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Epic: Siege v1.12

 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:15 pm 
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With all respect for the work you are putting into it, I think the idea of the list "moving" in the right direction is the wrong approach.  This can't be a fluid process.  The list needs to be "movED" and then playtested.  If you think that something needs to be changed, it should be changed now, not down the road.  If I were you I would put all your cards on the table now.  This is contrary to how I would normally suggest playtesting (baby steps).  But in this case we are trying to get this into print sooner than later.

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:15 pm 
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Here's my proposal for the Mossinian list, similar-yet-different from the Barans, allows *different* choices, and has more of a "rebellious" flavour:

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:35 pm 
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Quote: (Rug @ 05 May 2009, 14:01 )

As for list flavour- I'm trying to phase out all laser based weapons (bar las guns!). The list structure is also slowly moving away from the Baran model, I think you'll find that the two armies look and play quite differently on the table top.

I don't think changing the weapon and armour load-outs on models that already exist is going to change "flavour", but I *do* think it's going to cause confusion in opponents.

Flavour/feel, to me, comes from organizational setup, options/upgrades avaliable, and choice limitations, with a subtle seasoning of new/altered units.

Take Craftworld Eldar for example: Alaitoc and Biel-Tan have all the same models available in their lists (well, no Void Spinner or Court of the Young King vs Pathfinders), yet organizational differences make them feel/play quite differently... no need for stat changes on already published models.  Yes, you *can* make remarkably similar armies with both lists, but the differences are there.

I *do* understand the desire for allowing OOP models in a list... and that's why I think the Firestrike Missile Launchers are a cool addition to the list!  But changing a bunch of models to different stats, but with the same names (Yes, the "Pattern" is different) just makes it feel like a "fan-list" to me.




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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:41 pm 
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Quote: (Chroma @ 05 May 2009, 14:15 )

Here's my proposal for the Mossinian list, similar-yet-different from the Barans, allows *different* choices, and has more of a "rebellious" flavour:

That's the one I said min/maxing Powergamers would love isn't it?

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:42 pm 
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Quote: (Evil and Chaos @ 05 May 2009, 14:41 )

That's the one I said min/maxing Powergamers would love isn't it?

Updated from what I sent you.

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:43 pm 
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Quote: (Chroma @ 05 May 2009, 14:35 )

I *do* understand the desire for allowing OOP models in a list... and that's why I think the Firestrike Missile Launchers are a cool addition to the list!  But changing a bunch of models to different stats, but with the same names (Yes, the "Pattern" is different) just makes it feel like a "fan-list" to me.

Creating new, slightly different stats for the OOP models allows this list to be differentiated from the Baran Siegemasters.

If you keep the stats the same for the (Different looking) OOP models, it's even harded to prevent the list from being a 'pale photocopy' of the Siegemasters.

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:44 pm 
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Quote: (Chroma @ 05 May 2009, 14:42 )

Quote: (Evil and Chaos @ 05 May 2009, 14:41 )

That's the one I said min/maxing Powergamers would love isn't it?

Updated from what I sent you.

Ah yes you've changed the Thudd Guns so you can't just buy one. :)

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:52 pm 
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Quote: (Rug @ 05 May 2009, 09:17 )

Fixed forward arc on the fighters
Better armour on the bombers to 5 up.
Remove the sniper and rapier upgrades.
Preachers, 1 per 600pts if you feel it is overpowered. Removing for fluff reasons alone is wrong and highly subjective- comparison to chaplain for instance is unfair.
Remove scout from light tanks, replace multi laser with auto cannon.
Fire strikes- 250pts

I agree with all of those except removing the Rapier from the army list, I'd rather not have that done as doing so at this stage creates some problems for the rest of the document.


I'd rather see them restricted in some form (Such as only included in the Reg HQ formation as they are rare on Mossino, or only allowed 0-1 upgrade per 1000pts or something).


Example:

Change Reg HQ to: 9 Infantry Units, 1 Supreme Commander, 3 Rapiers, 300 points.

Change Rapier Upgrade to: 1 Rapier, 25 points.


This makes them rare without removing them altogether.




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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 2:53 pm 
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Quote: (Rug @ 05 May 2009, 14:45 )

Agreed, that is what I tried to do with what has been tested these last two weeks.

What armies have the Mossinians been tested against?  What have been opponents' responses to them?  I don't think I've even seen anything about them in the "Battle Results Thread".

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 3:00 pm 
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Quote: (Rug @ 05 May 2009, 09:17 )

Preachers, 1 per 600pts if you feel it is overpowered. Removing for fluff reasons alone is wrong and highly subjective-

The issue with "Preachers", is almost purely fluff: They're just Commissars with a different name, and a slightly more restrictive upgrade limitation.

Are their stats the same as "Preachers" in an Imperial list, like Witch Hunters, or are they different from that as well?  I just don't think rebelilious Planetary Defense Forces should have access to *Commissars*, whatever they're called.. an inspiring "Rebel Orator" is fine, but duplicating the Commissar and slapping a different name on it is wrong to me.

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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 3:02 pm 
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What stats would you suggest for an Imperial Priest then?

They are an important part of the list's background, and indeed as Rug points out in their current form they help balance the list.




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 Post subject: Epic: Siege v1.12
PostPosted: Tue May 05, 2009 3:06 pm 
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Quote: (Evil and Chaos @ 05 May 2009, 15:02 )

What stats would you suggest for an Imperial Priest then?

Are there not Imperial Priests in the Witch Hunter list?  Or are they the same as Commissars?  *sigh*

EDIT - Here we are, a character that grants:

Code Sample: 
Evicerator Base Contact Assault Weapons MW, Extra attacks (+1)
Notes: Leader, Inspiring, Invulnerable Save


I see the invulerable save as nearby men throwing themselves in the way of attacks targetting the Priest... a cool visual.




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