Warmaster Nice wrote:
The question also has to do with tactics: Do you focus a lot of firepower on a titan in one or two turns in order to take it down, or do you take a few pot shots and spread your firepower throughout the playing field. Although atmittedly it's been a few years, but my usual tactic when I've decided to take down a titan is to try and focus as much firepower on that single target as possible. Strip the shields and target critical areas such as heads or reactors with heavier weaponry. The titan's ability to regenerate shields becomes pretty insignificant if you can inflict crippeling damage to it in a single turn. Warlords and Imperators are tougher to take down even without shields, so to me it makes more sense that you'd be able to target the shield generator specifically. My point is just, that if I really want to take out a reaver or a warhound in a single turn and I got the right weapons within range, it is not really a problem. It doesn't matter if the titan is able to raise shields next turn, because it will either be dead or severely crippeled.
With all due respect, tactics used by a player are purely
subjective and thus are not valid logical arguments in game design. How one chooses to deal with enemy titans is not a cut and dried affair, thus not something that should be considered in a rules issue. Furthermore, tactics are dependent upon the opponent and conditions on the battlefield allowing you to implement them or not implement them. Case in point, I could easily station reavers on the flanks and keep them out of engagements where you can muster firepower to destroy them in one turn, instead forcing you to overcommit forces to chase them down while I use them to harry your flanks.
Further, by your own reasoning a case could be made that even allowing regeneration of any void shields isn't appropriate, because it doesn't really matter, all one needs to do is focus enough firepower to overwhelm the shields, at which point "if I really want to take out a <blank> in one turn and I got the right weapons within range, it is not really a problem"
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Using the points value alone is also a bit tricky: Other factors such as speed, armor etc, and even the layout of hit locations (with regards to scattering shots) also has some bearing on the effectiveness of a titan, and not just the ability to raise shields.
I wouldn't hesitate to agree completely there. Speed, saves, layout of hits, hard points, all have some bearing. Truer words have not been spoken.
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Would Warlords and Imperators be better if you weren't able to take out the shield generators? Sure. But these units are tougher to begin with even without shields. a Reaver and a Warhound is still relatively fragile once those shields are out, and can be taken out in a single turn if you are determined to do so. This is somewhat harder to do with an Imperator or a Warlord.
Now here I disagree.
I sat down and compared the Reaver and the Warlord closely. It's a faster hull by 5 cm. But more importantly let's look at your point about reavers being less tough than warlords. By this we have to go to the issue of armor saves.
Why armor saves? Because the damage tables are otherwise identical. Two legs, one head, reactors, etc, all the same. There's no such thing as "structural" points so reavers and Warlords are no different in terms of capacity to take damage, so damage comes only in what the rolls give it from the damage tables. If the tables are identical (which they are) then all we have left is the save values on the individual boxes.
So we need to compare spaces and save values
Reaver Warlord
Head 1+ 1+ wash
weapon 2+ 2+ wash
Reactor 3+ 4+ 1+2+3+ slight edge to warlord
carapace n/a 1+ edge to the reaver
legs 2+ all 2+ 1+ and 3+ wash due to overall 2+
Overall, they're nearly identical in toughness, only the reaver is less likely to get hit in the reactor (note reaver front hit location diagram (where most hits come in) does NOT allow the reactor to be hit) and has better overall leg hits. Weapons are identical saves, only with the warlord having an additional hardpoint.
Then compare boxes.
Front for reaver:11 with no reactor hit possible
Front for Warlord :12 with reactor hit with a save 1+
Side for reaver. 10
Side for warlord 10 Identical config of boxes, just differing titles.
Rear for reaver: 11
Rear for warlord 12 (2 being 1+ save carapace hits.)
Looks pretty even actually with a slight advantage going to the warlord.
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Another way of arguing: If the Reaver is percieved as too good for it's points because you can't take out the shields, would it be better not to change the crit tables, but to solve it with a simple raise in points value?
I'd say "no". Void shields are MEANT to be a double edged sword. Simply upping points does not correct the issue in terms of game rules fairness, consistency of rules, or logic in terms of systems being knocked out.
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My point is just: Is the change mainly for the sake of consistency, or because the reaver gains some unfair advantage that isn't reflected in it's points value?
If it is the latter, then yes: Some change is definitely needed. If not: Well, I know it sounds a bit conservative, but change for the sake of change tends to lead to confusion. Epic /NEtepic has been around for almost 20 years now. NetEpic brought some significant changes, and there's been so many years to iron out glitches. Even the changes from NEtEpic 4 to 5 has a lot of people confused about how rules work, and which rules to use etc. etc. Fixes to gamebreaking problems are always needed, but changes just for the sake of change, should be handeled with some caution IMO.

Sorry if it comes across a bit negative. An addition of void shield hit locations to DS' updated optional titan rules sounds like fun, but the less rewrites to the core rules the better IMO. If it got really ugly, people could then begin to argue that all Iimplerial titan tables needed a rewrite with the addition of hit effects to stuff such as gyros, etc, just because the Imperator has them. It is just a matter of setting a bar for what kind of inconsistancies actually pose a significant balance problem to warrant a change.

I state that it is primarily due to it being an potential game breaker in longer games, and an unfair advantage if the unit is used in it's light titan harrying role or for the warhound's scout role. As it stands here's a statement describing the current situation: Reavers and warhounds cannot (unless the titan itself is destroyed) ever be damaged to the point that their void shield generators ever stop working.
Think about that statement carefully. They can NEVER, no matter how much they're shot, EVER lose their void shield generators.
If that statement makes actual logical sense and sounds like good game balance to you, then I'm clearly barking up the wrong tree.
But if you, like I, find this statement to reflect a fundamental flaw in game design and in game logic and fairness, then the point is clear, that this needs to be changed.
Now... all that said, I believe I'd found the root of where the problem came from , and the solution for resolving this issue.
I went back to AT: Codex Titanicus and guess what I found?
There were TWO classes of reavers.
The reaver goth, and the reaver hun
The Reaver Hun had two arm weapons, but the carapace mount was given over to a decorative spire.
The Reaver Goth had two arm weapons, and the carapace mount was a hardpoint able to mount a third weapon.
Thus. the tables in 142 WERE intended to cover both classes of reavers.
The Hun, with no weapon on top, would instead allow carapace hits (Hits to the upper weapons boxes would be directed to the Carapace hit table.
And it was assumed if you used the Goth, then all hits to the top weapon were either weapon or Carapace hits. And when the weapon on the Goth was destroyed that subsequent hits would be applied against the carapace.
And here's the thing, if you look at the titan pictured in the card in 142, the version shown is, you guessed it, the Hun. A reaver with only 2 weapons and an exposed carapace.
The reason why there's all this confusion is because they either forgot to publish a separate sheet for the Hun (with the topmost row of hit boxes relabled Carapace), or they simply assumed people would use their bloody common sense and figure out that if you were fielding a Reaver Goth, that you'd know to use the carapace table when appropriate.
Why didn't this get caught? Probably simply because noone caught it, or they thought it was obvious, because at that time EVERYONE knew that there were two classes of reavers (I'd forgotten that there were two classes until I pulled out a reaver with the spiky decoration on top and then I went "AH HA! I knew there was something I'd forgotten" Thats when it came back to me.
Thus, In SM2 and by extension Netepic. People attempting to target a Reaver's carapace would simply have to target the topmost rows of weapons boxes or scatter to them. If they hit, they would declare if the hit was to be against the weapon or the carapace. If a carapace hit, they would be unable to damage the weapon but would be able to hit the carapace, force a save and then a critical hit if the save failed against the carapace table for the reaver as given.
This would require no extensive rework of the rules, simply a small footnote be added to the Reaver and warhound, and the addition of the same carapace table as in WD 142 (which is the same as the current one for the warlord carapace).
Footnote would read.
Any hits directed against the Reaver that attack the uppermost weapon boxes (carapace hardpoint) may be targeted at the weapon system or the carapace itself. Hits against either have the same 2+ save value. Critical hits for weapons systems are resolved on the standard weapon critical hit table and carapace hits are resolved on the carapace critical hit table. Hits which are aimed and land on target are the discretion of the attacker, hits that have scattered to these locations are at the discretion of the defender unless the weapon system at that location is already destroyed at which point the hit is directed against the carapace. No other weapon boxes other than the topmost row may be used to target the carapace.
Similarly for warhounds, weapon hits can be resolved against the carapace to the same effect.