Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 68 posts ]  Go to page 1, 2, 3, 4, 5  Next

Emperor's Children discussion

 Post subject: Emperor's Children discussion
PostPosted: Wed Apr 09, 2008 8:06 pm 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA
Emperor's Children version 2.1

Mostly just the changes that we discussed before, but a few little changes here and there.

I took out the possessed (sorry rpr!) for the time being. They can go back in if necessary, but I've replaced them with raptors. rpr, you have my blessing to use your converted possessed as raptors! ?:confuse:

Tell me what you think of the new list, if everyone's happy with it and there aren't any glaring errors I'll send it off to be put in the vault.

Any issues downloading the above file, an alternative hosting is here






Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 8:23 am 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Link didn't work for me.. ?:(

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 9:27 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Aug 03, 2007 1:32 pm
Posts: 516
I succeeded to download it, so here is some comments:

In overall it is cool updated version with many discussed things on it. Great!
The variable SR, no '1' and '6' rule, well some like that there is no possessed...
(but my figures as raptors do not have jump packs, duh)

I like the Debaser change (but there is still AA problem as it is so stabile... that havoc
launcher rhino would be great ;)

However, there seems that some new interesting things have crawled into it which might not work...

-the new added doom siren to bikers, raptors and terminators might be "too much". Well maybe not for terminators as their FF is now 4+, but for bikers, they are now insane FF killers

- Lord changes seem interesting and I can definitely give it a try. But it is now even less MW in the army... =]   The change of MW to first strike EA, inv save, AND +EAFF first strike ic might be too much? Sorceror lord might be horrible in terminators..

- if Legionnaires are non-fearless, they definitely cost too much. If forlorn hope is 125 (for 4 CSM scouts), these should be like 175 or 200 if they had to be in formations of 6. Moreover, they could get fearless rhinos...?

- I still think that 100 points for fearless land raider is too much. There is debate is that 75 for plain land raider and 85 for ATSKNF land raider too much, and ATSKNF land raider is better than fearless land raider most of the time..

In overall, the low activation problem is still going strong and the lack of MW is even stronger. However, these have always been characteristic for the army. There is still this generic problem of AA - yes debaser is not bad, but it is slow and as it is added to formations (or taken in 500 point formation), it limits the already low activation count even more. But it has been like this and so far it has survived - Hell Blades are one way to go..

My suggestions as little changes:
- legionnaires 175 for 6   (I guess no need to change transport, but if, then 30 points for 3 plain rhinos, no upgrades - no garrisoned land raiders!)
- land raider 80, 500 as terminator upgrade (I really still doubt that any one is sinking 1000+ points to single non-WE formation :) Transport upgrade could stay or be like +60.
- bikers FF 5+

And some cosmetical:
-call debaser Death Wailer as Doom Siren as it seems identical...?
-EC predator looks it needs something.. I mean it is a bit like 'yet another FF unit' and seems odd combination with LR.

I guess the updated navy forces could wait until they arrive to Black Legion and then happen here as well (Hell Blades, new Hell Talon)


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 9:37 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Aug 03, 2007 1:32 pm
Posts: 516
As I thought this a bit more, maybe Doom Siren should only change units normal FF to IC+FS, instead of giving +FFEA. The upped FF value to balance +EA then has some side effects like downgrading lords.

Edit: I think that the doom siren change itself is a bit too drastic. The changes in overall were more like 'little tweaks and balance issues', but the doom siren change completely changes the army dynamics.

It is very understandable the desire to do something to it, but this new, always included doom siren could be a huge change. EC already had quite well tested units and this now changes their stats and balance. It might be an interesting and good idea, but far from conservative at least :]

The other choice would to use the old FF stats as in v2.0, and then yet again give certain formations a possibility to take 'doom sirens' special ability for say +50 points which would change basic FF attack of all core units to FS+IC.

My gut feeling only of course :] I could playtest whatever is finished, but I'm pretty sure that most opponents will find the new doom siren too powerful...






Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 11:01 am 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
I have to agree that the revised Bike stats do make them very good. I feel that Doom Sirens needs to remain an upgrade and I liked the doubles formation size in an engagement.

I also agree that the cost for the legionnaires is too much. Can we not just use the BL formation size, costs and restrictions? This would be so much easier.

I don't like the variable SR this was tried out with BL and didn't work then and will cause more problems now. Keep them constant at 4.

If possessed are going to be dropped then the references in page 5 need to be removed.

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 12:05 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Aug 03, 2007 1:32 pm
Posts: 516

(Tiny-Tim @ Apr. 10 2008,13:01)
QUOTE
I don't like the variable SR this was tried out with BL and didn't work then and will cause more problems now. Keep them constant at 4.

How does that cause problems if it is always 4 except in turn order when 2d6 is rolled instead of d6+4?


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 12:42 pm 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
Because the increased randoness makes it even more difficult to plan how you are going to fight the battle.

If you are playing Marines vs Guard, the Marine player would normally assume that he is going to go first every turn and can as final moves set up engagements / fire support confident that this will come off. The Guard player will conversly assume that they will not go first and set themselves up accordingly.

EC become too random and playtesting will become more difficult for this.

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 12:45 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I can't download any of your army lists Lord I... your hosting server is lame :)

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 3:58 pm 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA

(rpr @ Apr. 10 2008,04:27)
QUOTE
In overall it is cool updated version with many discussed things on it. Great!

Cool.

The variable SR, no '1' and '6' rule, well some like that there is no possessed...
(but my figures as raptors do not have jump packs, duh)

They, um, fly by magic? ?:O

I like the Debaser change (but there is still AA problem as it is so stabile... that havoc
launcher rhino would be great ;)
Interesting idea. Will ponder.

-the new added doom siren to bikers, raptors and terminators might be "too much". Well maybe not for terminators as their FF is now 4+, but for bikers, they are now insane FF killers
You said bikes weren't good enough...

- Lord changes seem interesting and I can definitely give it a try. But it is now even less MW in the army... =] ? The change of MW to first strike EA, inv save, AND +EAFF first strike ic might be too much? Sorceror lord might be horrible in terminators..
I figured it probably roughly equivalent. If any of the formations such as terminators are really that effective then we can just up their formation cost by 25 points.

- if Legionnaires are non-fearless, they definitely cost too much. If forlorn hope is 125 (for 4 CSM scouts), these should be like 175 or 200 if they had to be in formations of 6. Moreover, they could get fearless rhinos...?
Nuts! Yes, these should be 200 points.

Yes, as it stands they do indeed get Fearless rhinos. Odd, but let's leave it like that for the time being.

- I still think that 100 points for fearless land raider is too much. There is debate is that 75 for plain land raider and 85 for ATSKNF land raider too much, and ATSKNF land raider is better than fearless land raider most of the time..
Well, depends.

But I take the point. Shall we say 500 points for six Land Raiders for the Termiantors?

Keep the Land Raiders for Transports at +75 points however. They're more useful there, so I think it's okay that they pay a premium for that.

But it has been like this and so far it has survived - Hell Blades are one way to go..
Yep. I've not really been following the hell blades discussion though. As and when people are happy with new Chaos aircraft someone let me know and I'll swap out these things in the list...

My suggestions as little changes:
- bikers FF 5+
Okay. That doesn't make them much better (except that one attack has First Strike) than FF4+ and you weren't too happy with them at FF3+. You sure on this?

And some cosmetical:
-call debaser Death Wailer as Doom Siren as it seems identical...?
Yep! I'll do that.

-EC predator looks it needs something.. I mean it is a bit like 'yet another FF unit' and seems odd combination with LR.
Suggestions? But I'm not too sure I'm not happy with it. It really boosts the FF of armoured companies.

As I thought this a bit more, maybe Doom Siren should only change units normal FF to IC+FS, instead of giving +FFEA. The upped FF value to balance +EA then has some side effects like downgrading lords.
The problem is that this sort of thing confuses people. Everyone knows how extra attacks and things like first strike work. Making it affect their basic attack but not extra attacks is messy and people tend to assume that it does give an extra attack.

It is very understandable the desire to do something to it, but this new, always included doom siren could be a huge change. EC already had quite well tested units and this now changes their stats and balance. It might be an interesting and good idea, but far from conservative at least :]

The other choice would to use the old FF stats as in v2.0, and then yet again give certain formations a possibility to take 'doom sirens' special ability for say +50 points which would change basic FF attack of all core units to FS+IC.
I wanted to do away with the upgrade...

We can simply do away with the doom siren altogether and just leave it as something on the debaser and Lord datafaxes...?

I would say - try one game with these stats and see how they do (with any changes you feel necessary - such as the bikes). If the doom sirens really are unbalancing, then let's ditch them and go back to the previous version.

I have to agree that the revised Bike stats do make them very good. I feel that Doom Sirens needs to remain an upgrade and I liked the doubles formation size in an engagement.
I don't like the idea of unit upgrades, to be honest. And the doubling formation size seems fiddly.

I also agree that the cost for the legionnaires is too much. Can we not just use the BL formation size, costs and restrictions? This would be so much easier.
No! The formation size must be six! ?:p

If possessed are going to be dropped then the references in page 5 need to be removed.
Thank you.

Because the increased randoness makes it even more difficult to plan how you are going to fight the battle.

If you are playing Marines vs Guard, the Marine player would normally assume that he is going to go first every turn and can as final moves set up engagements / fire support confident that this will come off. The Guard player will conversly assume that they will not go first and set themselves up accordingly.

EC become too random and playtesting will become more difficult for this.
Actually, believe it or not, it will become less random. Let's compare SR4 with SRD6:

SR4: the possible outcomes are as follows with the dice roll in parentheses:
5 (1)
6 (2)
7 (3)
8 (4)
9 (5)
10 (6)

SRD6
2 (11)
3 (12, 21)
4 (13, 22, 31)
5 (14, 23, 32, 41)
6 (15, 24, 33, 42, 51)
7 (16, 25, 34, 43, 52, 61)
8 (26, 35, 44, 53, 62)
9 (36, 45, 54, 63)
10 (46, 55, 64)
11 (56, 65)
12 (66)

As you can see, while the average roll for both is similar (7.5 vs. 7), the SRD6 is much more likely to get an average result than the SR4.

I don't see how this greatly affects strategy. For low SR like guard - you know you are less likely to get priority as even if you roll high, the opponent is less likely to get an unlucky low roll. But then you're probably assuming you're going second anyway, so maybe that's not such a bad thing. For high SR opponents, while the EC player is more predicatble, it still comes down to your dice roll.

It should do exacly what we want - most of the time the EC will roll roughly equivalent to SR4, but every so often you'll get a freak roll and they'll move slower than guard or faster than eldar. But that doesn't necessarily make them more random - if anything they'll be more predictable.






Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 4:30 pm 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
I have 3 painted formations of 4 units who really want you to look closely at the fallorn hope.

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 4:35 pm 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA
You mean, you've got two painted formations of six?

Which reminds me of something. Does anyone anticipate any issues with Legionnaires not being 0-1 as forlorn hope are in the Black Legion list?


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 4:38 pm 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire

(Lord Inquisitor @ Apr. 10 2008,15:58)
QUOTE
- if anything they'll be more predictable.

Apart from they now have a larger variance (possible range of results) and they may be more likely to roll lucky 7 one sixth of the time, but the rest of the time you are in the hands of Lady Luck.

I would say that this would then place EC in a worse position than standard Black Legion.

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 4:41 pm 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
No 3 formations of 4. Each formation painted slightly differently so that they are distinguishable for a tournament opponent.

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 5:32 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Aug 03, 2007 1:32 pm
Posts: 516
Legionnaires:
But I have 2 formations of 6 and I was there first! =]
(but could change them as need to... both is fine by me, I could paint more anyway)

I do not think that similar limit of 0-1 per retinue is needed as is in BL list unless we go for 125 for 4 -thing.

Lord_I, I will try them out if my opponents agree. For the bikes, well yes I was not completely happy and thus proposed 325 for 6. Now if it is FF 5+ with EAFF, that is quite close to 1x 3+  (on average, as many hits). However, as then the new one (2x 5+) would have IC and FS in other attack, then it would be better than the old one (1x 3+) -> 350 for 6 is okay by me.

But of course if it is 2x 3+, then that would be indeed insanely good :]


Top
 Profile Send private message  
 
 Post subject: Emperor's Children discussion
PostPosted: Thu Apr 10, 2008 9:49 pm 
Brood Brother
Brood Brother

Joined: Wed Jul 06, 2005 7:20 pm
Posts: 1216
Location: Norfolk VA USA
Cybershadow has kindly hosted the files for me...

http://www.epic40k.co.uk/images/Emperor ... n_v2.1.pdf

I'll add it in the first thread too.

Tiny-tim... I'm not quite sure what to say... may I ask why you have formations of 4? My list has always had formations of 6, and the BL list only lets you have one forlorn hope formation... But I've gone to a lot of effort to maintain formations of 6 units throughout the list, I don't really want to break that pattern.

Rpr: If you ignore the First Strike/Ignore Cover, FF 2x5+ is roughly equivlalent to FF 4+. I wouldn't say it's better, even including the First Strike, than FF3+. So I reckon that 2x5+ is a downgrade from the previous FF3+ rules. Up to you, let me know what you playtest. I can simply put the bikers the way they were, I was perhaps a little overzealous in sticking in doom sirens all over the place.


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 68 posts ]  Go to page 1, 2, 3, 4, 5  Next


Who is online

Users browsing this forum: No registered users and 7 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