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[Units] Attack Bikes

 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 2:59 pm 
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Min-Maxing is when you take loads of great stuff and none of the bad stuff.

An example of this is the old AMTL list, where everybody took armies composed of nothing but maxium ammounts of Warhound Titans, with a minimum of one Reaver Titan required to be the BTS.


Taking something useful to fill out your last few points in an army list is not min/maxing, it's just standard army list construction.

Now if you suddenly start seeing armies composed of nothing but Attack Bike formations plus one Tactical formation to serve as BTS, well then, *that* will be min/maxing.

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 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 3:03 pm 
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Hena wrote:
The combinations can grow huge.


The combinations are *already* huge; I'm trying to imagine a setup where an army that differs from 25-50 points over *3000* points total will allow for "over-powering" combinations. Previously, the 15 point Tornado allowed for 85 point units to "match up" to a nice 100, but now they're *free* (as they should be), allowing for more points to play with, but the Land Raider is still 85 points... even though it's replacing a, nominally valued, 10 point Rhino.

Are you implying that a list designed so that there's no 'wasted' points is *less* balanced/fair than an army that allows for it?

Orks have a wide variety of point costs not in 25 point increments, but combos can always be reached that allow full points used, does that mean the Ork list in unbalanced?


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 3:46 pm 
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Hena:

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Because it leads to min-maxing. Eg. Which combinations of upgrades leads to best result. If everything (bar one) is 25 then there is no "the best" selection set that easily as other set of selections can be equally good. Did that make sense as I'm hitting the limits of my ability to explain this better :).


Others have already pointed out that this is not min-maxing. I'm going to explain why what you're saying encourages what you claim to be so terrible.

Let's say we have three upgrades. One is 'worth' five points, one is worth 'twenty-five' points, and one is 'worth' thirty-five points.

What should their costs be. All twenty-five? Then the third option is clearly superior for the cost, and the first clearly inferior. People will take the third option often, the second option occasionally, and the first option never.

Free, twenty-five and fifty respectively? Then the first option is clearly superior (and since it is free, will be taken ridiculously often). The second option will, again, be taken occasionally, and the third option never.

Having everything be increments of twenty-five is fine, except that there is no real guarantee that two twenty-five point upgrades are equally effective. Pricing two different options the same can work sometimes, but sometimes it can create one option which is much better or one that is much worse - and that is what people will take.

The value of a unit is not the same as its price. Forcing all prices to conform to an arbitrary standard means that some units will give you more value for your points.

Make sense?

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The combinations can grow huge. Overall it's a lot easier to cut down on that instead of trying to playtest every single variation to make sure that no over powering combination comes to play. The cost of a thing is not only about it's own stats but also depends on how it interacts with others. This fact causes the combinatorial problem. It's much easier to deal with it, but removing it from core and not allowing it to happen.


The combinations can, indeed, grow huge. But there are three points I feel should be made to that.

Firstly, that the combinations can grow huge does not mean we cannot have points costs that aren't in twenty-five point increments.

Second, you need not necessarily add many options. Nor do some variants need playtesting to determine if they're overpowered - adding Dreadnoughts to a Terminator formation, for example.

Finally, playtesting and dealing with combinations is kind of the point of NetEA. Many players have expressed dissatisfaction with various aspects of the list (I personally think that charging every formation except Thunderhawks for the ability to Air Assault is the list's chief problem, and solving that would go a long way to resolving many people's complaints, but that's another question). If the player base is unhappy with a list, it would seem unreasonable to at least try what they are concerned about. It's not like the old list will disappear if you playtest some new options.

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Besides it's not about the last few points. If you do it earlier you can multiply the effect. And that cannot be prevented if the possibilities exist in the first place.


Limit the upgrade to one per formation. Like most upgrades. If you can't take it that much, you can't min-max it.

In fact, considering the already fairly steep price of some Space Marine formations, I doubt upgrade-spam is going to become a problem.

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I don't think it's feasible. Most people don't have multiples of Attack Bikes to do that. Also the 5 point upgrades don't really make any sense. Overall I don't see it helping the basic list at all. Other Marine variants could make a separate Attack Bike formation for 175 if wanted.


And those people would upgrade to bikes instead.

* * *
nealhunt:

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For example, 85 point Land Raiders don't give you an effective point break for taking just one. You have to take a pair to get 30 points discount to cover a 25 point increment. The "wasted" points are there intentionally. It gives an incentive to take them in pairs to minimize the loss of points rather than min-maxing something like Devs with 1 Land Raider, 1 Razorback and 1 Rhino. Basically, the "wasted" points keeps the min-max formation composition under control and more in line with the background. You can still do the 1LR/1Razorback/1Rhino combo if you like, but you end up paying effectively a 25 point premium to get that highly optimized and non-traditional composition.


Wait...so because people will take extra Razorbacks, the problem is with the Land Raider, and its points must be adjusted accordingly? As opposed to say, lying with the Razorback rule that allows people to take extra Razorbacks in ways that make no sense?

You wanna explain that one again for me? Slowly?

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However, if there are multiple 5/10/15 point options then that goes out the window. You can effectively min-max all sorts of freakish formation compositions without fear of "wasting" points. Take your goony Dev transports. You can always make up the points on another formation.


Er...

Show me an example in the fluff of how Devastators use Land Raiders as transports at all. I'll wait. If anything's goony, it's them having the option.

Secondly, the Land Raider option could represent Land Raiders assigned to the Devastators as fire support. Meaning 'goony' options would be perfectly reasonable - the Land Raiders aren't intended to be the primary transport.

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 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 3:48 pm 
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Dammit. I'm really freakin' tired of learning new computer stuff. I've been pounded with software transitions at work, my productivity has dropped because of it, and now my posts on here keep vanishing.

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How is it any more "goony" than a Dev formation with a single Land Raider and two Razorbacks? Or three Razorbacks and a Rhino? How are such formations "freakish"?

You might see an MBT with mech infantry. You definitely see mech infantry with upgunned vehicles on the same chassis. An MBT + IFV + transport might be done on an ad hoc basis but it's not normal military doctrine to plan for it. It's driven by game rules and feels gamey.


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 4:36 pm 
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nealhunt wrote:
You might see an MBT with mech infantry. You definitely see mech infantry with upgunned vehicles on the same chassis. An MBT + IFV + transport might be done on an ad hoc basis but it's not normal military doctrine to plan for it. It's driven by game rules and feels gamey.


Which isn't stopped, if you take two formations of them. That's where I feel the argument falls down. All I see is being punished for trying to take a singular ad-hoc formation. But if it's part of your doctrine, and used in force, you don't suffer from it.

If it's the intent, why not make it "1 for 100, 2 for 175"? Gets the same desired effect, without the perceived abuse. Or only allow them to be purchased in pairs. 2 or 4 at 175pts a pair.

Personally, I think the Land Raider upgrade cost is heavily overpriced, but that's already been discussed.

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 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 7:16 pm 
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Hena wrote:
I don't think it's feasible. Most people don't have multiples of Attack Bikes to do that. Also the 5 point upgrades don't really make any sense. Overall I don't see it helping the basic list at all. Other Marine variants could make a separate Attack Bike formation for 175 if wanted.


I disagree entirely! I have lots of attack bikes, many people who played older additions and/or were around when you could order individual epic bits from GW may. Just because you and those you know don't have multiple attack bikes shouldn't be a reason to penalise those who do by retaining a status quo where more than one attack bike just isn't much good and they're rarely taken.

Really what is the great dislike of options like the suggested flexible 5pt upgrades? The Warhammer and W40k lists have costs as low 1-3 points and require more complex maths to tot up yet are mostly played by children. As mostly older more experienced epic players 5pt upgrades are no problem. We already have Land Speeder formations where 1-5 of them can freely upgrade at a cost per Typhoon so there's precedent of optional numbers of upgrades in the SM list. If the extra 5pts less price for a number of Attack Bikes means you get to fit a small something extra in to your army list you currently could then good - that's the point, not a problem.


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 8:04 pm 
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nealhunt wrote:
Quote:
How is it any more "goony" than a Dev formation with a single Land Raider and two Razorbacks? Or three Razorbacks and a Rhino? How are such formations "freakish"?

You might see an MBT with mech infantry. You definitely see mech infantry with upgunned vehicles on the same chassis. An MBT + IFV + transport might be done on an ad hoc basis but it's not normal military doctrine to plan for it. It's driven by game rules and feels gamey.

That may be true for real world military units buts it’s an extremely wrong way to view Space Marines – their doctrines and tactics make extensive use of ad-hoc vehicle formations and add on MBTs. Space Marines operating in most medium sized campaigns commit a company of 100 or so elite infantry with many and various tanks in support of them.

Forge World Imperial Armour II is the most indepth and extensive source on Space Marines, with loads of excellent background, art, photos, plans and sample attacks and formationa and it comes from people who know a lot about real world warfare and are happy to get more of that in rather than the cartoony, herohammer, sell more toys to kids vibe the W40k marine codex more has. IA II has 7 pages of diagrams of sample Space Marine formations attacking enemy positions with explanatory notes. Of the 7 diagrams 6 of them involve attached Land Raiders leading the way to protect the more vulnerable Rhinos and other tanks behind. To quote: “Space Marines commonly use combined arms and ad-hoc formations. The heaviest armour (a single Land Raider in the diagram) leads the way, covering the opposite sides of the street, with the supporting Vindicator ready to instantly follow up a lead unit’s fire with its own shell. Rhinos are protected behind the lead units.” Later diagrams show and say similar things. If any of you haven’t seen the Forge World books then you’re missing out and really should; they’re by far the best thing GW has ever produced (with the possible exception of the original Realm of Chaos books) and hey this is the internet, they can be found.

I don’t think the fact that Devestators can have an attached Land Raider or two is a problem, I think one of the (sadly many) problems with the core marine list is in fact that Tacticals (and Veterans which are forced to count as Tacticals) cannot, when they too have every right to and it might make the uner-used mechanised armoured advances in epic more feasible in the way the background presents them. Quirkily Black Templars does allow Land Raiders to be added to Tactical formations and, to my knowledge, hasn’t led to any problems.


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Fri Apr 16, 2010 9:38 pm 
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GlynG wrote:
Really what is the great dislike of options like the suggested flexible 5pt upgrades?
...
If the extra 5pts less price for a number of Attack Bikes means you get to fit a small something extra in to your army list you currently could then good - that's the point, not a problem.

Why do you want a 5-point upgrade? Can you honestly say you think that it's possible to tell the difference 5 points makes in a 3000 point game? Do you well and truly believe that the small something you're going to fit into the army list because of a handful of 5-point increments will make a difference in the way the army plays?

No, of course not.

The real reason people like micro-upgrades has nothing to do with game balance. It is so they feel like they are not "wasting" anything because they came in 10 or 15 points under. However, adding smaller increments doesn't fix that pressure. It just changes the scale. There's still psychological pressure on people to examine and tweak and re-tweak lists to get as close to that magical point total as possible.

And no, you can't just say "well don't worry about once it's close enough." The human brain doesn't work that way. As long as there is the perception of any sort of waste, the psychological pressure is there to fix it in some way. If there was a way to say "good enough" we could just say 25-point increments were good enough and this conversation wouldn't be happening.


At some point you just have to make a limit to what you're going to do. I don't think there is a magical absolute number on the lower point limit and a range of values can work but I'm of the mind that 25 points is definitely reasonable and 5 points is definitely not.


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Sat Apr 17, 2010 12:34 am 
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I feel some people are getting a little off topic. Can we get back to the possible costing of 5 Attack bikes for 175pts.

>:D


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Sat Apr 17, 2010 1:13 am 
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You feel two-thirds of the ERC showing up and saying that it'll never happen and then people arguing their reasons isn't relevant, Blish?

'Cause I'd have to disagree.

I'd say the obvious option is to make the Attack Bike upgrade give you five points back, myself... :P

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 Post subject: Re: [Units] Attack Bikes
PostPosted: Sat Apr 17, 2010 12:00 pm 
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There appears to be a divide between a psychological aspect and a somewhat hard calculation.

Psychologically we believe the attack bike is underpowered and is not worth a free swap from a bike in most cases (At least beyond 1 attack bike). However the points difference we are talking about (~5pts) really is insignificant as a part of the whole.

Would an entire army of 5 Attack bike formations for 175pts instead of 200pts really be a problem. Assuming you took only attack bikes it's an extra 10 at 3000pts (85 vs 75).

Personally I think just make it Mounted Inf, free upgrade.


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Sat Apr 17, 2010 12:31 pm 
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Here's my view of what the formation is worth:

5 Attack Bikes - 175pts
4 Attack Bikes and 1 Bike - 170pts
3 Attack Bikes and 2 Bikes - 170pts
2 Attack Bikes and 3 Bikes - 185pts
1 Attack Bike and 4 Bikes - 200pts
5 Bikes - 195pts


So basically, there are a couple of sweet spots where you can have useful formations, and several spots that are much less worthwhile.

Who'd take 3 Attack Bikes and 2 Bike units for 200pts? Due to lack of a clear role, even the (Still not worth 200pts) 5x Attack Bike formation is better than that.

===============================

And by all means, new lists can start using Attack Bike formations (5 AB's for 175pts). That'd be cool.

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 Post subject: Re: [Units] Attack Bikes
PostPosted: Sun Apr 18, 2010 3:44 pm 
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I think the original problem was one of transport and the obnoxious need to have a LV in a squad of mounted infantry. Let's get back to that.

As I see it, the most elegant solution is to simply make them mounted infantry. Yes, there is only one per stand, but since there are two "models" in the bike, I think that can squeeze through. This leaves the rest of the rules alone and doesn't mess with game balance nearly as much.

The issue of transport - if you're only talking one attack bike being a "stand", I see no reason it should need to be more than a single unit for transport purposes. I'd certainly say one attack bike would take up less space than three regular bikes.

KISS.


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Sun Apr 18, 2010 5:28 pm 
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ChrisLS wrote:
As I see it, the most elegant solution is to simply make them mounted infantry. Yes, there is only one per stand, but since there are two "models" in the bike, I think that can squeeze through. This leaves the rest of the rules alone and doesn't mess with game balance nearly as much.


This is a nice way of looking at it that cleans up the problems in numbers on a stand.


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 Post subject: Re: [Units] Attack Bikes
PostPosted: Mon Apr 19, 2010 1:17 pm 
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A fluffy formation would be 6 units consisting of 4 Bike units (with 3 Bikes per stand) and 2 AttackBike units* (with 1 AttackBike and 2 Bikes per stand).

Thats a "Task Force" of 2 full strength Space Marine Bike Squadrons. It is true to fluff and a good formation in the game. Costi would say 200 or 225pts.

* as Speed 35cm and Mounted Infantry

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