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Emperor's Children Development - Updated List 14 June 2010

 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Fri Jun 18, 2010 12:42 pm 
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Guesswork

vs. Banelord

1. The Excruciator and the Hellstrike Cannon could be argued to cancel each other out
2. The Tormentor could be comparrable to the Doomfist Shooting + Tail Weapon shot
3. The Energy Whip loses out to the Doomfist Assault
4. At a guess, the Psi-Pulse loses out to the Havoc Missile Rack (Psi Pulse needs WE targets to be effective)

This still leave the Banelord with +2A FF from the Battlehead, +1DC (and therefore CC or FF attack), and better Critical. This combined with the fact that I rate two of its weapons superior (points 3 & 4 above), I cannot see how the Painlord is the same point costing.

I could add a Battlehead to the Painlord, however that still leaves it under-gunned, and outclassed.

Does anyone else have either, any alternate views, or maybe suggestions other than a points decrease for the Painlord?

Am I missing something?

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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Fri Jun 18, 2010 3:31 pm 
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**LONG POST**

frogbear wrote:
Am I missing something?

I think you are.

Quote:
1. The Excruciator and the Hellstrike Cannon could be argued to cancel each other out
2. The Tormentor could be comparrable to the Doomfist Shooting + Tail Weapon shot

Fair enough.

Quote:
3. The Energy Whip loses out to the Doomfist Assault

Since the CC weapons are primarily defensive, this is a minor consideration. However, I think your assessment is wrong. The Doomfist is a little bit better than the Energy whip against RA opponents and a lot better against WEs. Against other targets the Energy Whip is better, even accounting for lower CC. With the higher speed the Painlord has a marginally better chance to use it offensively if that's beneficial. These are pretty balanced.

Obviously, the Banelord's extra DC and better CC makes the chassis better in CC overall.

Quote:
4. At a guess, the Psi-Pulse loses out to the Havoc Missile Rack (Psi Pulse needs WE targets to be effective)

Overall, I agree.

These are both specialty weapons, so it's hard to do any sort of direct comparison. The Havoc rack doesn't look like a specialty at first, but they are. It has a couple substantial drawbacks. It's the only weapon that can fire Indirect, so using that ability negates the rest of the unit's firepower and movement for the turn. If you fire it with the Hellstrike, you lose the Hellstrike's MW. This makes it basically a "stand and guard" weapon. There's going to be some 'wasted' ability regardless of what you do. Still, though, I think it's notably better than the Psi-Pulse.

Quote:
This still leave the Banelord with +2A FF from the Battlehead, +1DC (and therefore CC or FF attack)

Despite the extra attacks and higher DC, the Painlord's FF is still ~15% better due to Painlord's much superior FF value (2+ v 4+). I think the FF makes up for most of the lack of firepower in the Psi-Pulse v Havoc comparison.

On overall firepower, I'd put the Banelord only modestly head of the Painlord. Probably 10% or less.


As far as durability...

The Banelord has 8 DC v 7. However, both have the same shields and that reduces the discrepancy somewhat.

The Banelord CC gives it better defense against CC assaults. The exception would be a suicide run where the enemy plans to lose the assault and just wants to inflict damage.

Quote:
and better Critical.

Like the CC weapons, I think this is relatively minor and the discrepancy isn't very much, assuming you're planning to stick with the "extra BM" critical.

Ballpark, I'd put the durability difference at 10% or a bit more.


The Painlord is 33% faster, which is a substantial difference. Speed is not as important as raw toughness or firepower, but it goes a long way towards maximizing both. Generally, I judge a speed differential at 1/3 to 1/2 the value when I am comparing, so that would be roughly a 15% benefit to the Painlord.

Just raw number crunching with the square root rule would show that they are within a few % difference: SQRT(1.1*1.1/1.15) - 1.026, or 2.6%. You're only looking at 25 points or so, which is definitely more error than is in this rough comparison.

Thinking about the titans in the game in general terms....

The Banelord is a very good defensive piece. It's tough and its special resistance to CC assaults makes it very difficult to shift. It has the option of firing indirect and doing some decent damage for 2 turns. This makes it an ideal for an objective guard and it is often used as a Blitz guard.

The Painlord is not as tough and is a bit outgunned. However, it's speed and the lack of the Havoc "anchor" if it wants to use its maximum firepower means that it is a lot more strategically flexible than the Banelord. It's more of a "team player." For example, +10cm move and better FF makes its double/shoot/support maneuver vastly more utilitarian than the Banelord's.

So with a more abstract view as a sanity check, that still looks pretty close.

=====

Since the Painlord is lighter and faster, you could go on to compare it to Reaver-class titans. I realize that the Ravager is sometimes considered underpowered, but compared to the Ravager, the Painlord still looks quite strong.

Same speed.

For durability:
Same armor. Higher DC, more shields, TRA, better CC and better crit.
~15% better

On the weapons:
PsiPulse = Doomburner
Tormentor = 1 Deathstorm + tail
Excruciator is vastly better than the other Death Storm, about 50%
FF is almost 50% better.
~25% better

Applying the square root rule to it... SQRT(1.15*1.25) = ~1.2x as good as the Ravager = ~780.

So, again, you're looking at something in the range of a 25 point difference from its current value.

=====

I'm willing to bet that if you compared it to comparable chassis-up builds in AMTL that you'd continue to come out in that same range.

=====

If you want to drop the Painlord to 775 that's not out of line but for a playtesting start I think you could leave it as-is at 800. I definitely would not drop it below 775 unless and until there is a substantial body of playtest evidence that shows it is substantially underperforming.


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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Fri Jun 18, 2010 3:32 pm 
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duplicate post deleted


Last edited by nealhunt on Fri Jun 18, 2010 3:54 pm, edited 1 time in total.

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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Fri Jun 18, 2010 3:37 pm 
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And since I haven't posted it for a while and you might not know what I'm talking about...

The Square Root Rule

The Square Root Rule is an axiom of military planning that says that doubling the firepower of a unit does not double the effectiveness of a unit because the same amount of damage can still take it out of commission. It improves the unit by roughly the square root of 2. The reverse is true for making something twice as tough - it only puts the same amount of fire downrange. In order for it to be twice as effective, it would need to be twice as shooty and twice as tough.

This has obvious implications for point-based systems and if you examine units in established armies, you will find they stick pretty closely to this kind of formula. It's only a guide and should never trump playtesting, but it works remarkably well for setting initial values and providing a sniff test when something appears off.


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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Fri Jun 18, 2010 9:25 pm 
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Thanks Neal. That is a very good assessment and I appreciate the time taken to run the numbers.

My initial gut feel was for 775 points, yet I think I will just leave it at 800 for the play test period based on your summations.

I still do have a concern over the D3 BM on a critical, yet I guess this is going to be a rare occurance at best so no need to change it.

I have no understanding of that Square Root Rule, yet I now know where to come when I need the numbers run :)

Regards...

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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Sun Jun 20, 2010 1:37 am 
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I am looking to close this off soon.

- I have updated the current initiative rule to effect Daemon Engines (excluding War Engines)

The list is ready to close off for a freeze period. I am going to wait for the World Eaters to keep the versions consistent. So with no further 'across the lists' changes being advised, this list will be finalised within 48 hours.

Cheers...

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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Mon Jun 21, 2010 6:37 pm 
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Not sure if i have missed it anywhere,but why is there an asterix next to the painlords walker specila rule????


cheers
matt


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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Mon Jun 21, 2010 9:35 pm 
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mattausten86 wrote:
Not sure if i have missed it anywhere,but why is there an asterix next to the painlords walker specila rule????


I think it was to place the walker rule at the bottom of the reference sheet as more than one unit share the rule where Titans can walk over things below their knees. It was to save room on that page rather than waste lines that I did not have.

I will look at that tonight

Cheers dude

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 Post subject: Re: Emperor's Children Development - Updated List 14 June 20
PostPosted: Tue Jun 22, 2010 10:16 am 
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Hi all

I am removing links from this thread and moving everything over to the V3.4 finished list linked here: viewtopic.php?f=82&t=18600

Regards...

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