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Assault resolution - Damn those dice !

 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 3:46 pm 
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But surely the way the rules are currently allow for the fact that you can snatch victory from the jaws of defeat, and indeed lose a sure thing?

I love the term "fist full of attach dice" ;D

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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 3:53 pm 
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Makes me think of this line from the Qoheleth (Christians would know this as Ecclesiastes)

"The race is not to the swift or the battle to the strong, nor does food come to the wise or wealth to the brilliant or favor to the learned; but time and chance happen to them all." and my personal addition, "but that's the way to bet" :)

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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 4:44 pm 
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It's a truism of wargaming mechanics that the more damaging but rare a particular dice result is, the ore random the game feels.

In Epic this tends to come down to:
Losing an assault when you were on +4 over the enemy.
Failing the activation for an important formation (and the Supreme Commander re-roll).
The game going on with a tie-breaker when you would have won on VPs.

With a side-order of:
Losing the strategy roll after placing a teleporting formation.

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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 7:25 pm 
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kyussinchains wrote:
which is exactly why you can stack the deck so strongly..... you go in with a slight advantage, it's a big risk, go in with +5/+6 to start with and a fistful of attack dice? not so much


And my point is...yes, you are encouraged to stack the deck. I like that. I don't like it that if you've been outplayed so that you can't stack the deck, you can still go in, roll the dice, and pull off a critical assault win that turns the course of the battle purely on luck. And have a relatively good chance. If you're even or ahead you try to make a crap shoot into a sure thing by good play. If you're behind you can instead force a crap shoot to see who wins the game.

Criticals on air transports only applies if you use those units. 95% of all games played is going to feature an assault dice rolls.


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 7:30 pm 
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IJW Wartrader wrote:
Losing an assault when you were on +4 over the enemy.


This isn't what I'm talking about. Rather, I'm claiming that the player who is behind can find a way to create "+0 assaults", by careful positioning of units to avoid supporting fire, or just by simply rushing an isolated formation. It takes a lot less skill to start an even engagement than one where you have the advantage.

It doesn't always happen, but I've played a few games that basically came down to a long series of small engagements that all came down to dice rolls, simply beccause one player or another figured he was behind and might as well roll the dice.


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 7:35 pm 
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Ulrik wrote:
I'm claiming that the player who is behind can find a way to create "+0 assaults", by careful positioning of units to avoid supporting fire, or just by simply rushing an isolated formation. It takes a lot less skill to start an even engagement than one where you have the advantage.


I don't know mate, that sounds like good command skills personally :D

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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 7:38 pm 
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Wow !! What a response ! But surprisingly one sided.

No disrespect to anyone, but i think many are missing the point of my suggestion. No one is suggesting assaults should be a sure thing.

(and i'm not suggesting the rules should be changed - it is just a possible house rule i thought worth discussing.)

I don't disagree that luck is luck - can't change that in a dice based game - AND : yes this reflects real life battles. Great ! I want the chance to come up with a beautifully considered tactic, get the 4+/5+ and sweep my enemy away a glorious slaughter AND I also want the chance of the heroic last stand coming through with Micheal Caine yelling at zulus/orks etc. (that's why i don't like option B - average rolls - it keeps the really unlucky results and smooths out the middle ground - boring.)

But at the end of the day, this isn't real life. Its a game. And to win the major factor should be skill not luck. Generally EpicEA gets this right, but occasionally the assault resolution throws things completely out of whack.

Ulrik summed it up perfectly :

Ulrik wrote:
If you play 3 or 4 turns, and then the game is decided by a dice roll at the end, it's a crappy game. It's a shitty, bad game.


In my situation i originally posted, we had played for 2 hours, 1 and half of which i had been playing catch up (brilliantly imho :D ) following some poor judgement and luck in the first turn. It come down to the wire, i spring the trap that would have carried us into turn 4, and a probable enjoyable draw and instead it didn't work. With (as i remember it) a 4+ bonus going in, loosing would have been unlucky. Getting wiped out to the man, loosing the chance to contest the objective and my BTS gave an auto win on one dice roll. It turned a hard fought and exciting game into a disappointment - we both felt cheated. Me of a fighting chance, he of a legitimate victory. He even suggested we reset and re-fought the assault...

Now, we both understood how ridiculously unlikely this result was. We both accept there should be a chance to win even a "dead cert." We both know the rules a have been play tested for ages - that's why i was surprised this hadn't been debated before (afaik.)

The problem was just the hack down hits - they seem disproportionately large compared with the hits gained in the actual assault. Therefore suggestion A. was to limit them to what someone had "earned" (as much as is possible.)

If in the same situation my proposed house-rule was in place, i had been defeated, broken and forced to retreat (and auto-lost one more unit as that was the bonus my opponent had gained) - it would have been a very bad position for the Aspect Warriors. They would have been battered, broken for a turn and assuming they rallied (on a 4+) still half suppressed going into turn 4 - but my opponent would still have had to play well to exploit it and get a major victory. That would have been fun. :)

I appreciate this doesn't seem to be causing a major problem in most games. Though like Ulrik i'm surprised no one sees the theoretical problem here. As far as i can see i have only heard mathematical argument against this, which was hinted at by fredmens :

fredmans wrote:
Initiating assaults to break the enemy/cause losses is way more efficient than ranged shooting, but it comes with that one significant drawback, you put your own formation at risk./Fredmans


As another opponent of mine pointed out - if you loose the possibility of complete disaster out of the equation, then assault-weighted armies would disproportionately benefit,i f you assume their points values already reflect this extra risk. I'm not sure you could ever actually factor this into the lists because to do so would benefit them massively in the 99% of assaults where luck is fairly evenly spread. In any case, as we have only played SMs, Eldar and IG the number of assaults seem fairly similar for each.

Anyway, it think we may play test it for kicks, will let you all know how it goes. :)


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 7:55 pm 
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Ulrik wrote:
IJW Wartrader wrote:
Losing an assault when you were on +4 over the enemy.


This isn't what I'm talking about. Rather, I'm claiming that the player who is behind can find a way to create "+0 assaults", by careful positioning of units to avoid supporting fire, or just by simply rushing an isolated formation. It takes a lot less skill to start an even engagement than one where you have the advantage.

It doesn't always happen, but I've played a few games that basically came down to a long series of small engagements that all came down to dice rolls, simply beccause one player or another figured he was behind and might as well roll the dice.

If the opponent has the multiple formations available and freedom of movement then the player wasn't 'winning' as clearly as he thought he was or let the losing player back into it. or the losing player has managed a fine comeback in isolating+positioning units for his counterattack. Sounds like good/bad play to me

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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 8:01 pm 
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Steve54 wrote:
If the opponent has the multiple formations available and freedom of movement then the player wasn't 'winning' as clearly as he thought he was or let the losing player back into it. or the losing player has managed a fine comeback in isolating+positioning units for his counterattack. Sounds like good/bad play to me


Yeah, but the player making the comeback hasn't managed to actually turn the tide - he has only succeeded in turning it into a pure dice contest.

Am I the only one that thinks a "+0" assault is significanly easier to start than a "+4"?


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 8:13 pm 
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Ulrik wrote:
Yeah, but the player making the comeback hasn't managed to actually turn the tide - he has only succeeded in turning it into a pure dice contest.

Am I the only one that thinks a "+0" assault is significanly easier to start than a "+4"?


Just the two of us it seems ! :D


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 8:18 pm 
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jimmyzimms wrote:
Ulrik wrote:
I'm claiming that the player who is behind can find a way to create "+0 assaults", by careful positioning of units to avoid supporting fire, or just by simply rushing an isolated formation. It takes a lot less skill to start an even engagement than one where you have the advantage.


I don't know mate, that sounds like good command skills personally :D


I have to agree with jimmyzimms, it sounds more like good play by the opponent than winning by luck even if they have managed to trigger assaults that start even.
Formations have to be in position to trigger assaults they don't just appear out of nowhere (apart from air assaults but you know they are due to come).
If your opponent has managed to position formations in the previous turn to initiate assaults and on top of that losing an assault that started roughly even has lost you the game, then I cannot see how you thought you were winning by much anyway.
I admit that when the combat resolution rolls go to extremes ( you roll 1's or 2's and your opponent gets a 6) it can be annoying, but that's it, it is only annoying.
For me it doesn't make the game sh1tty at all, in fact I've enjoyed lots of games that have swung around on assault rolls, I've still been annoyed at the fickle nature of the Dice God but I've never felt a game was sh1tty because of it.


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 8:22 pm 
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Don't get me started on how infuriating it is that its the same activation and (potentially) assault modifier for having one blast marker as having all-but-one off breaking...

Can anyone explain that with a real life example ? :-\

Just haven't thought of a suitable way to house rule those without breaking the game yet... :)


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 8:23 pm 
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Blip wrote:
Ulrik wrote:
Yeah, but the player making the comeback hasn't managed to actually turn the tide - he has only succeeded in turning it into a pure dice contest.

Am I the only one that thinks a "+0" assault is significanly easier to start than a "+4"?


Just the two of us it seems ! :D



I think the above point more reflects the need to perhaps tweek how VP are dolled out than a need to rework assaults in EA :D

I think broken formations really need to significantly count against players to prevent that last turn "storm the enemy as what does it matter" instinct. Realistically (dear lord I'm talking about realism in a game that involves people flying across the galaxy in space ships that can destroy planets and they choose to fight hand to hand with chainsaws but ANYWAYS) a force when being completely out maneuvered and out fought generally attempt to disengage and regroup and husband their fighting power for another day. This is where the GT scenario falls flat on its face as there's not really any reason to not charge in a potentially suicidal charge vs keeping your army intact.

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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 8:33 pm 
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Ulrik wrote:
Am I the only one that thinks a "+0" assault is significanly easier to start than a "+4"?


No your not, I think everybody knows it's easier to trigger an even assault than to trigger one at 4+ advantage, but it's far riskier than a 4+ advantage assault too.
The even assault will fail to win as often as it wins but, as I've stated previously, players will only remember (and feel aggrieved by) the assaults that they feel went against them and had an effect on the result of the game.


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 Post subject: Re: Assault resolution - Damn those dice !
PostPosted: Wed Jul 03, 2013 8:38 pm 
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jimmyzimms wrote:
Realistically (dear lord I'm talking about realism in a game that involves people flying across the galaxy in space ships that can destroy planets and they choose to fight hand to hand with chainsaws


:D


jimmyzimms wrote:
I think the above point more reflects the need to perhaps tweek how VP are dolled out than a need to rework assaults in EA :D


Possibility - though imho epic kinda wants the reflect THE battle of the campaign, rather than A battle in the campaign. Otherwise you'd be playing a campaign :)

Again, I think it is worth clarifying :

I don't have a problem with 95% of assault resolutions.

Or the assault rules in general.

Or the chance of "surprising" resolutions.

Just the freak hack down results...

Anyway, gotta go (an hour ago. :) ) Have at it.


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