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Epic : Siege

 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 11:59 am 
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Quote: (Evil and Chaos @ Sep. 30 2009, 01:29 )

Nah I almost never put my infantry companies on Overwatch, and their range is so short they're typically only useful for self-defence when doing so.

:oo:

Don't let your own tactics/playingstyle dictate the list/rules I say.

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:02 pm 
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Quote: (blackhorizon @ Sep. 30 2009, 11:59 )

Quote: (Evil and Chaos @ Sep. 30 2009, 01:29 )

Nah I almost never put my infantry companies on Overwatch, and their range is so short they're typically only useful for self-defence when doing so.

:oo:

Don't let your own tactics/playingstyle dictate the list/rules I say.

The list must be constrained in some manner.

If all lists were equally capable at all aspects of play, we'd be playing chess.  :)


Besides as I said, for just 25pts more than before (by adding a Fire Support Upgrade) you get only 2 less AP5+ shots (9 instead of 11) and in addition gain 4 extra units with FF4+, which I reckon is actually better Overwatch/Defence power than the formation had before.

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:05 pm 
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Adding heavy weapons to DK sqauds is against their combat doctrine.
Heavy Weapons would slow them down. If they attacking DK Infantry is constantly on the move, they don't have time/opportunity to stop and set up a fire position with their heavy weapons. For this they have Quad-launchers ansd Heavy Mortars which are towed along by Centaurs and so can follow step.

Heavy Weapons are ONLY used for defensive positions.
Following this there should be a Fire Support Platoon Support Formation of 5 units.




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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:29 pm 
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A couple of minor things.

I notice that the Phaeton-pattern Marauder bomber in the Death Korps section has different stats from usual. Would it be worth noting in the army list entry that the Marauder bomber is the Phaeton pattern aircraft, and not the usual Cypra Mundi pattern?

Also, the page numbers are peculiar. Normally, for a pair of facing pages, the odd-numbered page is on the right and even on the left, but here that is reversed. Presumably, the page numbering is starting somewhere unusual.

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:40 pm 
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Ben, I keep getting time-outs when I try to download the .pdf, both in Firefox and IE.  

Any ideas?

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:43 pm 
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Right click and save-as?

I'm downloading it fine.

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:44 pm 
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Quote: (Evil and Chaos @ Sep. 30 2009, 12:43 )

Right click and save-as?

I'm downloading it fine.

Tried in both, get half the doc and *poof*, it stops.

All other downloading is fine.  Got MSN?   :yay:

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:45 pm 
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Hmm it just did that for me too.

I'll check if the file on the server is ok.

EDIT: File on the server looks fine. I assume it's just temporary server issues.




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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:46 pm 
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I had trouble downloading it, too. The connection kept dying part-way through the download. I eventually downloaded it using wget, which was able to grab it in three parts.

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 12:47 pm 
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I am using a free file host now, so it may be unreliable... if anyone else has a better file server available... ?

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 2:09 pm 
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It may well be balanced without the shots, but there's no way to tell without playtesting, so all the previous playtesting has to be thrown out as it was based around a different core to the army.

Also saying you can get the same number of shots by adding fire support is nonsense, because then you can't be transported by gorgon.

Again, you either need to change this back to set back the publication of Siege by a few more months.

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 2:14 pm 
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Well I'm gonna get back to playtesting and see what I think. :)

A short delay could mean time for some of Otterman's amazing scratchbuilds to appear in Siege too.

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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 2:53 pm 
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Quote: (Evil and Chaos @ Sep. 30 2009, 11:56 )

Unless it's a heavily upgraded SC formation hiding at the back, Death Korps infantry generally shouldn't be sustaining fire IMO.

Right. So what I wrote are not "bugs" but "features". If we look at them this way, then yes, not having ranged attacks helps define the Krieg infantry. As you wrote in another post, the list needs to include constraints and this is one.

I think I like the idea. However, it does need testing. I don't care about delays in getting it "done"; it's playable and fun to me anyway as it is. And as you wrote, waiting is good if we get to include O-ware pics!

---

BL, we really do not want to use 4 BP-firing mortars in infantry companies as upgrades. However, we could perhaps use 4 Heavy Mortars as a support detachment. What about Basilisks as well? LatD uses 4 Basilisk formations, albeit in a very limited army list framework. I realize it's a difficult issue, but how could we try it? It'd be very different from the SL IG, I guess. Consequences would include at least
- Significant points cost raises,
- Lower activation counts,
- Poor fits to people's model inventories and sales packages.


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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 3:45 pm 
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strictly from a common sense point of view, why would you have trenches and bunkers in an army where the men inside them can't shoot? doesn't that seem odd? who in there right mind would waste the points on them when anyone can sit outside assault range and shoot them up?


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 Post subject: Epic : Siege
PostPosted: Wed Sep 30, 2009 4:09 pm 
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Quote: 

I don't regard this as a problem, as most DK companies will include some sort of attachment that grants them ranged shots, enough to lay some BM's.


Just remember that if the formation has BMs, they suppress only the units that can fire.  In other words, if you have only 2 units that can fire at range and 2 BMs, those two units are suppressed regardless of where they are positioned in the formation.  It is an interesting aspect of the Elysians where you have a handful of ranged weapons that don't do anything throughout the game because of the suppression rules.  I see this affecting the DKOK as well.

I'm not taking a position on it one way or the other.  Just pointing out that most of those ranged shots won't be shooting no matter what come turn 2.

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