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Armour in Epic:Armageddon

 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:41 pm 
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Quote: (Chroma @ Feb. 12 2010, 16:37 )

Quote: (Rug @ Feb. 12 2010, 16:17 )

Mech Inf loose zero firepower with a BM

Actually, that's debatable.

Indeed, although everyone in the UK tournament scene plays it the way Rug describes, I think by RAW it should probably be played in the manner Chroma describes?

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:48 pm 
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Quote: (Chroma @ Feb. 12 2010, 16:37 )

Quote: (Rug @ Feb. 12 2010, 16:17 )

Mech Inf loose zero firepower with a BM

Actually, that's debatable.

No, from the 2008 FAQ

Quote: 

Q: How do you determine the number
of Autocannon shots an Imperial
Guard infantry formation has if units
in it are suppressed?
A: Work out Suppression for Imperial
Guard infantry before working out the
number of Autocannon shots. Any
Guardsman within 45cm of the enemy is
assumed to be in range and may therefore
be suppressed as long as they have a Line
of Fire. Count the number of remaining
Guard units and halve this total, rounding
up, to find the number of Autocannon
shots you may take.


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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:53 pm 
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Ah good to have that settled, I'd been quite worried I'd been cheating for years after Chroma raised the possibility.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:55 pm 
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Quote: (Mephiston @ Feb. 12 2010, 16:48 )

No, from the 2008 FAQ

Well there ya go!  BANG BANG!

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 5:58 pm 
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Deathstrike FAQ as I've still got the pdf open!

Quote: 

Q: In the rules for Suppression it
states: 'One unit that has a line of fire
and is within range may not do so for
each Blast Marker on the formation'.
How should this rule be interpreted for
units, like a Deathstrike Missile, that
don’t require a Line of Fire in order to
fire?
A: Units that do not require a LOF in order
to shoot are suppressed if they are within
range of the enemy, even if they don’t
have a LOF to the target.


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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 6:26 pm 
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That's the only FAQ which mentions deathstrikes.

I seem to recall a forum discussion about the empty DS taking the suppression and that the consensus opinion was that it can. I don't think its in an official FAQ though

(revenge time for Chroma  :laugh:)





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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 6:27 pm 
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Quote: (Rug @ Feb. 12 2010, 17:22 )

Is there another FAQ for empty Deathstrikes "taking" the supression? That was the situation I was trying to refer to.

Suppression is based on "in range" and "line of fire", not whether the weapon can actually shoot or not (e.g. purely FF units *can* be counted as suppressed); we played it that only Infantry units that 'have' the Autocannon actually have "in range" and "line of fire", so they're the only ones that could be suppressed, reducing shots.  The Deathstrike Launched unit still has an "unlimited" range weapon on its datafax, even if it's been fired, so, it can be suppressed... odd, but true.

Seems that all the Infantry units have some kind of "phantom" 45cm range, so they can be suppressed... just seems odd to me... so, oddities abound.

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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 6:51 pm 
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Quote: (Rug @ Feb. 12 2010, 17:22 )

Quote: (Mephiston @ Feb. 12 2010, 16:58 )

Deathstrike FAQ as I've still got the pdf open!

Quote: 

Q: In the rules for Suppression it
states: 'One unit that has a line of fire
and is within range may not do so for
each Blast Marker on the formation'.
How should this rule be interpreted for
units, like a Deathstrike Missile, that
don’t require a Line of Fire in order to
fire?
A: Units that do not require a LOF in order
to shoot are suppressed if they are within
range of the enemy, even if they don’t
have a LOF to the target.

Is there another FAQ for empty Deathstrikes "taking" the supression? That was the situation I was trying to refer to.

This may be what you where thinking of Rug

Quote: 

2.2.7 Single Shot
Q: Do Single Shot weapons that have fired count for Suppression purposes? A: They can count for Suppression. All you need is to be in range and have an LOF. Actually being able to shoot is not a requirement.


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 Post subject: Armour in Epic:Armageddon
PostPosted: Fri Feb 12, 2010 7:05 pm 
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Anyone ever consider the possibility that AVs are ineffective because that's the case in real life?

It seems like the game is pulled in 2 directions. On one side you have the need to make the game seem plausible, so you have infantry and tanks generally acting like infantry and tanks do in the real world. On the other side is the need to make the game futuristic and fantastical, where giant walking war robots might actually be practical and every race in the universe has the same discrete progression in unit sizes.

One result of this (in my opinion) is that AVs used as main battle tanks get the short end of the stick. Infantry are slow and soft, but they are cheap and can produce more dice in an engagement than the same number of points of tanks. This means that that act like infantry do in the real world (more or less) and they will own the tanks most of the time. On the other end of the spectrum are the War Engines, which are far tougher than anything that actually exists in real life. They're called land battleships, but you could sink a fleet of battleships with the firepower it takes to kill a warlord (or maybe it just seems that way sometimes).

Meanwhile, tanks are better at shooting and are tougher than infantry - but both those attributes are easily nullified. Shooting is nice and all, but if you don't have enough firepower to break a target formation, then shooting is clearly inferrior to engagements. Having a good save is nice too, except there tend to be as many MWs on the table as there are AVs (or maybe it just seems that way sometimes) so those saves don't get used.

Finally, and independent of the other points mentioned above, is the fact that E:A is generally played with fewer units than games of E:SM/TL. When you're playing with fewer models to begin with, one logical result is that you'll see less of everything compared to the days of yore when tabletops had more models than terrain and you still believed that if you started working out next week, you could be like batman in a year.

So what is the solution? Well, first, adjusting some point costs is the most straight forward thing to do. In the long run, though, it may be useful to think of what would make a main battle tank worth taking given the rules of the game. Giving the Leman Russ an extra FF attack could make sense from a realism POV, while giving gunwagons an extra shooting attack (I'm thinking big shoota) or an extra CC attack (to represent all those weird things orks put on their vehicles). Maybe simply having more 'disrupt' shooting weapons would work, as that would allow faster generation of BMs on target formations without increasing the kill rate (similar to how an assault can break a formation without doing much actual damage).

Basically, the level of shooting needs to be raised to be competitive with engaging, or assault abilities need to be increased. But this needs to be done only on those units that need such a boost. Tansport AVs are good as-is, and artillery and aircraft AVs have their own (independent and different) issues.





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