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Tunneller - Rework, rework, rework.

 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sat Dec 04, 2010 11:43 pm 
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IMO, there is nothing to state that everything needs a 'CON'.

Seeing it is so limited to certain lists - 3(Tyranid variants count as just 1, Squats being the other and then maybe an Imp Guard Hellbore list), why not just have the rule function as all Pro within the restrictions of the rule Morgan placed forward?

What is the real issue people see with balance?

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sat Dec 04, 2010 11:44 pm 
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Moscovian wrote:
What is certain is that we need to continue to hammer at it. I'm still iffy on a turn 1 arrival along with the turn 2 opponent's side arrival. Let's take a look at some of the special ways units arrive, pro's and cons.

Tunneler Pro - can arrive anywhere on board. Turn arrival is not disclosed. Not subject to fire while underground. Can activate optimally within that turn.
Tunneler Con - limited to turn 2+. Locked to a predetermined location. Subject to fire at beginning of turn 1. Location limited to turn 2/turn 3 my half/your half rule.

I didn't really know what the outcome was going to be when I started writing this post but the observations are pretty interesting. All four special arrivals have roughly equal pro's and cons, depending on how you weight them.

That depends on a lot of factors, but the closest similar analogy to the Tunneler is the Planetfall. And besides the rare "I drop my whole army", Slow and Steady ships don't seem to be taken. That was my biggest issue with the Turn 2/3 issue. I consider that penalty the harshest of all.

Moscovian wrote:
What strikes me as interesting about Morgan's changes is that they take away three of the Cons for tunneling, which IMO would make it the best special arrival rule in the entire game of Epic.

I'm curious what three you are referring to. The official rules, and the Dave rules and mine, both have locked predetermined positions, neither are subject to fire on Turn 1 (that's a potential thing with carriages, that doesn't yet exist AFAIK), and has location limited by turn arrival. The only real differences are how early it can deploy, and that it's as an activation, not at start of turn. That might come across as "out there". But as is stated in the first line of my rule, it's simply Free Planetfall, with restrictions. Initial design had me shifting through a whole bunch of concepts, and then I went with the NetEA principle of not reinventing the horse when something already existed.

Moscovian wrote:
I'm thinking the reason why you don't see tunneling more often is because there are a relatively small number of armies that tunnel, not that the rule is inherently flawed. We can still poke at this but I am becoming less convinced that the Morgan changes need to be implemented.

I'm all for dropping my rule, if an adequate system is introduced. But at the moment, the 'secret turn' of the Tunnelers is overstated (it's not going to be Turn 1 or 4, and unless you've rushed forward, start of Turn 2 won't be detrimental, and so you only have to worry about Turn 3.

Given the nature of the activation system, having a single or multiple formations locked up until Turn 3, meant I never considered using more than a minimum Blitz grab (and often not), and even then, not without extensive discounts. The value of formations needs to be factored in over several turns, and Tunnelers as written, tend to only be worth a single turn.

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 12:59 am 
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As usual I didn't specify my point on a WE drop pod: IE a WE drop pod that 'moves' after it has hit the ground like a Hellbore would. An Ork ROk becomes a static fort, basically, after it is on the ground. Maybe a bastion would be a better word.

I'll post more later on the entire issue as I get a chance to 'dig into it' (Joke intended).

Now where is my shovel

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 3:41 am 
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Well, WE tunnelers we don't really need to worry about because of the transport mechanic for WEs. It's only the termites where we run into problems (thus the disposable rule is very convenient for separating from them).

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 10:55 am 
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This is my fault Moscovian I am obviously not being clear, so I'll give it another shot. Or maybe I am being clear and I am missing your point. ::)

Yes, there is a mechanic for WE transports, and yes the Termites and Moles would follow a different rule, IE Expendable in this case. The problem is we end up with the rule being 'special' for the WE transport (Hellbore in this case) beyond expendable. this puts them in a position of being different beyond the scope of the expendable rule for all the other tunnelers. Even further beyond the rules for WE transport via drop pods of the Ork Roks since the Hellbore can move after deployment.

Ok so this puts the Hellbore in the unique position of being very different then the Rok WE as drop pod, and the moles/termites via expendable.

The question then becomes do we want the Hellbore to be unique in the 'tunnelers as expendable' being able to continue in action on the table and not be expendable?

My ideas are to either twist the fluff to allow the Hellbore to go beyond the expendable rule, or twist the rule, give the Hellbore, and its lesser friends, an emergence shot before they disappear.

If we allow the Hellbore to continue on the table (not expendable) then are we not creating a special ability for certain armies (Squat) that is different then other armies tunneler rules? Is this acceptable to the rest of the players?

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 10:58 am 
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ooops double post sorry

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 4:49 pm 
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jaldon454 wrote:
The problem is we end up with the rule being 'special' for the WE transport (Hellbore in this case) beyond expendable. this puts them in a position of being different beyond the scope of the expendable rule for all the other tunnelers... 'tunnelers as expendable'...

Jaldon, I think you have misunderstood my suggestion. Tunnelers in general would have no special expendable status. There's no link between the two rules.

Termites and Moles being expendable is unit-specific, not because they are Tunnelers. The purpose is to give the units value on the board while not hamstringing the formation overall. It's a possible solution to the specific situation they are in. Again, it's not something that should be inherent to the Tunneler rule.

Therefore, the Hellbore not being Expendable isn't some sort of special exception. Once the Hellbore surfaces, WE rules apply. If the troops dismount as part of the surfacing, it's a separate formation. If they stay loaded, then it's a loaded WE transport. All normal rules. No exceptions.


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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 5:26 pm 
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Thanks Neal for clearing it up, I was missing your point


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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 8:36 pm 
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Moscovian wrote:

Tunneler Pro - can arrive anywhere on board. Turn arrival is not disclosed. Not subject to fire while underground. Can activate optimally within that turn.
Tunneler Con - limited to turn 2+. Locked to a predetermined location. Subject to fire at beginning of turn 1. Location limited to turn 2/turn 3 my half/your half rule.


Theres something I'm not too sure about with the current tunneller rule that is picked up here, when are tunnellers able to be shot at (noting that I've only got the rules pdf and going off the tyranid 9.2.1 reprint).

Are tunnellers set up like spacecraft and only appear on the board on the turn when they arrive (makes sense for Trygons but not Moles) or are they set up on the board edge and are targettable? If they are on the board and targettable then when or how do they end up underground (the Tyranid 9.2.1 reprint of the rule doesn't have an activation clause to put them underground like the Demiurg 4.0 rule)?

Just to throw something radical out there. Tunnellers are deployed normally, once per game with an activation they can go underground and travel a certain distance per turn underground before surfacing (WE get a larger travel distance). On the turn they surface they get an activation as normal (maybe a bit too much wheel reinvention).


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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Sun Dec 05, 2010 9:58 pm 
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I feel we are getting sidetracked (gazzumped) by the whole expendable rule. That is a minor side issue comparred to what this thread was started for.

Now that Morgan tackled the initial Pros and Cons, what is the hesitation towards his rule now?

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Mon Dec 06, 2010 1:20 am 
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frogbear wrote:
I feel we are getting sidetracked (gazzumped) by the whole expendable rule. That is a minor side issue comparred to what this thread was started for.

Now that Morgan tackled the initial Pros and Cons, what is the hesitation towards his rule now?


Really? I think everyone was about as clear as they possibly could be without being rude. The ideas are being shunned with some very well spelled out justifications. Just go back and read pages 1-4.

However, I think your comments made it clear that we need to start a new thread to avoid stepping on your toes.

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Mon Dec 06, 2010 1:58 am 
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Really?

All I see are people staying to the one rule because they are not clear on what is being suggested - mainly due to either other discussions or plain apathy (as suggested earlier).

It just feels that people wish to stick to the dogma of the times and not even consider why the rule is hardly ever seen played. To bury the head in the sand and talk around the issue is not really going to see a resolution - perhaps this is the underlying goal of the opposition?

Why not consider the changes with a range of playtests? Will it really interfere with the designated publication? Is that the alterior motive for such a rule not being considerred? I have to ask as it is a relevant perception.

I do not think it is a case of over-wieghted majority not wanting a change. I believe it is merely a rule that either people would not use by not playing the lists in question, or due to it's "slow and steady" nature. The lack of playtesting is hard, yet the face of a small opposition just appears to be very monotone, especially in their refusal to even consider the rule as a viable option to a game that has evolved over the last 2 years.

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Mon Dec 06, 2010 7:27 am 
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Quote:
It just feels that people wish to stick to the dogma of the times and not even consider why the rule is hardly ever seen played. To bury the head in the sand and talk around the issue is not really going to see a resolution - perhaps this is the underlying goal of the opposition?


Maybe hardly ever seen played in your world, but we have been using it a lot, and effectively. So I doubt we have our heads buried in the sand.

In any case I agree with Moscovian so I have started a Xenos exclusive debate on the Tunneller rule as he has requested, and I agree with him it is needed so as not to 'hijack' this thread.

Personally, like Moscovian, I had thought the debate was going well, I guess we are just a bunch of stick in the mud dullards, or old farts if one prefers ;)

Jaldon

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Mon Dec 06, 2010 8:40 am 
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Would those games be playtest games for the upcoming supplement - purposely played to help balance the list and justify the army?

If so, it is by far not a representative of the tunneller rule against the benefits of Morgan's rule. Essentially saying "we" as a playgroup is burying ones head in the sand.

I still bring it back to playtests world wide - where is the Tunneller rule used widely? Would not Morgan's idea encourage it to be used just as much as any other of the 'table appearance' rules already widely used? Would it not gain parity with those others as a viable tactic to use.

Currently I see it as a gimmick rather that a strategic tactical rule.

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 Post subject: Re: Tunneller - Rework, rework, rework.
PostPosted: Tue Dec 07, 2010 5:39 am 
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Quote:
Would those games be playtest games for the upcoming supplement - purposely played to help balance the list and justify the army?


I do believe that the entire intenet of the upcoming supplement is to produce a balanced list, why you needed to add the 'justify the army comment' is obvious and a flame war I will not provide you with.

Quote:
If so, it is by far not a representative of the tunneller rule against the benefits of Morgan's rule. Essentially saying "we" as a playgroup is burying ones head in the sand.


We as a play group does represent a world wide group, the people I have sent the upcoming Squat list to, and gotten feedback from, ARE world wide. Yes hand picked by me BECAUSE they represent people whose opinions I both respect and trust.

Quote:
I still bring it back to playtests world wide - where is the Tunneller rule used widely? Would not Morgan's idea encourage it to be used just as much as any other of the 'table appearance' rules already widely used? Would it not gain parity with those others as a viable tactic to use.


Morgan has already stated clearly that his Squat list is purely an 'in house' idea that he wishes to take no further then that. I have no problem with him wishing to do so. You seem to be having some difficulty accepting his wishes in this, I do not. We, those at least involved in the project, do not wish to pursue the direction Morgan has chosen because we feel no need to 're-invent the wheel' as he has.

In an effort to not interfere with Morgan's list we have respectively seperated our version of the tunneller rules from this thread to allow Morgan, and his friends, to continue the discussion without our intereference. It seems to be the most logical and respectful thing to do as his pursuit is an 'in house' venture and ours is a more world wide venture.

Quote:
Currently I see it as a gimmick rather that a strategic tactical rule.


It has many tactical, operational, and strategic uses on the gaming table, it is not my fault you are failing to see them. Maybe you should look deeper into its possible military implications to devine what you may be missing. Also by your definition of 'gimmick' most Macro-Weapons would fall into the category of a 'gimmick'. Because of this should we consider changing the MW rules?

Frogbear allow Morgan to continue his 'In House list' without our interference, and allow us the same defference to pursue our project.

Jaldon

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