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For Elysia! The Elysian Drop Troop Regiment v3.x

 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Wed Jun 22, 2011 4:15 pm 
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You're thinking an unlimited Support formation?
(also, it should be called a mortar battery or something. Mortars wouldn't really be labelled as artillery.)


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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Wed Jun 22, 2011 4:45 pm 
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Yes, as a support formation it would compete for slots with other valuable formations and you would not see more than 1-2 formations in an army.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Wed Jun 22, 2011 6:19 pm 
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Mortar Company, 0-1 Core Formation, 275 points, or is 250 more appropriate?
1 Commander, 3 Drop Troops, 4 Mortars.


Regarding comments on the mortars, sooner is better.


I'll try not to be too snarky here, but when I ask for comments, that's an indication that I would like some feedback, probably before I make a change.

What did you think I was doing?

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Wed Jun 22, 2011 6:37 pm 
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What did you think I was doing?

Well right now, you're acting hurt and attacking me, instead of discussing my issue with your army list.

I already raised my issue with the formation being 0-1, but I didn't realise you also wanted it to be a core formation. Sorry I missed that.


For clarity, my current issues with the list:


1 - Mortar core formation. I don't like it, and think there should be a mortar support formation instead. I don't especially like that it has normal infantry units mixed into it either.

2 - Iron Discipline rule. I've never liked it. I think it's obviously overpowered, and worse removes a level of tactics from the game.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Thu Jun 23, 2011 2:39 am 
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Hurt? Fiddlesticks!

I did Tau, this is nothing. ;D

No, what I was commenting on is that I don't have a lot of spare time at the moment and I need to be as productive as possible with what I have. I am attempting to be as responsive as I can as well.

Hence the request for information.

And for the record, I don't have feelings either way on the Mortars, I thought I was interpreting the proposal correctly, but admit that I could have gotten it wrong.

My intention was to provide limited artillery capability without allowing for an artillery park. If it was a support formation it would have to contend with other choices, however there would be the possibility of spamming it. Would it make sense to do that? No, but then we'd be assuming that everyone approaches their hobby logically.

As the list has already been forwarded to a tournament organizer and there will be at least one person playing the list, I will leave it as is for awhile and the issue can be evaluated later. It certainly is not likely to break the list as is.

Iron Discipline: I shall respectfully disagree with your position. I have played and know of others who have played many games and to date, this has never come up as an issue with the list. It fills a need in providing small formations a limited ability to try and hang around long enough to get killed to the last man without doing the whole fearless thing...which I have no intention ever entertaining.

If it is truly broken, then playtesting will demonstrate this. Until then, I will stay as is to be evaluated through testing.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Thu Jun 23, 2011 10:50 am 
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Well you've made two of the three core companies 0-1 choices. It reminds me too much of the steps that were taken in creating the old (Official) Chaos Marines army list (Which was just a mess).

I'll be switching from playtesting the Cadians over to Elysians soon (Just as soon as I've put together enough troops), and will look to demonstrate the flaws I reckon I can see in the Iron Discipline rule.

It's probably worth noting that instead of your Iron Discipline rule, the Cadian list is using a similar rule named "Elite", which is just a flat +1 bonus to rallying. This I view as a better rule because it doesn't effectively remove a layer of tactical choice from the game (Putting your broken units near the enemy to hinder their rallying at the cost of a worse chance to rally your own units). I view your ID rule's sanding down of the game's tactical complexity as a more important issue than its possible effect on game balance.

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My intention was to provide limited artillery capability without allowing for an artillery park. If it was a support formation it would have to contend with other choices, however there would be the possibility of spamming it.

I don't actually see anything wrong with that possibility. It's not like people are actually going to take more than 2-3 formations of them. It's like artillery being available as support formations in the Marine and Steel Legion lists... few people actually go the whole hog and make artillery regiment armies (And if they do, then what's so bad about that?).
Mortars are very commonly mentioned in the Elysian stories IIRC.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Thu Jun 23, 2011 7:07 pm 
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Well you've made two of the three core companies 0-1 choices. It reminds me too much of the steps that were taken in creating the old (Official) Chaos Marines army list (Which was just a mess).


Ok, your opinion is noted. This is your preference for how to present the information. However, there are now only three choices (there were only two before) and over such a limited palette, it shouldn't be too confusing. Perhaps it's not the most elegant way of handling it, but it will work.

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I'll be switching from playtesting the Cadians over to Elysians soon (Just as soon as I've put together enough troops), and will look to demonstrate the flaws I reckon I can see in the Iron Discipline rule.


I'm in no way going to suggest how you should play test, but it seems to me that you just said, "I don't like this rule and I'm going to prove to you that it's bad". This infers that you are predisposed to finding fault vs. "I'm going to play some games and see what effect the rule had on the results of the game."

Quote:
It's probably worth noting that instead of your Iron Discipline rule, the Cadian list is using a similar rule named "Elite", which is just a flat +1 bonus to rallying. This I view as a better rule because it doesn't effectively remove a layer of tactical choice from the game (Putting your broken units near the enemy to hinder their rallying at the cost of a worse chance to rally your own units). I view your ID rule's sanding down of the game's tactical complexity as a more important issue than its possible effect on game balance.


The challenge I have with the Cadian rule is that it doesn't model the behaviour that I am seeking, which is, the ability to regroup (for lack of a better term) after a beating, in close proximity of the enemy and sustain combat operations. My intent is not just to show that they are elite, but to model that behaviour that allows them to hang in there.

Quote:
I don't actually see anything wrong with that possibility. It's not like people are actually going to take more than 2-3 formations of them. It's like artillery being available as support formations in the Marine and Steel Legion lists... few people actually go the whole hog and make artillery regiment armies (And if they do, then what's so bad about that?).


Well, I think it's a little premature to say what others may or may not do with the capability. It has only just recently been added. We'll see what comes out of testing.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 24, 2011 12:48 am 
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I'm in no way going to suggest how you should play test, but it seems to me that you just said, "I don't like this rule and I'm going to prove to you that it's bad". This infers that you are predisposed to finding fault vs. "I'm going to play some games and see what effect the rule had on the results of the game."

Nope, I'm going to go all out and try and make the game unfair to my opponent by using this rule.
If I can't do that, then the rule will be ok. If I can, then the rule is unfair (and worse, tactics-free).

To use your favourite software analogy, I'm going to beta test the hell out of this feature.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 24, 2011 1:19 am 
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Doesn't feel right that you can use your broken guardsmen to aggressively go after enemy broken formations because they don't have the penalty themselves. I know that's not the intention of the rule as you wrote it, but that's what players will do.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 24, 2011 1:47 am 
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perhaps reword it so that the elysian player can choose to roll without the penalty, but if they do so, do not inflict the penalty upon enemy units either (it stands to reason that broken forces who are keeping their heads down will not also be harrassing the enemy formation aswell)

[edit] or remove the choice part entirely. state that elysians are particularly good at going to ground. as such, broken elysian formations never suffer the penalty to rally for having enemies nearby, but equally, while broken, do not impose the penalty on enemy formations within range either[edit]

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 24, 2011 2:08 am 
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How about just "Elysian units get a +1 to regroup when broken?"


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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 24, 2011 2:36 am 
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Nope, I'm going to go all out and try and make the game unfair to my opponent by using this rule.
If I can't do that, then the rule will be ok. If I can, then the rule is unfair (and worse, tactics-free).

To use your favourite software analogy, I'm going to beta test the hell out of this feature.


Touche'. Point taken. :)

Quote:
Doesn't feel right that you can use your broken guardsmen to aggressively go after enemy broken formations because they don't have the penalty themselves. I know that's not the intention of the rule as you wrote it, but that's what players will do.
Doesn't feel right that you can use your broken guardsmen to aggressively go after enemy broken formations because they don't have the penalty themselves. I know that's not the intention of the rule as you wrote it, but that's what players will do.


I will admit that I hadn't thought of that and it might be a valid concern. In general, the idea seems counter-intuitive as the intent is to preserve the Elysian formation, not endanger it recklessly, but then that is why we test. I will take that under consideration.

Quote:
perhaps reword it so that the elysian player can choose to roll without the penalty, but if they do so, do not inflict the penalty upon enemy units either (it stands to reason that broken forces who are keeping their heads down will not also be harrassing the enemy formation aswell)


[edit] or remove the choice part entirely. state that elysians are particularly good at going to ground. as such, broken elysian formations never suffer the penalty to rally for having enemies nearby, but equally, while broken, do not impose the penalty on enemy formations within range either[edit]


I think I understand what you are attempting, but in reality I think that's a tad fiddly. If there is to be a mechanism for this, I want it to be straight forward and easy to use and understand.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 24, 2011 2:43 am 
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yeah, that was why i edited in the suggestion that it not be a choice made on behalf of the player(if it was timing would need to be taken into account and that could get quite complex) but rather a armywide rule

i'd think it would be pretty simple to say "While broken, Elysian formations ignore enemy units within 30cm for the purposes of rallying. Enemy units ignore broken Elysian formations within 30cm for the purposes of rallying"

also doesnt seem too hard to interpret either? it does mean that elysians dont ignore enemies within 30cm while not broken, but if that isnt the goal, simply remove the "while broken" from the above wording, so that elysians always ignore enemies that are close, but enemies only ignore the elysians while broken (that seems like the best option to me actually)

(i have to say though, that this "fade away" rule seems more suited to a Tanith style scout force than an elysian one)

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Fri Jun 24, 2011 9:17 am 
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(i have to say though, that this "fade away" rule seems more suited to a Tanith style scout force than an elysian one)

I agree.

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 Post subject: Re: For Elysia! The Elysian Drop Troop Regiment v3.x
PostPosted: Tue Jun 28, 2011 2:53 am 
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A player submitted batrep, i.e. not me.

Quote:
I played the following:

Reg HQ + Vendettas
Drop Company + Fire Support + Drop Sentinels + Cyclops
Mortar Company + Hardened Vet
Vultures
Storm Troopers + Valk Transport
Drop Sentinels
Drop Sentinels + Sky Talon Support
Drop Sentinels + Sky Talon Support
Tauros
Marauder Destroyer
Lightning Interceptors

11 activations

Notes:
No complaints from anyone on any of the changes or army in general. Cyclops spurred a couple questions on how they worked, but nobody had any issues. I am wondering if a "disposable" description is apropo since they are really like suicidal grots. It also would clear up questions I had as to whether or not hits could be allocated to them in an assault, knowing that they were going to disappear anyway. We played that hits COULD be allocated, but given the limited use of them in the games nobody batted an eyelash.

I know the Iron Discipline has been under scrutiny in the distant past but nobody seemed to care. It really is one of two "special" things about the entire list (the other is teleporting). ID saved my arse on many occasions and kept it from being a blood bath. For my opponents it didn't do anything to screw them up. When my formations were broken, they still needed a 4+ to rally.

Teleporting was no issue at all. Teleporting terminators makes people squeamish. Teleporting a bunch of 6+ armor and no armor guys makes people yell out "lunch!" For me, this was a low teleporting activation for me (only two formations, BTS and Sentinels).

Garrisoning was done in all three games with the Mortar company and once with the Storm Troopers. It gave me a bit of help that the mortars IMO needed, as they performed just okay for the first two games.

Mortars: The range was nice to have. For the price they were almost worth it I suppose but I don't think I would bring more than two formations of them. IMO one is enough. They don't fit well for upgrades and the Hardened Vet went unused completely. Because of this and their poor armor they are limited by terrain in their safe locations and prone to breaking easily. If only they had some option to upgrade with something like another indirect fire weapon. Nothing too powerful, just something to give them a little more bulk. Hey! How about a Sentinel that shoots indirectly? There is a novel idea! I seem to recall that being available at one point or another. The other players thought it was a good idea too.

Tauros: Okay, I found these guys to be a bit more useful than normal in two of the games. The scout function was great for screening and I got to use the ignore cover function once. Really they are a throw-away formation which is fine. I still wouldn't pick them under normal circumstances over the Venator.

Sky Talons: As before, they did fine. Good transports for the Sentinels given the price.

Lightning Interceptors: I am having doubts about this formation, but not based on its stats. This problem goes back aways, but I am starting to see it more and more. The problem is this: at 300 points per formation, you really can only afford to bring 1 of them. If your opponent has 2 formations of fighters (which I experienced in two out of three games at the tourney and also recently before that) you are in a pickle. CAP'ing a CAP is a pretty common house rule, so the interceptors are useless as a CAP in that case. If I go and unCAP one formation, and they unCAP on my CAP, I die horribly. But if I just intercept, I get wiped out by the second formation anyway. Either way I am screwed. The only option is to bring the Lightning Strikes to supplement as a 2nd hand interceptor. That by itself is not a problem, but the fact that it is my ONLY choice for aircraft selections kinda blows.

I like the idea of the interceptors and I like the idea of the 4 strong formation, but maybe we should be switching it up the other way around. Have the interceptors be a formation of 2 and the strike fighters a formation of 4. This seems more realistic anyway as interceptors are often launched in pairs, whereas ground attacks are usually made with larger formations of fighters. Points may have to be adjusted if we do. For me the problem wasn't as manifest because I was playing many games against Necrons and Squats, neither of which have aircraft. Now that I am playing more lists, it is more apparent as a problem.

Marauder Destroyers: I noticed the AA was increased to 15cm all around and then the additional shot for the rear arc. That may have just been an errata but it was much needed. With that change I was happy. Still I'd like to see the double formation come back, although I can't articulate why right now.

Vendetta: It packs a punch. I still like it. The sheer firepower it lays out is great. The problem is getting it into position to use it. That isn't a bad thing, just saying that it takes some skill (i.e. it isn't a Leman Russ formation firing 75cm). I didn't mind having them as restricted to the core formations.

That's about it for now. Hope that helps.


Note: I will not be making any changes to support House rules.

And some general praise and comments regarding my skills as a list designer:

Quote:
...But no editing the part about the Support Sentinels.

You have to understand - I have people coming by, GROPING my army saying,

Player: "Those look awesome! Are those the rocket shooting Sentinels?"
Me: "Yup, those are Support Sentinels."
Player: "I remember those! Cool. What are their stats?"
Me: "Uhh, well right now they don't have any."
Player: "Why did you make so many of them then?"
Me: "Because they used to have stats."
Player: "Were they overpowered or something?"
Me: "No..."
Player: "So what happened?"
Me: "Well, Forgeworld wasn't selling enough so they took them out of the newest book, and then the list developer matched the new list to the book and deleted them from the Epic list."
Player: "That's really (or a word that means "really" but starts with an "f") stupid. Just ignore the list and make your own."
or the alternate ending...
Player: "He sounds like a douche."
Me: "Well, Honda can't be a douche. He's from Texas."


I tell ya, without all the adoration, big bucks, and the chicks, this job just wouldn't be worth it.

Anyway, it's a data point.

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