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Scorpions SHT

 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 4:29 pm 
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BlackLegion wrote:
As i was asked for it:

FW stated in their 6th edition update pdf-file:
Quote:
SUPER-HEAVY SKIMMERS
Super-heavy Skimmers move as normal Skimmers in terms of speed, and conform to all the listed rules for Skimmers found on page 83 of the Warhammer 40,000 rulebook.


So any Eldar EoV would have the same speed as, for example, a Falcon.

Oh and taking the Shadowsword's Volcano Cannon as a guide we would have:

Volcano Cannon
90cm MW2+ TK(D3)

Pulsar
60cm 2x MW3+ TK(D3)

Twin-linked Pulsar
60cm 2 x MW2+ TK(D3)

Phantom Titan Pulsar
90cm 4 x MW2+ TK(D3)

Which is abit off as Wh40k's "Titan-killer" weapons deal out the same damage to WEs. But the Phantom Titan Pulsar has a better Armourpiercing value which bestowes a bonus on the Vehicle Damage Table.
More representative stats might be these:

Pulsar
60cm 2x MW3+ TK(1)

Twin-linked Pulsar
60cm 2 x MW2+ TK(1)

Phantom Titan Pulsar
90cm 4 x MW3+ TK(D3)

All of which illustrates the futility of 40k-to-epic direct stats methods, and at a WE level the lack of balance in 40k rules.
By all means use 40k as a general guide to a units strength, characteristics+role any more than that any you might as well devise BFG stats from Epic spaceship stats

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 4:33 pm 
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Quote:
you might as well devise BFG stats from Epic spaceship stats

Quick!
To the nonsense mobile!

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 4:52 pm 
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Quote:
Granting Tkd3 to the existing 4x (total) shots would be interesting though.

Good luck wording that clearly in the profile :D

Ah you ment the current stats :D

90cm 4 x MW2+ TK(1) would be another option for the Phantom Titan Pulsar.

Quote:
...devise BFG stats from Epic spaceship stats

Well we already did this the other way around.

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Last edited by BlackLegion on Fri Sep 14, 2012 4:56 pm, edited 4 times in total.

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 4:53 pm 
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Why is the Phantom Titan being discussed in a thread about the Scorpion? There's a serious danger of rules creep here.

Dragging this back to the actual topic, I would say that there seems little point in play testing the extended range, even though it's clearly the simplest change to make, because Epic UK has already covered this, and those who aren't in favour of that change are unlikely to be convinced of its merits after all these years.

This, more or less, leaves us with the option of changing the Scorpion's number of shots, which I'm still not sure about, especially since it hasn't really been fully explained what role the Scorpion is supposed to be fulfilling which it currently fails to fulfil. Adding more shots either looks overpowered to me, if the to hit roll is left unchanged, or comprises double actions if the to hit roll is reduced, so I'm not keen to vote for either of these.

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 5:59 pm 
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Quote:
it hasn't really been fully explained what role the Scorpion is supposed to be fulfilling which it currently fails to fulfil

Expected role : Killing stuff
What it's failing to do : Kill enough stuff to be worthwhile using

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 6:01 pm 
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Expected role - medium-long range tank killer

Problem - Los of other things in the list that are good at killing tanks but also have other roles so are selected in preference

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 6:12 pm 
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Personally i see the Scorpion as a general vehicle killer.
MW is enough for non-Reinforced Armour targets but with TK(1) it will eat Leman Russes and Land Raiders for breakfast.

Fire Prism with their AT2+ Lance is only good against heavy vehicles (Reinforced Armour targets).

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 9:25 pm 
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I think that all of those are good points regarding its role, and the potential problems, so thank you for being clear and concise.

Having reviewed the options which have been discussed so far once again, I think that the best one to play test would be the 3 shots 3+ to hit MW, because 3x2+ to hit looks too good to me. I'm still concerned about the impact this would have on doubling, but there's only one way for certain to find out, even though the maths give some indication, as it needs to be seen in comparison to other units during the heat of battle.

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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 9:48 pm 
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3* MW3+ is my preference as well, though with 75cm like E-UK rather than 60cm.


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 Post subject: Re: Scorpions SHT
PostPosted: Fri Sep 14, 2012 10:42 pm 
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Wow lots of pages already! Whilst I admit I like the relative certainty of kills, and have enjoyed using the 75cm range version just for the chance to use a different play style, IMO its most identifiable flaw is "not enough shots". I have an open mind though.

However, I would like to say, I think worrying about doubling being discouraged is misplaced. This issue pops up often, is valid and real, but whilst it's good to bear in mind how these units should operate, IMO in this case it's not a big concern:

1. Obviously it is almost always the case that you would rather sustain if the situation allows it, it is completely unavoidable no matter what the stats - that is not a reason to make every eldar tank 2+ to hit. The fact is, the situation rarely does allow it, and only when having moved up the field already. This is simply because, unless things are going very well indeed, there is usually a need to either pop up, get line of sight or get out of danger.
2. Likewise, double is often worth doing even when it severely limits hits. Even with the old pulse rule, I still doubled - because Eldar need to. For sure it bugs you when you give up the chance to unload a full effectiveness, but I find that the decision to advance or double is mainly made by other factors like "am I in range" and "am I safe here" rather than to hit rolls. To put it another way, I would naturally be worried that increasing to hit rolls will tempt me to avoid doubling, but it doesn't bear out in game.
3. Nobody worries that the other units in the army (that have worse to hit rolls than 3+) will never double, so it seems a bit strange to expect the scorpion to never do so. Scorpions don't suffer from a double nearly as much as falcons do, for instance, yet falcons double all the time (for the above reasons). Yes they have shorter range, but remember that their effective range advancing is nearly the same as the scorpion due to their speed.
4. When you actually think about it, it's surely quite reasonable for a scorpion to have an image of an advancing tank than a doubling one - it is bigger, slower, longer ranged, more heavily armoured than the more nippy hit n'run tanks (for me characterised best by the falcon). So it's not the end of the world if scorpions end up advancing more.

Of the options, I'd say the best one to test is 3xMW3+ at 60cm.

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 Post subject: Re: Scorpions SHT
PostPosted: Sat Sep 15, 2012 10:57 am 
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Good points Kyrt. I think that you've made one of the best arguments in favour of a particular change that I've seen in a very long time.

Speaking for myself, part of my hang up comes from the fact that my Scorpions are all old Eldar Tempest models, and I keep thinking that they ought to operate more like Eldar Tempests, but that's obviously an out of date concept.

I'll test 3xMW3+ if I get the chance, which is very unlikely in the near future, but assuming nobody who is going to play test finds any issues with this, then I'll support this rule change.

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 Post subject: Re: Scorpions SHT
PostPosted: Sat Sep 15, 2012 5:57 pm 
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I never played Epic before 3rd edition, what were tempests like?

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 Post subject: Re: Scorpions SHT
PostPosted: Sat Sep 15, 2012 10:34 pm 
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Kyrt wrote:
I never played Epic before 3rd edition, what were tempests like?


Tempests were a very heavily armoured long ranged skimmer, which were used almost exclusively to make pop up attacks from behind buildings or hills. They had a range of 100cm. They were vehicle destroyers, and could blow huge chunks out of titans which had lost their shields too.

To give you some idea of comparison 50cm was the range for standard infantry, such as Guardians and Dire Avengers, and Falcons had a range of 75cm.

This was why the range increase was perhaps speaking to me, but the case you made has steered me back towards a more contemporary concept.

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 Post subject: Re: Scorpions SHT
PostPosted: Mon Sep 17, 2012 1:41 pm 
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Reading the above, I would be inclined to state that there is some sort of consensus to try out 3x MW 3+ at 60 cm on the Scorpion main weapon.

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 Post subject: Re: Scorpions SHT
PostPosted: Mon Sep 17, 2012 9:27 pm 
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Both 60cm and 75cm :)

The increase in range provides a very modest boost to the Eldar (unlike other races) because they usually need to use hit-n-run to stay out of harms way.


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