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Epic Splinter Fleet Churoninx

 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 12:32 am 
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Quote: (Jeridian @ 06 Jan. 2009, 23:22 )

Yet another Eldar/Skimmer special rule kicks in though, where they can pop up and see whatever they want when they shoot, then pop down before anyone can shoot back.

Are you playing with the official Epic 2008 Errata, because popping-up doesn't allow that anymore:

A skimmer that has popped up is assumed to be flying high enough that nearby intervening terrain that is closer to the skimmer than the target does not block the line of fire. To check if the line of fire is blocked, simply measure the distance between the skimmer and the terrain, and then measure the distance between the terrain and the target unit. If the skimmer is nearer to the intervening terrain then the line of fire is not blocked. If the skimmer is further from the terrain, then work out the line of fire normally. If the distance is is equal, then both the skimmer and the target unit can fire at each other, but they both count as being in cover and the cover to hit modifier will apply.

So, if you're closer to the terrain than the skimmer, they can't see you.  And this doesn't negate the -1 to hit for the target being *in* cover either.

A barrage weapons wet dream- a super cluster.

That's at -1 to be hit and gets a save... if you had eight Termagants clustered in a ruin... four would get hit... and two would fail their cover saves, on average... and the swarm would get a single Blast marker... doesn't seem that wet to me...  I'm just saying!   :))

Using the Barrage rules of targeting the larger portion is interesting, will have to use that trick.
A lot of people miss that one...




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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 12:48 am 
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Are you playing with the official Epic 2008 Errata, because popping-up doesn't allow that anymore:


Aye, it's a good change. They're still too powerful though IMO, I like how it says the enemy can shoot back...but you can't because the pop down again.

They'll just jump forward 25/30cm to be as close, pop up, shoot, jump back.
And if I'm hiding further away still, the Eldar have more of the board and more objectives to grab.

That's at -1 to be hit and gets a save... if you had eight Termagants clustered in a ruin... four would get hit... and two would fail their cover saves, on average... and the swarm would get a single Blast marker... doesn't seem that wet to me...  I'm just saying!

I guess it's been engrained from 40k, etc that giving your opponent as many targets for templates as possible was a bad thing.
I can see how the -1 and 4+ save makes up for it.

Will have to build more terrain.

A lot of people miss that one...


It's not so much missed as a bit whiffy, it's getting down to the fine details of the rules in a lawyer style- much like the Scout special rule being used to force the opponent to move out of the ZoC.
It's not cheating, it's just a bit gamey.

Of course, I'll use anything at this point. Even tempted to proxy Eldar just to even the Special Rule playing field.

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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 1:25 am 
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Quote: (Jeridian @ 06 Jan. 2009, 23:48 )

Aye, it's a good change. They're still too powerful though IMO, I like how it says the enemy can shoot back...but you can't because the pop down again.

It means you can shoot back at them with overwatch... so, your Dactylis on overwatch could tag any Falcons trying to shoot at them, for example.

They'll just jump forward 25/30cm to be as close, pop up, shoot, jump back.


If you're 1cm away from a terrain piece, that means the skimmer has to be *less* than 1 cm away from the other side... they might not want to get that close, even if they can dart away.

If you're *in* cover, and they're doubling like that all the time, that's -2 to hit... Falcons will need 6s to hit you if they're doing that... that seems okay to me!

It's not so much missed as a bit whiffy, it's getting down to the fine details of the rules in a lawyer style- much like the Scout special rule being used to force the opponent to move out of the ZoC.
It's not cheating, it's just a bit gamey.

For barrages, it actually reduces the "gamey"ness, at least to me, as it prevents precision targetting of artillery that just always happens to land on the enemy commander... *laugh*  The barrage is targetted at the biggest "clump" of distant enemy troops... not the "most important" all the time.

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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 1:43 am 
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Quote: (Jeridian @ 06 Jan. 2009, 22:25 )

As an aside, what army is the rock to the Eldar scissors?

Many armies stand up rather well to Eldar. One just has to avoid playing their game and keep shooting back, they lack saves to avoid casualities, lack the numbers to ignore them and the leaders to remove BM from their formations, reducing the effectiveness of any survivors.

Artillery, especially long-ranged IG-stlye, is their great bane. Air assaults and early assaults by drop-pods are deadly as well. If the Eldar player neglects AA or the formations with Firestorms become broken, ground attacks can wreak havoc on support units like Nightspinners. Overwatch, even relatively weaklish by 45cm infantry hvy weapons like IG autocannon or SM/CSM missile launchers can work wonders to deter move-fire-move actions, since those 5 or 6 strong Eldar formations loathe to take even that single "shot-at" BM, kill an attacker with a lucky shot and you´ve more or less broken up their shooting with one enemy down and 2BM placed.

Against Eldar, I´ve found it best to build a solid forward position and fight form there in the later game. If you rush for the kill early, the Eldar will maneuver deadly force on your forward formations and likely destroy them. Some losses are unavoidable, be patient, place BM, occupy cover and put your troops on overwatch when they have reached a suitable position, say with LoF to some objectives or even on top of them.

I can see how fighting a skimmer-centric Eldar force with Nids can be aggravating, but all said and done Eldar are beatable with the right tactics. Just don´t ask me how to do it with Nids as I have no experience with them at all.
:;):

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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 1:44 am 
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It means you can shoot back at them with overwatch... so, your Dactylis on overwatch could tag any Falcons trying to shoot at them, for example.


They didn't survive long enough, even in cover. They died first, probably via Void Spinner and/or the Synapse Node being popped.

I may have deployed to far forward, and/or forgotten the Eldar speed.

All said, 4BP Barrage on tanks? Is putting my army into Overwatch, a Tyranid army, my only counter to Eldar JSJ?

If you're 1cm away from a terrain piece, that means the skimmer has to be *less* than 1 cm away from the other side... they might not want to get that close, even if they can dart away.

If you're *in* cover, and they're doubling like that all the time, that's -2 to hit... Falcons will need 6s to hit you if they're doing that... that seems okay to me!


Okay, I conceed that point. I can hide, if I stick to terrain out of the Eldar movement range. Not exactly game winning for Nids.

For barrages, it actually reduces the "gamey"ness, at least to me, as it prevents precision targetting of artillery that just always happens to land on the enemy commander... *laugh*  The barrage is targetted at the biggest "clump" of distant enemy troops... not the "most important" all the time.

Now that you mention it, there was some confusion with Disrupt and Expendable units.

Essentially we place the template and count up the units under (in this example, say, 1 Warrior and 4 Hormagaunts). So 5 infantry. These are rolled together, then I simply allocate like other shooting- front to back. Only if a Warrior dies is a BM placed.

But, Disrupt needs to know this beforehand.

Our temporary solution was to roll the Warrior to hit separate, then if it hit, just put it in the normal rolls and add a BM. So the save could still be distributed normally. But then that save will need to be tracked to make sure 2 BM aren't placed for it.....bah, confusing.


Anywho I'll try to get some pics of my first Nid models up, seeing the prices on eBay they going to be 100% bitz/conversions using the 40k Nid range (of which I conveniently already have an army).

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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 11:34 am 
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My conversion efforts:

Carnifex




Termagants




Tyranid Warriors


Hormagaunts




Genestealers




See if you can guess the model bits. And yes, I'm aware the Hormagaunts look like slugs, and the Genestealers look like turtles.


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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 1:28 pm 
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They do look nice, though it would mean I couldn't use my army in a GW store or event, one of the main places I play.

It'd also cost more than zero that my bits conversions do.

I'll have a look through the site, thanks.


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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 1:47 pm 
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Those look good and nasty, Jeridian!

Looking forward to seeing some Bug battle reports from you soon!   :agree:

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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 1:54 pm 
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Regarding disrupt and expendable with shooting, there was a recent discussion that covered this here.

In essence, you place a BM for shooting at the formation, then you only place a 'Disrupt' BM if the Warrior is allocated a hit (whereas you would normally get a BM only if he was killed). As the rest of the swarm is "expendable", any units killed do not generate BMs, so consequently they do not suffer the effects of 'Disrupt'.

Note, barrage hits are allocated front-to-back under the template, which must be placed to cover the most units. It is therefore possible to anticipate artillery fire by clumping some part of the swarm together that does not contain any warriors - so you only get a single BM for being shot at irrespective of the number of kills inflicted on the swarm (well at least for the first shot anyway :smile: )




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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 6:27 pm 
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Well if you think it's easier to the conversions, then by all means do them . Just wanted to give an possible choice. Note that I do dig that Carnifex a lot. It's very neat and possibly something that should have a guide on which bits are needed for it.


Oh certainly I appreciate alternatives.

I like the Carnifex most, with the Termagants being the easiest to build and have a kind of 'shark' look to them.
I'm not sold on the Genies or Hormagaunts, so there is potential for me to buy.

The Carnifex is a Ripper (the basis of nearly all my Nid army) with it's tail stripped off. Legs are from a Gaunt weapon arm.
The claws are Dark Eldar Splinter Rifle bayonets, though I'm sure any blade will do. The claw 'arm' before the blade is another piece of a Gaunt weapon arm.
Green Stuff/modelling putty is used to add a stubby tail and bulk out the chest and abdomen.

I was looking to make a Harridan out of a Gargoyle, the Barbed Heirodules out of Gaunts.
The Heirophant is likely to use 4 Hormagaunt scything talons as feet.

Looking forward to seeing some Bug battle reports from you soon!

I'm trying to live up to my New Year Resolution to use only painted models (mostly as an incentive to paint), so it could be a while. The good news is my posts will be less whiney the less I play (and lose). And it's kind of pointless playing them against Eldar, my regular opponent.

In essence, you place a BM for shooting at the formation, then you only place a 'Disrupt' BM if the Warrior is allocated a hit (whereas you would normally get a BM only if he was killed). As the rest of the swarm is "expendable", any units killed do not generate BMs, so consequently they do not suffer the effects of 'Disrupt'.


Aye, that makes sense.

Note, barrage hits are allocated front-to-back under the template, which must be placed to cover the most units. It is therefore possible to anticipate artillery fire by clumping some part of the swarm together that does not contain any warriors - so you only get a single BM for being shot at irrespective of the number of kills inflicted on the swarm (well at least for the first shot anyway  )


I'd prefer if the templates are used to determine number of hits on what type of unit (infantry, AV, etc) then it's normal shooting from there. Prevents a whole lot of potential abuse in sniping and nit-picky hassle in negotiating millimetre template movement.

I know the rule plays as you say, I just think it's open to sniping.





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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Wed Jan 07, 2009 7:45 pm 
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I am not sure I follow your views on 'sniping'. Placing the templates in such a way as to cover most units will always be subject to discussion, but is intended to avoid sniping as such. However, removal of units killed under the template is important because then a subsequent barrage will not end up covering the same part of the formation. Consequently, even if you have clumped the swarm so that the initial template does not cover one of the warriors, it is likely that a subsequent barrage may do so.

However, if you determine the type of units hit, but then follow the usual shooting rules, the dead units would be removed from the 'front' of the formation, and in the case of a big swarm, this could well result in those units originally under the template not being touched - so a subsequent barrage would hit the same place, if you see what I mean.




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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Thu Jan 08, 2009 1:06 am 
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I am not sure I follow your views on 'sniping'. Placing the templates in such a way as to cover most units will always be subject to discussion, but is intended to avoid sniping as such. However, removal of units killed under the template is important because then a subsequent barrage will not end up covering the same part of the formation. Consequently, even if you have clumped the swarm so that the initial template does not cover one of the warriors, it is likely that a subsequent barrage may do so.


I just think it would clear up the hassle of me trying to cluster a 'decoy' part of the formation, my opponent placing the template to hit key sniped units- then we both arguing over what is the biggest cluster for 20minutes. Plus keeping track of which where under the templates and which weren't during save rolling phase, especially if there are non-barrage weapons being fired too.
I just see a lot of hassle for no reason.

However, if you determine the type of units hit, but then follow the usual shooting rules, the dead units would be removed from the 'front' of the formation, and in the case of a big swarm, this could well result in those units originally under the template not being touched - so a subsequent barrage would hit the same place, if you see what I mean.


It's an abstraction- you targeted the formation, you killed some stuff in the barrage. It's not like your 'hand of god' template is guiding the artillery shell to exactly the soldier you want dead.
The formation is often on the move, it's not like they all pause in place to enjoy the enemies 'turn' of artillery fire.

So it's a worthwhile abstraction to make the Barrage rules easier, IMO.

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 Post subject: Epic Splinter Fleet Churoninx
PostPosted: Thu Jan 08, 2009 3:55 am 
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While I understand the abstraction and its appeal, (and lets face it, the E:A system is itself an abstraction), I would caution against changing the mechanics in this way. While it may seem less important for 'Nids even so, removing units from the front of the formation rather than from under the template can have some unintended effects:-
1) Removing different common brood units from the front of a swarm will probably change the makeup of the swarm, which can significantly affect the way the swarm works. (This is also true for Orks and any other race where there are several different unit types within a single formation).

2) Taking off units that can shoot off the front of the formation obviously reduces the effective shooting range of the formation, while removing units from the centre does not.

3) Blasting away units from the edge of the swarm usually has much less impact on the swarm than removing units from the interior because of the rules around coherency and control.

Also there is no real problem with multiple weapons, providing you remember to allocate all the hits before resolving them, allocating the hits under the template first and then all remaining hits as per the rules. In the UK tournaments we quite often use small dice to indicate the units affected when allocating hits, which both speeds up and clarifies the process.

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