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Squats revisited, Stubborn

 Post subject: Squats revisited, Stubborn
PostPosted: Fri May 30, 2008 2:01 pm 
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Thanks for the clarification epilgrim.

Ok, something along the lines of Leader and TSKNF then, is it?

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 Post subject: Squats revisited, Stubborn
PostPosted: Fri May 30, 2008 3:03 pm 
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(epilgrim @ May 30 2008,13:49)
QUOTE
Allowing them more leaders just makes them more like Orks but in smaller formations, at that point what makes play Squats differently?

Um... everything else in the list?

  • Vast amounts of ranged firepower
  • Better command and control, allowing them to use ranged fire
  • IG grade artillery as opposed to zero IDF
  • Almost SM grade infantry instead of attrition troops

    That adds up to a big difference.

    I suppose you could take a Guild Bike army that would end up working a lot like a KoS Ork force, but you could also take an arty/infantry combo that would work like a similar IG force, or an all-elite infantry force that would work like "mud marines."

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     Post subject: Squats revisited, Stubborn
    PostPosted: Fri May 30, 2008 3:12 pm 
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    You're forgetting one thing...
    • Costing almost twice to IG and Orks.

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     Post subject: Squats revisited, Stubborn
    PostPosted: Fri May 30, 2008 4:32 pm 
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    Now then, one can't look at single aspects and see the whole.
    But we can build up a picture that way never the less.

    We all want the squats to be sort of stubborn, right?
    And this is somehow linked to blast markers, correct?

    The demiurg idea isn't half bad. But is Inspiring the right one?
    My feeling is that Leader is better. Even if it's close to orks. But that doesn't really help us, thinking like that. Just as with space marines any work with blast markers will end up with similiar effects.

    Is there another way to make them "Keep Going Lads!"?

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     Post subject: Squats revisited, Stubborn
    PostPosted: Fri May 30, 2008 4:52 pm 
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    How about the previously proposed "stubborn" rule?

    The one that allowed armour saves against hackdown hits and crumbling from blastmarkers when broken.

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     Post subject: Squats revisited, Stubborn
    PostPosted: Fri May 30, 2008 10:35 pm 
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    Keep in mind the previous applications of stubborn:

    Space Marine: the infantry could re-roll any close combat dice with a score of one, against Orcs it was a one or two.

    Epic 40,000: the infantry could be upgraded to Veterans, making them Stubborn which allowed them to re-roll leadership tests.

    In EA currently:

    Thurgrim list: an extra d6 for both assault resolution and rallying, and dropping the lowest result) (edited)  :;): .

    Demiurg: all formations count as Inspiring.

    Add in the discussion of allowing additional Leaders to represent Squat resolve and here is where we are.

    In terms of statistics and probability the re-rolls and extra dice are very powerful advantages, and EA has only made use of these sparingly. In the end I don't think that this is the best mechanic to illustrate stubborn.

    The use of an assault modifier allows them a +1 in assault resolution before considering all other possible modifiers for both sides. In a close die roll it can make all the difference in forcing another round scraping a narrow win or coming up short, and losing In a lopsided die roll it just adds or subtracts one casualty. To me that is stubborn to a certainty.

    Leader is an awesome ability that was a huge subject regarding the eldar spirit stones. With the exception of Orcs Nobz, and to a lesser degree IG Commissars, Leaders are a scarce resource. The potential to remove an extra BM can mean a lot when trying to get a formation to rally or get them in good order. Orcs need them due to formation size and casualtly rates, however in an army with decent armour saves extra Leaders could be a monster advantage. Keep in mind that the smaller the formation size the more powerful and effective Leader becomes with regards to removing BM.

    Having seen what Leader can achieve and having playtested the use of Inspiring as a formation ability, I suggest you give both a try yourselves and see what happens over a few games.

    If you want extra dice or re-rolls, try that too. I would love to see what you come away with as conclusions.





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     Post subject: Squats revisited, Stubborn
    PostPosted: Sat May 31, 2008 3:11 am 
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    Thurgrim list: an extra d6 for both assault resolution and rallying.


    Just for clarification the players rolled 3D6 taking the highest 2D6 of the three rolled. And then 2D6 taking the highest 1D6 of the two dice rolled.

    The above wasn't our only attempts at trying to reflect Stubborn.

    We did try the Epic-TL re-roll for every "1" scored in an assault, CC only not FF. And for every roll of "1 or 2" against Orks. We discarded it as it didn't really reflect Stubborn troops but it did make the Squats more deadly in CC.

    We tried just adding +1 in the assault roll off for Squats in CC assaults only. While it did reflect Stubborness, once other 'Inspiring' characters were added to the formation, which quickly became a standard tactic, we thought it a bit over the top. The 'fix' could have been eliminating Inspiring from all the Squat characters, but the group didn't want to try that.

    We tried the +1 in assault CC roll off, kept Inspiring characters, and cut down on the Squat CC/FF stats to compensate for the bonus but it made the stunties too weak. The CC/FF losses compared to FF/CC KIAs weren't close to being offset by the bousus in the roll off.

    In the end we came back to the above to reflect Stubborn.

    Who knows maybe there will be some inspiration found in the steps we went through that leads to a better idea.

    Jaldon :p

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     Post subject: Squats revisited, Stubborn
    PostPosted: Sat May 31, 2008 8:24 am 
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    Just for clarification the players rolled 3D6 taking the highest 2D6 of the three rolled. And then 2D6 taking the highest 1D6 of the two dice rolled.


    yeah, what he said  :D  I am still trying to get used to having access to the forum with Crackberry tech, my thumds are robust and my fingers are atrophying as I evolve.  :;):  sometimes you just use shorthand when the full text seems like a lot of work.

    the typos can be annoying and confusing to others though...

    The above wasn't our only attempts at trying to reflect Stubborn.

    I hear that!  :O

    As I noted earlier in the thread I went with Inspiring as a way to represent Stubborn in the Assault Resolution because a single +1 in the mix of all the possilbe modifiers during an assault really only effects a close roll off between both sides. in all the playtests it occassionally provided some drama moments (the good tesnse kind), but by itself it never threw assaults in their favor in an egregious fashion.

    Note that with one exception (the Mechant Prince) there are no units that also have inspiring, so that the ability never stacked in an assault regardless of the number of formations involved.

    In the end we came back to the above to reflect Stubborn.

    Who knows maybe there will be some inspiration found in the steps we went through that leads to a better idea.

    I here that too. I am curious to see how the newcomers who have expressed interest here would apply the Leader ability and what effect it might have...

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     Post subject: Squats revisited, Stubborn
    PostPosted: Sat May 31, 2008 10:46 am 
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    As I stated in the other thread, would not a Stubborn rule where Squats are less affected by being outnumbered handle it. Then it is a situational +1 (or +2 if ignoring the 2:1 modifier as well) instead of a flat-out +1, which equally applies to situations where no stubborness is evident (for instance berserkers overrunning an artillery battery).

    This would not be a stubborness per se, but instead perhaps a willingness to fight to the last stand against overwhelming enemies.

    A situational +1 also makes it possible to include characters or units with the Inspiring ability. As jaldon pointed out, an all-out +1 in combination with Inspiring is tough to face.

    Anyway, I will try out some of these ideas during the weekend. Off to playtest...

    /Fredmans





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     Post subject: Squats revisited, Stubborn
    PostPosted: Sat May 31, 2008 11:00 am 
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    (jaldon454 @ May 31 2008,03:11)
    QUOTE
    Just for clarification the players rolled 3D6 taking the highest 2D6 of the three rolled. And then 2D6 taking the highest 1D6 of the two dice rolled.

    I still feel that this really offsets the intended possibility of losing an assault despite inflicting more casualties. 3D6 yields a much higher probability of scoring high on one of the dice, which really is what you need to do. Sure, things can still go wrong when dice are involved, but the odds are constantly in favour of the squats (again, think RISK).

    In my playtesting (against Tyranid, Guards and Orks), everything that did not have Reinforced armour or Macro-weapons were very likely to bounce against Squats in an assault. Especially if you rolled low.

    With 2D6 there is a 1/9 probability of not rolling higher than a 2.
    With 3D6 that probability is reduced to 1/27

    I hope my numbers are more correct this time  :D

    /Fredmans





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     Post subject: Squats revisited, Stubborn
    PostPosted: Sat May 31, 2008 3:01 pm 
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    There are two things I have learned in the years working on the Epic-A project, they are....................

    (1) When you shove an idea into the one end of an army list it very rarely comes out the other end of the pipe the way you intended it. Basically what you see on paper, which is what effect you think the idea will have, and what really ends up occurring are almost never one and the same :O

    While using averages of what a dice face, or faces, will return to determine what effect they will have on the army list as a whole is helpful, but they are hardly definitive. There are just too many other variables involved, like the other armies special rules, organization, weapons layouts, etc.............

    It is better to look at these like a road sign that is close to your destination, so you know you are getting nearer, but is also telling you your not there yet.

    Most often we will take an idea and play a few Epic-A in a Flash games to road test the results. This is also not a definitive test, but does get one closer to knowing if it is headed in the right direction.

    [I]Epic-A in a Flash is an old idea from way back when, basically it is played on a smaller table, 4' x 4', restricts unit types allowed, and is only around 1,000 points of troops. The advantage here is that a game can be played in under an hour[I]

    (2) My computer doesn't put up what I type as fast as I can type  :angry:

    In my playtesting (against Tyranid, Guards and Orks), everything that did not have Reinforced armour or Macro-weapons were very likely to bounce against Squats in an assault. Especially if you rolled low.


    Obviously you have never seen my buddy Phil roll dice, you could give him 5D6 to roll for Stubborn and he would still probably lose the roll off  :confuse:

    One idea we tossed about but never really tried was to roll a total 3D3 and use the total of two of the three dice. It gives the Squats a better average result, and they never end up rolling a "1"

    Jaldon :p

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     Post subject: Squats revisited, Stubborn
    PostPosted: Sat May 31, 2008 10:35 pm 
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    (jaldon454 @ May 31 2008,15:01)
    QUOTE
    [I]Epic-A in a Flash is an old idea from way back when, basically it is played on a smaller table, 4' x 4', restricts unit types allowed, and is only around 1,000 points of troops. The advantage here is that a game can be played in under an hour[I]

    I totally agree. Epic-in-a-flash is exactly what we're using. 4 x 4", 1000 pts, as many games as possible.

    /Fredmans

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     Post subject: Squats revisited, Stubborn
    PostPosted: Sat May 31, 2008 11:00 pm 
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    Well, after all the debate I'm with either a) Leader on Heathguard (and more than one to each brotherhood) or b) A rule that allows the squats to choose to fight another round of combat instead of rolling for resolution (thats stubborn :) ). Could make it if any units remain in base to base or similar.

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     Post subject: Squats revisited, Stubborn
    PostPosted: Sun Jun 01, 2008 12:05 am 
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    Between the options TRC suggested I like B.

    My experiences in EA show that multiple Leaders in smaller formations is too effective.

    The use of inspiring as a formation ability to represent Stubborn is not overpowered, but as noted by some that it tinkers with an existing rule.

    Allowing the Squats the ability to force another round is indeed Stubborn!

    I will run a set of playtest games with this in place and see what turns up. My initial guess is the outcomes will depend largely on the relative strength of each side.

    The biggest concern with this idea would be long, grinding assaults. Perhaps I am repeating TRC's intent, but I would suggest that this ability is limited to one use per assault.

    Regardless, I am interested to see how it would work. I will post my results as soon as I can run a few games.

    Neat idea TRC!

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     Post subject: Squats revisited, Stubborn
    PostPosted: Sun Jun 01, 2008 2:51 am 
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    Well, after all the bebate I'm in favour of epilgrim's modification of Inspiring.
    The Squats (excluding the robots) simply start each assault at +1 for assault resolution.

    Simple enough and effective at displaying stubborness.

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