Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 119 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8  Next

NE6 Revision: Core Rules

 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sat May 09, 2015 7:20 pm 
Brood Brother
Brood Brother

Joined: Thu May 23, 2013 6:50 pm
Posts: 1543
Well, Eldar, and several other armies, Marines included, do not need to have commanders with them, as they have no Chain-of-Command rules. The only real reason to have them is fluff. Well, and to add other effects (Combat Leader, Inspirational, etc) without having to add a Special Card.

That said, I have no problem with adding Commanders to various armies' formations, but as TheBissler said their cost would have to be taken into account. Adding Warlocks to all Eldar companies might be a bit much. Don't Eldar have any commanders in the current game other than just Warlocks?

_________________
Net Epic Coordinator


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sun May 10, 2015 2:48 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
MagnusIlluminus wrote:
Well, Eldar, and several other armies, Marines included, do not need to have commanders with them, as they have no Chain-of-Command rules. The only real reason to have them is fluff. Well, and to add other effects (Combat Leader, Inspirational, etc) without having to add a Special Card.

That said, I have no problem with adding Commanders to various armies' formations, but as TheBissler said their cost would have to be taken into account. Adding Warlocks to all Eldar companies might be a bit much. Don't Eldar have any commanders in the current game other than just Warlocks?


Hi!

I'm not in tune with modern 40k fluff, so i wouldn't know if there is anything "new" in that regard.

As far as I know the warlocks and Farseers are the "commanders" of the Eldar army.

Also, as Bissler points out, I don't think Eldar players would mind getting some of those units integrated with companies. It already exists for the wraith host, why not all other eldar companies.

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sun May 10, 2015 12:04 pm 
Brood Brother
Brood Brother
User avatar

Joined: Mon Feb 06, 2012 8:49 pm
Posts: 487
Location: Hobart, Australia
The autarch fills the military commander role while at war I believe.

_________________
.'.
http://ragged-they-kill.blogspot.com.au/


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sun May 10, 2015 2:47 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
Matty_C wrote:
The autarch fills the military commander role while at war I believe.


Hi!

Supreme army commander, correct?

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sun May 10, 2015 3:48 pm 
Brood Brother
Brood Brother

Joined: Thu May 23, 2013 6:50 pm
Posts: 1543
Hmm, I just looked up Autarch on Lexicanum and to me that seems like it would be better as a Special Formation as it's even higher of a rank than a Warlock.

However, looking that up reminded me about Seers. I seem to recall that those were considered lesser Command types (from playing DoW and DoW2) so perhaps they would make reasonable Command models for normal Infantry Companies.

The Spirit Host has a Warlock because it's troops are all Wraithbone/Soulstone based models, and do require a Warlock in proximity to give them actual orders. Without a Warlock nearby, they use the orders of the nearest living formation within range, otherwise they revert to their instinctive behavior.

_________________
Net Epic Coordinator


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sun May 10, 2015 4:09 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
MagnusIlluminus wrote:
Hmm, I just looked up Autarch on Lexicanum and to me that seems like it would be better as a Special Formation as it's even higher of a rank than a Warlock.

However, looking that up reminded me about Seers. I seem to recall that those were considered lesser Command types (from playing DoW and DoW2) so perhaps they would make reasonable Command models for normal Infantry Companies.

The Spirit Host has a Warlock because it's troops are all Wraithbone/Soulstone based models, and do require a Warlock in proximity to give them actual orders. Without a Warlock nearby, they use the orders of the nearest living formation within range, otherwise they revert to their instinctive behavior.


Hi!

I like that name Magnus, "seer" sounds like a good command name.

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sun May 10, 2015 7:00 pm 
Brood Brother
Brood Brother

Joined: Thu Aug 19, 2010 6:03 am
Posts: 338
Location: Raleigh, NC
Warlocks and Seers were different back in RT era, but I know there has been some evolution there.

Seer is like Jr Warlock, if you happen to have access to 40k Compilation.

_________________
MadMagician
Epic Tyranids


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Sun May 10, 2015 9:52 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri Dec 31, 2010 12:16 am
Posts: 1003
Eldar have two high commanders, both of equal rank, the Farseers and the Autarchs.
Warlocks are attached to guardian and wraith units as required, though don't really command.

http://vignette3.wikia.nocookie.net/warhammer40k/images/2/23/Warhost-0.png/revision/latest?cb=20150505215040


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Mon May 11, 2015 8:44 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Feb 06, 2012 8:49 pm
Posts: 487
Location: Hobart, Australia
Perhaps it's ok to have an army that isn't full of command models, to create a difference between the eldar and the imperium, and enhance their exotic, alien different-ness. Provided it doesn't gimp them too much of course.

_________________
.'.
http://ragged-they-kill.blogspot.com.au/


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Mon May 11, 2015 6:44 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Sep 07, 2014 2:20 am
Posts: 380
Location: Wincanton, Somerset
Farseers and autarchs are interval in the Eldar command structure. The Eldar don't go to war unless a farseer council say so. I see farseers as a special card in its council form. I would look at having autarchs as company commanders for formations. Warlocks as mattman said are upgrades or squad leaders in 40k. Wraith warrior constructs are commanded by sprit seers


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Wed Jun 03, 2015 12:39 am 
Brood Brother
Brood Brother
User avatar

Joined: Mon Feb 06, 2012 8:49 pm
Posts: 487
Location: Hobart, Australia
Fliers. After looking long and hard at their move rates the current rules are clunky and don't mesh well with the rest of the game. I'm not sure the proposed changes earlier in this thread addressed this.

Here is an alternative.
Start of turn: players take turns lining their flier units up touching their table edge.
Orders are assigned as normal.
First fire = drop off transported formations.
Advance = ground attack
Charge = attack another flier formation.

When activated fliers choose altitude as normal, and can move an unlimited amount, but may only make one 90degree turn per length of movement they have.

They then shoot as per normal. Aa can fire on them as normal.
Dogfights are resolved by shooting each other while on charge orders rather than using the units cc value. Cc value is reserved for when they are actually engaged in combat, by jump pack infantry when they are flying low, if they are tyranids or whatever.

At the start of the end phase players then take turns moving the fliers off the board. If they fly off their own edge then there's no penalty. If they fly off any other edge then there is. This could be a morale roll to be available next turn, or they take a hit on a 6+ With tsm0 to represent the dangers of flying over enemy territory, or similar.

Plenty of details to flesh out, but that's the core of what I've been thinking.
Have at it!

_________________
.'.
http://ragged-they-kill.blogspot.com.au/


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Wed Jun 03, 2015 1:36 am 
Brood Brother
Brood Brother
User avatar

Joined: Fri Feb 14, 2003 12:46 am
Posts: 27069
Location: Edmond, Oklahoma USA
Matty_C wrote:
Fliers. After looking long and hard at their move rates the current rules are clunky and don't mesh well with the rest of the game. I'm not sure the proposed changes earlier in this thread addressed this.

Here is an alternative.
Start of turn: players take turns lining their flier units up touching their table edge.
Orders are assigned as normal.
First fire = drop off transported formations.
Advance = ground attack
Charge = attack another flier formation.

When activated fliers choose altitude as normal, and can move an unlimited amount, but may only make one 90degree turn per length of movement they have.

They then shoot as per normal. Aa can fire on them as normal.
Dogfights are resolved by shooting each other while on charge orders rather than using the units cc value. Cc value is reserved for when they are actually engaged in combat, by jump pack infantry when they are flying low, if they are tyranids or whatever.

At the start of the end phase players then take turns moving the fliers off the board. If they fly off their own edge then there's no penalty. If they fly off any other edge then there is. This could be a morale roll to be available next turn, or they take a hit on a 6+ With tsm0 to represent the dangers of flying over enemy territory, or similar.

Plenty of details to flesh out, but that's the core of what I've been thinking.
Have at it!


Hi!

Several "issues".

1. How are bombers or fliers transporting ground troops protected from incoming assailants? As it stands a player with greater amount of activations can leave those vulnerable assets for the end of his activations to move with impunity, combined with unlimited move it has the potential for an overpowering effect (massive unopposed drops or bomb runs).

2. On the opposite end of the spectrum, forces with too little activations really have no advantage to any orders beyond CC. Since orders to bomb or land troops are too risky to be useful given the ease at which a player with more opposing activation can "intercept" them.

In essence it goes from "too good", to useless based solely on activations. Not good.

3. No real benefit to "flying low". Given that CAF is a "useless" stat under this paradigm for air combat (you shoot no engage in CC for air to air CC), There is no real tactical advantage to flying low to seek cover, especially when a higher flying aircraft can still target you. Since there is no increased accuracy to hit for flying low, the risk of exposing yourself to ground CC (jump pack troops, etc) far outweighs any cover (and that is mostly from ground troops).

I mentioned this on FB, and I'll repeat it here. I realize that there is a fervent desire to somehow get a working system within the limitations of the ground based orders (first, fire etc).

However, Aircraft and ground forces behave very differently. Even redefining orders for fliers doesn't go far enough, since it leaves gaps that either make fliers too good or not worth taking.

Everyone seems to know what they'd like fliers to do. Transport fliers should be able to do so, but it should be without risk (right now its easy to make it no risk or just not bring them), Interceptor types should be able to try to achieve air dominance, yet either they can't escort or effective do that job if they don't activate "after" opposing fliers. Strafing runs have no real benefit or attached risk to flying low or again need no escort making them too vulnerable or not at all (activation issue).

Most things based on the same 4 tier order system have proved to be ineffective over the years as a flier system. Not only in the realm of theory craft, but actual game play. In 18 years we've tested a lot of system based on this 4 order principal.

The only ones I have seen work are ones NOT based on such a system, but those system are not favored simply because they are not 4 order paradigm based.

I am beginning to agree with some back in the day that proposed that there be no flier system at all, and that net epic be purely a ground based force game. Leaving each gaming group to design and define fliers on there own.

Without consensus this is a distinct possibility.

Primarch

_________________
Primarch


The Primarchload
Magnetized Titans Tutorial
Net Epic Gold
Heresy Rules


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Wed Jun 03, 2015 2:38 am 
Brood Brother
Brood Brother

Joined: Thu Aug 19, 2010 6:03 am
Posts: 338
Location: Raleigh, NC
I am still scratching my head on how to make this work. The key is to limit complexity in the standard rules while addressing the failings.

Two key arguments keep coming up:

On vs off table fliers.
- Personally I don't really see the point in keeping them off-table with a counter card.
- I feel that this needs to balance the fragility of the fliers with the power they represent. Most of the suggestions that I have seen really make fliers a difficult target. Are they that weak? Is AA that OP? Help me understand the current state of fliers (EA batreps make them seem godly.)

Thought: Could this be balanced/combined with "high/low" flight in order to simplify.

Hanging on to the 4-order structure.
- I have to go with Primarch on this. It just can't work without making fliers have too much or not enough value.
- Aside from inertia, what is the demand for keeping thing like this?
- Combining movement and function is possible to again limit choices and speed play, but still 3-4 is too few.
- Without changing the order structure you almost need a completely separate set of rules for Transports or pure bombers.

Thought: How many options is tolerable without making the game complex?

Maybe taking it a couple of steps at a time is a better option here!

_________________
MadMagician
Epic Tyranids


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Wed Jun 03, 2015 2:52 am 
Brood Brother
Brood Brother

Joined: Thu Aug 19, 2010 6:03 am
Posts: 338
Location: Raleigh, NC
So Aircraft...

There are 4 key types of aircraft represented in the 40K universe:

1 - Pure Bomber - Bombs and is slow, defensive aerial attack capabilities
2 - Transport - Slow, aerial (and ground support) attack capabilities, carries stuff
3 - Strategic Fighter - See below
4 - Air-Superiority fighter - In the 40K universe these aircraft are roughly interchangeable. Strategic Fighters are good at both Air and Ground Attacks and Air-Superiority fighters are better at air to air, but still capable of ground attacks.

Thoughts?

_________________
MadMagician
Epic Tyranids


Top
 Profile Send private message  
 
 Post subject: Re: NE6 Revision: Core Rules
PostPosted: Wed Jun 03, 2015 4:04 am 
Brood Brother
Brood Brother

Joined: Thu May 23, 2013 6:50 pm
Posts: 1543
Didn't we have a thread for flyers? If so, this all belongs there.

IMO, any Flyer system should stick to the five established orders (don't forget Fall Back), as they should be a part of this game. Any system that ignores the orders that exist is basically making a new game that kinda works with Epic, but is not Epic. However, that said, making the orders work a little differently should be fine.

Here is an idea. Make the orders work differently when at different altitudes. Other things could vary by altitude as well, like they do now. For example, "Intercept" orders (using whatever token) could be only usable if the formation is at High Altitude. Dropping off Transported models would only happen at Low Altitude.

CAF is still a useful stat for Flyers even if it is not used for fights between other Flyers. This is because, when at Low Altitude or on the ground, they should still be able to be engaged in Close Combat by other models. Sure, they could not be pinned, but could be engaged.

If the game goes the route of the 'unlimited movement' rule [which I'm against, but not quite sure why] then there would have to be a separate movement phase for them to activate in to keep balance. Even if just to address the activation problems that Primarch mentioned. Perhaps having them act during the Compulsory Movement sub-phase would do. If not, then a new sub-phase just between the Compulsory one and the normal phase. This would eliminate Flyers from counting as an activation either way, and thus should be fair to everyone.

_________________
Net Epic Coordinator


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 119 posts ]  Go to page Previous  1 ... 3, 4, 5, 6, 7, 8  Next


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net