much point to that...

And thats IF they even get to shoot at all (March orders prevent AA fire).

I understand that the lack of AA is meant to be a weakness, but I think there's a difference between a Weakness and a complete Omission.  Hell, the Feral Orks I play have INFINITELY better AA than this, and they don't even travel in space...

As for the Mieotic Spres, I think the mechanics you are fiddling with are ok, but I think they are far too expensive for what they do.  25 points each for an Always Instinctive model that can be killed by ANY weapon on the table, only has a 5+ save, and has no attack OTHER than an extremely short-ranged AA5+ attack is quite a bit too much.

Obviously you can't make them TOO cheap (junk activations), nor can you go hog-wild on their rules.  Scout may even be too much, if the formation size gets too big.

I'd try something like this:

Mieotic Spores -- Same Stats, give them Scout.
Buy 0-2 Swarms of them max, 75 points for 5 models.

That seems a lot more appropriate for their actual abilities.  Thus, you can cover some territory, they float around aimlessly 10cm a turn, and are easy to kill if your opponent wants to clear out your air defenses before his run...but he actually has to dedicate some fire to it, as opposed to simply ignoring them.

Just some thoughts.


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 10:46 am 
Purestrain
Purestrain
User avatar

Joined: Mon Jul 28, 2003 10:43 pm
Posts: 7925
Location: New Zealand

(Kagetora @ Oct. 27 2007,16:33)
QUOTE
On the subject of Lictors...I've seen some complaints that they are too good, and/or don't really fit the fluff.  I disagree.  I think they are perfect as-is.

Not at all.

They don't fit the fluff or background that is absolutely true. But even worse is the horribly random nature of them in tournament games. They either slaughter everything in a way that vastly exceeds what their real abilities should be, or they die uselessly in a way that vastly under-represents their abilities. It's all a single toin coss on a Strategy roll and that's a glaring flaw.

Shooting should have a harder time taking them down, and they shouldn't be nearly as deadly in Close Combat as their current stats have them (a first striking carnifex - it really is ridiculous). Lost the extra attack, or lose the macroweapon. Give them an armour boost. That gives something much more Lictor like, and also much better balanced to make a good game.

_________________
http://hordesofthings.blogspot.co.nz/


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 11:21 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I would lose the MW status from the lictor (Keeping an EA), and then give them the 'cover' special note that they have in 40k.


Lictors count open ground as giving a 5+ cover save, and any time they're actualy in cover, they gain +2 to their cover saving roll.


Thus a lictor in ruins (5+ CS) would have a 3+ cover save.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 1:22 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Kagetora @ Oct. 27 2007,17:33)
QUOTE
2 problems with that theory...Bio-Titans aren't "inconvienced" by Difficult Terrain...they are killed outright by it if you roll a pair of 1's. ?Unless you choose to have a base move of 5cm. ?If the terrain is appropriate, you can hide behind it, but being in it is asking for trouble. ?I roll badly.

I believe War Engines only take a single hit when they fail a Dangerous Terrain test, they aren't completely destroyed...

Of course, I can't find a rule for that, I'll have to check the FAQ... anyone know off hand?

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 1:43 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Markconz @ Oct. 28 2007,09:46)
QUOTE
They don't fit the fluff or background that is absolutely true. But even worse is the horribly random nature of them in tournament games. They either slaughter everything in a way that vastly exceeds what their real abilities should be, or they die uselessly in a way that vastly under-represents their abilities. It's all a single toin coss on a Strategy roll and that's a glaring flaw.

In all honesty, Lictors probably shouldn't be showing up as units on the EPIC battlefield any more than Imperial Assassins should.  I don't believe there's any fluff support for "packs of Lictors" going around; they're individual stalker/killers that inflitrate and sample the prey, not rampaging murder machines.

So, how would one represent that or should we?  We *do* have the model (in theory), so it would be nice to use it.  *laugh*

And another special rule added, just for Lictors?  I can't believe what I'm reading there!  *LAUGH*   :D

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 2:50 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Well, I would balance that by saying:

a- It's a very simple note.

b- I would cut out half of the army-specific special rules if I was given the chance (Which you know Chroma). :)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 3:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
Bio-Titans should ignore the effects of dangerous terrain and tread impassable terrain as dangerous. Like in previous incarnations of epic.

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 3:29 pm 
Hybrid
Hybrid
User avatar

Joined: Sat Feb 17, 2007 11:25 pm
Posts: 9539
Location: Worcester, MA

(Kagetora @ Oct. 24 2007,18:50)
QUOTE
Give Gargoyles a 30cm AA 3+ attack that, if it hits, you remove the Gargoyle stand.  25 points and a possiblity of a Brood 2 re-spawn seems VERY appropriate cost-wise for a 3+ hit that armor/jink saves are allowed against.

So for 25 additional points you can give your Termegants jump packs and a 3+ AA attack? I don't see anything very appropriate cost-wise about that, sorry. That would instantly make them the best AA in the game I think...

Try that with your opponents throughout the campaign, and then have them post comments on it here.





_________________
Dave

Blog

NetEA Tournament Pack Website

Squats 2019-10-17


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 3:33 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Jun 24, 2005 3:06 pm
Posts: 9684
Location: Montréal, QC, Canada

(Evil and Chaos @ Oct. 24 2007,15:32)
QUOTE
I still think that if Gargoyles are going to have an AA6+ shot, then they should be removed if they manage to cause a hit (Regardless of if the plane makes its save or not).

IE: The birdstrike is going to be more deadly to the gargoyles than it is to the plane!

Well, removal after use/attempt was my first proposal but it was... shot down.  *laugh*

And it's not necessarily the whole stand of 3-7 Gargoyles hitting the aircraft, it may be just one or two that actually make contact.

Again, the "Swarm Strike" is an abstraction of flocks of Gargoyles above the swarm.  And, unlike other armies with a single AA unit in a formation, the Gargoyles can be spread through out the swarm giving the formation a a fairly wide AA umbrella.

_________________
"EPIC: Total War" Lead Developer

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


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 7:21 pm 
Brood Brother
Brood Brother

Joined: Sun Jun 11, 2006 11:45 pm
Posts: 85
I dunno...I guess you guys play a very different game than I do, at least when it comes to 40k.

Lictors in a 40k army, in my experience, anyway, are exactly that...an all-or-nothing unit.  They pop out of cover, assault something nearby, hopefully do a significant amount of damage, then are shot to pieces by a single Krak Missile or Meltagun auto-killing them when they are out of Synapse range.

The key seems to be the chosen target.  Its usually some stationary vehicle or squad in the back that is tearing aprt the Tyranids as they approach...Leman Russ, Devastator Squad, Dark Reapers, etc.

Even the fluff I have read supports this...they rove far ahead of the Tyranid lines seeking prey for them, waiting to strike until they simply uncoil from some piece of terrain and obliterate a squad or vehicle.

I think the Epic rules represent this perfectly.  They Teleport in far beyond the Tyranid main lines and attempt to obliterate some meaningful target  Sometimes it works, sometimes it doesn't.  Its DEFINITELY an all-or-nothing gamble, and when it fails, it hurts.  They aren't cheap by any means, and its one less Independent formation you have left to hold Objectives.

If it always works for you, you must be playing IG players all the time.  Try Teleporting in some 5+ save creatures with a Strategy Rating of 1 against Marines or Eldar some time.  See how long they last if you actually put them somewhere to threaten the enemy.  You'll just be picking them up.

PLENTY of armies have all-or-nothing style units.  That shouldn't even really be an issue or a concern.

As far as their stats go, well, I've always thought the Carnifex is woefully underrepresented in these rules.  For those of you who play 40k, you know...and for those of you who don't, let me assure you:  its a helluva lot harder to bring down a Tyranid MC of any type (or a Wraithlord, Greater Daemon, or Talos) than it is to kill ANY tank in the game, Land Raiders included.  A single Lascannon/Railgun/Brightlance can rip a tank to shreds...but I guarantee you will need at least 4 such hits to take down ANY Carnifex.

I think that is represented pathetically in Epic, with a Carnifex with nothing but a 3+ save.  Compare that to those same vehicles that have a 4+ RA.  Completely backwards from 40k, to be sure.

Their offensive power is lackluster as well.  I have YET to see ANY Armored Target survive an Assault from a Carnifex (S10, 2d6 AP per attack), yet fully half the hits are saved by typical armored targets in Epic.  A single MW attack does not do them justice.

But, all of that said, I think the Carnifex is appropriately done in the Epic list, purely from a standpoint of game-balance.  But don't kid yourself...they definitely don't match their fluff OR their abilities in 40k.

So why is that such a big concern with the Lictor?

Is the Lictor better than in 40k?  Perhaps.  Thats debatable, IMO.  So, what would you propose doing with him?  Nerfing the crap out of his attacks?  Losing the MW?

What is he then...nothing but a Genestealer that Teleports.  How does THAT fit the fluff/40k mold?  It doesn't.  And all that will do is turn him from an all-or-nothing unit into a nothing-or-nothing unit.  I don't think thats the way to go.

And if he doesn't Teleport anymore, how does THAT represent a Lictor's stealth and ranging far ahead of the lines?  Again, it doesn't.  So do we come up with more Special Rules for them?  I thought we were trying to avoid that.

As for packs of Lictors roaming the fields, well, theres ZERO choice there.  Either you include them as packs, or you don't include them at all.  You can't have single individual Lictors roaming the battlefields, or it becomes an Activation nightmare.  Not to mention they would never actually DO anything.

Not everything can be a direct, 1-to-1 correlation between Epic, 40k, and the Fluff.  They are three different things, and, within the framework of the Epic rules, you have to do the best you can to represent these other two factors.

I think that has been done in the case of the Lictors.

Lets look at the main points of contention:

Deployability:  Lictors are supposed to be far ahead of the lines, wreaking havoc and sowing confusion.  Unless you make up a new Special Rule, Teleport is all we have to work with.  Thats it.  Deal with it.

Swarms of Lictors:  Again, in the Epic Mechanics, you can't have cheap individuals roaming freely.  Too many Activations.  Lictors are supposed to be "lone hunters," and I think that very small Swarms (2-5 or 2-6) in very limited numbers (0-2), combined with the Scout rule, represents this as well as can be expected with existing Epic rules.

All-or-Nothing:  That is always going to be the nature of Deep Striking, Teleporting, Planetfalling, Air-Assaulting units that drop in far from support.  Thats actually their PURPOSE, IMO...can you earn back their points and take out an important target before you lose them?  Its what they do, plain and simple.

Defensive Power:  Well, +2 Cover Saves is really cool in 40k, but unwieldy in Epic.  Remember, he IS only T4 with a 5+ armor save.  I think a 5+ RA save would be cool, but the 6+ Inv save really represents those "where the hell is it" chameleonic scales as well.  I'm on the fence here.  I could go either way on this issue.

Offensive Power:  Well, a Lictor is generally better than a Genestealer OR a Warrior (Strength 6!, Rending Claws, Scything Talons) in close combat, although not as good as an MC.  I definitely believe a single MW attack is warranted in addition to its normal attack.  Again, its a matter of Epic rules:

Hormagaunt:  1 normal attack.
Genestealer:  2 normal attacks.
Warrior:  2 normal attacks + a ranged attack
Lictor:  1 normal attack, 1 MW attack (S6 Rending Claws)

That is a VERY logical progression.  But then the poor Carnifex gets stuck not going up a rung on the ladder.  Thats NOT the Lictor's fault.  Maybe Carnifex should be more expensive and get 2 MW attacks.  Or, at the very least, a 4+ RA save back.  They are supposed to be hard to kill, after all.  Make them a slower Haruspex with 1 MW attack instead of 2.  It returns to the logical progression...Gaunt, Stealer, Warrior/Lictor, Fex (same as a Lictor with much better armor), Spex, and then onto the WE's.

But all of that is pure Epic Game Mechanics, and, as I said, its a logical and useful progression.  Nothing is generally overpowered if it is point-costed correctly.  Perhaps 3 Carnifex should cost 125 points but come with a 4+ RA save.

Honestly...if I had designed these rules originally, thats exactly the route I would have taken.  I would first strive to emulate the fluff/40k rules as closely as I could within the framework of the Epic Rules, then I would have simply worried about appropriate point costs, NOT stats.

When you start reversing the process (i.e. looking at costs then nerfing to match them, instead of raising costs to match abilities), well, thats where this entire Epic Rules Review process bogs down into oblivion, if you ask me.

Keep it simple.

Still, all of that said, I can't guarantee that, if I had written the original file, I would have given the Lictors a MW attack, despite the fact that I think its appropriate.

I might have gone with +2 normal attacks instead, giving them 3 total.  Again, a step above Genestealers, on Par with Warriors (losing a ranged attack for another CC attack), a notch below Fex.  But I would have made the Fex better, as I described above, as well.  3+ save just doesn't do the "living battering ram" justice, especially when everything that is usually around him has a better save (Haruspex, Tyrants, etc.).

I understand what you are saying about the "all-or-nothing" thing, I really do.  I'm just not sure its actually a PROBLEM.   :;):

If it really is, and everyone else agrees with you that it is, then I'd go along these routes:

Lictor:  0-2 Swarms, 2-5 per Swarm

Inf, 15cm move, 4+ save, CC3+, FF -, Scything Talons (Base Contact Range, Assault Weapon, +2 Attacks), Special:  First Strike, Infiltrator, Scout, Teleport, Reinforced Armor, Independent.

That makes them harder to kill (as you mentioned was a problem), meaning 25% die to normal fire, 50% to MW fire, and 100% to TK fire, and reduces their offensive capabilities quite a bit (enemy RA gets both saves, enemy INF get cover saves, etc.).  A 5+ RA save probably won't be enough...thats a 50% kill ratio from normal AP fire, 67% from MW fire, and 100% from TK fire.  I'm not sure thats resilient enough for what you want, i.e. giving them more survivability.  OTOH, 4+ RA might make people whine, despite it being appropriate.

That should significantly reduce the "all-or-nothing" issue.  But, again, I'm not convinced its a problem.

Man...if adding Special Rules wasn't actually an issue, I'd add TWO to these buggers.

1)  MUST Teleport into Cover
2)  +2 on any Cover Save they make, Always counts as being in Cover even if in the open (-1 to hit, 5+ Cover Save)

But even THAT doesn't work as well as it should, because in Epic, unlike in 40k, MW shots IGNORE cover saves, as opposed to only GETTING a save vs such weapons if you are in cover.  Goofy.  And just another example of how you shouldn't get too locked into the mindset of how everything must be a direct conversion from 40k or Fluff to Epic.


Top
 Profile Send private message  
 
 Post subject: Some questions on the units in the 8.4 rules...
PostPosted: Sun Oct 28, 2007 7:35 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire

(Chroma @ Oct. 28 2007,14:33)
QUOTE

(Evil and Chaos @ Oct. 24 2007,15:32)
QUOTE
I still think that if Gargoyles are going to have an AA6+ shot, then they should be removed if they manage to cause a hit (Regardless of if the plane makes its save or not).

IE: The birdstrike is going to be more deadly to the gargoyles than it is to the plane!

Well, removal after use/attempt was my first proposal but it was... shot down.  *laugh*

I think most people were shouting down the concept of Gargoyles getting AA at all, frankly.

If they really have to have it (And I'm strongly against), then they should be removed after a successful hit.

Again, the "Swarm Strike" is an abstraction of flocks of Gargoyles above the swarm.  And, unlike other armies with a single AA unit in a formation, the Gargoyles can be spread through out the swarm giving the formation a a fairly wide AA umbrella.

A single stand pretty much always represents a single squad of ~5 creatures/men in Epic, the system is very representational... I'd be careful about stretching such abstraction analogies in this edition of the rules.

3rd edition, maybe, 4th edition, certainly not.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 106 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 8  Next


Who is online

Users browsing this forum: No registered users and 5 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