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[Units] Increased Scorpion EOV Rate of Fire Playtesting

 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Tue Sep 28, 2010 5:51 pm 
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You change your mind more often than my wife changes dresses on date night. ;) I've been a fairly consistent Eldar player and those Scorpions regularly find their way into my lists. I think this is coming down to preference, not playability.


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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Wed Sep 29, 2010 3:08 am 
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Chroma wrote:
The_Real_Chris wrote:
The thing is, with the old pulse rules the Scorpion had a very good chance of getting 3 shots.


and now you're saying we should give them a 100% chance of getting 3 shots?

yes, once upon a time it was so. if the pulse rule was dropped because of how amazingly good it was, then why would using it as an example be a good reason to bring back an even more powerful version of it?

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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Wed Sep 29, 2010 3:33 am 
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Jaggedtoothgrin wrote:
yes, once upon a time it was so. if the pulse rule was dropped because of how amazingly good it was, then why would using it as an example be a good reason to bring back an even more powerful version of it?

It wasn't dropped because of how amazingly good it was, it was dropped because it led to very un-Eldar styles of play. The old pulse encouraged Eldar to stand their ground and sustain fire, to maximize firepower, instead of hit-and-running around trying to avoid the enemy. It produced an "out of character" style of play, so it was changed to "2 x" shots for more reliability with mobile play.

And, as Eldar Army Champion, I'm asking for *playtesting* of a change in stats to see how they work in practice; if you have no desire to playtest, this will have no effect on you.

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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Sat Oct 02, 2010 4:17 pm 
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From my experience with them i use scorpions all the time and find them fairly priced, in all my games the only thingi have ever thought is why is the range not longer ? other than that 2 x 2+ MW is pertty sweet and has good target options against many armies.

3 x any shots is to much, additional aa / at/ ap weapon is rather moot as more often than not it will never get used.

Giving it increased range offers it even more of a sniper based role and the option to double up and pick off targets of choice.

If any of the EoV's need attention because they are hardly ever played with i would look at the Cobra personally, its a choice i never take because it just seems to not fill its intended role and more often than not ends up a smoking pile or metal before it has any real game use.

Just my 2 cents.

Tim NZ


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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Mon Oct 04, 2010 5:39 pm 
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I will be play testing out the Scorpion ROF this week with a long time gaming buddy. The test will be between Eldar/Ork, Eldar/Marine, Eldar/AMTL and Eldar/IG. Only 2000 pts as to speed up the testing process and get as many games in as we can.

He's got more Epic armies than GOD, so this should be quite interesting. I'm hoping we can actually get all the games in this week, but between having kids and on call jobs, we'll be lucky to do half the games.

My personal thought on all this though are that the pulse rule should have been replaced with better stats for bigger guns, I.E. Titan weapons like the Plasma Blastgun 2x, Plasma Cannon 3x, Plasma Destructor 4x or IG's Griffon 1BP, then the Bombard 2BP...etc., etc.

I'd even make the suggestion as to modify the Pulse rule as 2x regular fire or 3x on sustained fire...Oh well, hopefully I'll have the first reports in by Wednesday...


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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Thu Oct 07, 2010 7:43 pm 
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I use Scorpions more than any other SHT. I don't play Biel Tan so never get to play with the Night Spinner. I also haven't gotten much utility from the Storm Serpent, so yea, Scorpion it is for me.

I don't think the range is an issue. That's what a double move is for. 3x 2+ will allow me to double fearlessly. 3x 3+ might make me think a bit more, it I almost certainly would still do it.

I almost never sustain as I hide my tanks as religiously as possible, and you can't pop up on sustain. I will, however, sustain mid game if I feel the 2 hits will eliminate a major threat with little risk to my own tank. There is nothing unfluffy about that, I think. The whole point of move-and-shoot is to eliminate or reduce risk. Sometimes blowing something out of the water can accomplish this just as well, even if you aren't moving at 100 miles an hour while you do it!

I have a game tomorrow that I don't feel is the right venue for a playtest (player getting back into the game after years away) but will try one of the changes the next time out.


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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Wed Oct 20, 2010 12:09 am 
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I place a Scorpion in with 2 Cobras in our huge games. This allows at least some firepower to be dished out on their way into the fight. More often than not it serves as ablative armor for the Cobras... Its gun is not comparable to a Volcano Cannon.

I'll watch in this upcoming game for opportunities to try the 3x 3+ and make the rolls after the normal rolls to see if/how it would make a difference.

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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Sat Oct 23, 2010 9:13 pm 
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I quote myself from the other post:

Quote:
Just a thought:
If giving Scorpion 3 shots (or giving more shots to any given unit) promotes sustaining, and that goes against eldar way to fight and tactics, why not leaving them with 2 shots but with firepower MW1+, that would promote doubling and hit and run tactics instead of sustaining.



2 x MW 1+ would benefit doubling, and wouldn´t promote sustaining at all.

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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Mon Oct 25, 2010 1:11 am 
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- - except that there is a design principle that throwing a '1' is always a miss, which is why there are no 1+ weapons. :)


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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Mon Oct 25, 2010 1:15 am 
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Ginger wrote:
- - except that there is a design principle that throwing a '1' is always a miss, which is why there are no 1+ weapons. :)


So the point is that a 1+ weapon is effectively a 2+ weapon without penalty for doubling, which is pretty eldar.

What's less eldar is that it effectively ignores cover on the advance.

Also, as Ginger says, 1+ weapons just aren't done in epic.


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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Mon Oct 25, 2010 1:31 am 
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these following ideas are pure random thoughts after a night of painting and no sleep and are jsut spitballing really.

seems the main focus is ont he weapon change of some kind, what about alternate options to make it more appealing ?

- +1 Dc ?
- 4+ RA ?
- +5 Cm move ?
- Fearless ?
- Reduced crit effect , maybe jsut a extra damage?

my vote still sits for increased to 75cm range , but if nothing changes ill still use them, they are for me my most used EoV.


End of tired randomness :)


Tim NZ


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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Mon Oct 25, 2010 4:00 am 
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zombocom wrote:
Ginger wrote:
- - except that there is a design principle that throwing a '1' is always a miss, which is why there are no 1+ weapons. :)


So the point is that a 1+ weapon is effectively a 2+ weapon without penalty for doubling, which is pretty eldar.

What's less eldar is that it effectively ignores cover on the advance.

Also, as Ginger says, 1+ weapons just aren't done in epic.


1+ hasn't been done, but given that 1's are always a miss, there's no reason not to. The point about advancing does niggle, and I feel there should be a way around it without a special rule that just says Scorpions ignore the -1 to shoothing on the Double. Hmmm...

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 Post subject: Re: [Units] Increased Scorpion EOV Rate of Fire Playtesting
PostPosted: Mon Oct 25, 2010 8:16 pm 
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Played a game last week with a Scorpion. I got to fire the thing once before it was gobbled up by Space Marines, but the 3 shots would have made a marginal difference in the game. It would have wiped out a formation of Land Speeders, instead of reducing them to a single stand by the end of the game.

The effect of that is hard to say on the game itself though. My opponent didn't throw a single die roll under '3' for the entirety of Turn Two. My guess is I would have still lost, but by points instead of objectives.

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