Dawn of Warhammer 40,000: Firestorm Over Kaurava

The definitive Table Top mod for Dawn of War.
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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Sun Dec 20, 2009 3:28 pm 
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Rocktober! wrote:
Okay you now what War is saying lets not pick this down to the bone. In TT you do not need to destroy enemy structures on a regular basis to:

A. Stop production of enemy units and researches.
B. Complete Victory through attrition.


In truth, the destruction of buildings is only so important in FoK because most people play it like they do any other RTS instead of like tabletop. By simply switching off the Annihilate win condition, there's significantly less emphasis placed on the destroying of buildings.

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Sun Dec 20, 2009 4:38 pm 
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TDATL wrote:
IGmaniac wrote:
You fail to see the relevance of my post because you didn't read the thread. The Scout special rule from TT is translated to FoK in a movement and sight range bonus.
Besides your wrong about Imperial Guard snipers, they don't even have the Scout special rule. They're just snipers, not scouts.
Imperial Guard units with the scout special rule are: vendetta\valkyrie, penal legion troopers, scout sentinel, stormtroopers with the reconnaissance mission.


No, I read the thread. It didn't explain what it based the numbers off of though. It just said they were there. I was saying they didn't have enough sight in the game. I was therefore including that bonus into my comment.

If the thread has something in there about "TT rule says units can see x amount of spaces in front of them this is x units in DoW" or some such then that thread would have been relavent. It explains why units cost what they do and what units have the hit points they do and so on. The sight range is (to me) obviously a point where the FoK team had to make a call as to what would make good gameplay (and it generally does.)

Also, as to the sniper instead of scout comments. I only mentioned the snipers because they make easier spotters at the moment due to cost and squad size. It really doesn't matter what the "spotter" is for each race (or if there are more than one) as long as they all get one.

I posted that link in response to Causley who didn't know that the Scout special rule from TT is translatred in FoK as a speed and sight range bonus. About Imperial Guard snipers, they are not meant to be spotters not in TT not in the fluff and not even in FoK. They are just snipers. The concept of "every army needs a scout\spotting unit" is something from the past. FoK did away with that when the new infiltration system was added ages ago. But by all means i agree that scouts (and by scouts i mean units with the Scout special rule in the TT game) units could benefit from a bigger sight bonus than the one they already have.

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Thu Jan 28, 2010 2:56 am 
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Well, I've been offline for a while (and still will be) hence my lack of comments in a thread i started... but I have to say I'm happy with the discussion caused.

Ok, on topic... Basiliks requiring relics in the next patch is good, and will certainly help to balance things a bit more.

My main concern simply comes back to what some of the others have mentioned, about the basilisks ability to bombard areas still inside the FoW, giving the Imperial Guard an advantage in causing attrition to the enemy. One of the worst examples I have is loosing several thousand req worth of troops due to a random bombardment because they happened to be grouping up for an assault near one of my listening posts.

My mate has gotten into the habit of rotating bombardments through your listening posts, both to destroy it (and so deny u resources), and to kill anyone that may be nearby to defend it. Obviously the rest of us who play at our LANs have adapted to verse this, even our style of base building has adapted, however there is only so many places u can put buildings early game, and there are limits on the number of each building to be built which means you can't just put them all over the place.

All of the above I have no issue with... IF a player needs to bring a spotter within los of such targets to call in the fire support, which I feel is both more fluffy, and mirrors how other players have to move up a spotter unit to be able to drop in deep strike unit support. Therefore creating a more balanced game.

Yes, in TT you can drop both bombardments and deep strike units anywhere on the table, but again the arguement could be made that on TT the scale of the battle is so small that everything can either be seen, or at least a relative location is known. (Hence why deep strike scatters on TT and can be destroyed doing so, instead of just always dropping safely on target). However in an RTS situation, if something is out of LoS then it cannot be seen. Could say that in DoW the reason deep strike units drop into areas u can see only (and don't scatter) is because they're dropping next to units with locator beacons.

Anyway, enough rambling from me. Basic points, Basiliks needing relics is a great change and I'm quite happy with that, but I would still like to see one of two changes;
a) Basilisks (and any other barrage weapon) requires los to fire on a location, either its own, or provided by another unit.
b) Deep strike units can DS into the FoW.

Either change will bring more balance to the game, and keep things closer to what people experience playing on TT.

On a side note to those making comments about people simpling complaining due to their own skill level. Ok, could be a fair point, but not the situation in this case. My comments come from my years of experience with both RTS games and TT games, and simply wishing to see the two combined in a manner that more closely echos what I experience playing TT :).


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Thu Jan 28, 2010 2:36 pm 
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Katie Drake wrote:
In truth, the destruction of buildings is only so important in FoK because most people play it like they do any other RTS instead of like tabletop. By simply switching off the Annihilate win condition, there's significantly less emphasis placed on the destroying of buildings.


Not really. Even when annihilate is switched off you can still destroy his production buildings to eliminate him from the game. If we could remove that element from the game when annihilate was switched off we could further encourage a different play style/mindset.

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Thu Jan 28, 2010 6:54 pm 
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Perhaps make the attack ground even more inaccurate? I'm not sure if everyone knows but artillery is supposed to be one of the dominant things on any battlefield. Infantry and vehicles alike get shredded by it in the real world.


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Thu Jan 28, 2010 8:30 pm 
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Infantry win firefights
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Artillery win wars

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Thu Jan 28, 2010 11:54 pm 
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Tell that to the SAS =D

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Mon Feb 01, 2010 8:34 am 
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Vaz wrote:
Tell that to the SAS =D


You mean Arbites Stormtroopers?

IMHO the sight ranges must be increased (that isn't in rulebook actually :) so it can be tweaked as you wish) because Space Marines seeing for 50 meters is rather silly. And, make Bassies shoot on visible targets only then. You can say, what about bombarding presumable enemy positions from afar, but that is done in really big skirmishes with dozens and hundreds of artillery at a time. (I posted about Artillery Company in Imperial Guard discussion, rather nice ally that hardly can survive by himself). It will at least encourage the "stealth operations" :)


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Mon Feb 01, 2010 1:13 pm 
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My vote is for Basilisks needing LOS. Requiring LOS for deepstriking is a FoK adaptation, and so should firing into the fog be.

One can play with the "No more Fog" victory condition, the guard player will then have LOS across the whole map, but a marine player can deep strike with melta equipped assault marines right beside the basilisk, at any time


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Mon Feb 01, 2010 3:33 pm 
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Vaz wrote:
Tell that to the SAS =D


The SAS is a British Special force that was originally kept secret, and they are pretty much the most disciplined and nastiest soldiers out there.

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You mean Arbites Stormtroopers?
that's like comparing an american special force (navy seals for example) to a grey knight. where as the SAS are Grey Knights :lol:

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Mon Feb 01, 2010 4:14 pm 
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Jinxter78 wrote:
One can play with the "No more Fog" victory condition, the guard player will then have LOS across the whole map, but a marine player can deep strike with melta equipped assault marines right beside the basilisk, at any time


...and Imperial Guard vs. Imperial Guard match will go "who will spot enemy Bassie first" match...

Horus wrote:
that's like comparing an american special force (navy seals for example) to a grey knight. where as the SAS are Grey Knights


Kasr'Kin elites? (not the regular ones) Those guys are the nastiest humans in the Imperium. Well, maybe besides Mkoll's scouts.
Btw, why ain't Valkyrie Stormtroopers infiltrating? :( that hurts their role as "black helicopter^W mobile infiltrating spec-ops that hurt the supply lines and such" and, given that they haven't heavy weapons and/or demo charges... :( . Just Valkyrie strike spotters. And, Kasr'Kins are actually restricted to Cadia only, so it's the stormtroopers who infiltrate.
Ahem, that was topic-related because infiltrating Valkyrie storms are excellent spotters ;)

Artillery Company means that Bassies are restricted to their own doctrine and that doctrine only allows use of certain LRs and standart infantry only. So, infantry rush is one thing, tank steamrolling is second and "scouting->artillery strike" thing is third. Balanced IMO, you got to defend your Bassies and shoot their army, not to indirectly support the Baneblade + 9 tanks on the first line or conscript hordes.


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Mon Feb 01, 2010 5:14 pm 
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Kasr'Kin elites? (not the regular ones) Those guys are the nastiest humans in the Imperium. Well, maybe besides Mkoll's scouts.
you miss the point. the SAS isn't 40k related. they are real.

http://www.youtube.com/watch?v=GsWHdWqK ... re=related

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Mon Feb 01, 2010 7:39 pm 
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Horus wrote:
The SAS is a British Special force that was originally kept secret, and they are pretty much the most disciplined and nastiest soldiers out there.
...

that's like comparing an american special force (navy seals for example) to a grey knight. where as the SAS are Grey Knights

You know the analogy is more along the lines of the various components of the SAS and American Special Operations Command are like Space Marines Chapters of differing Primarch lines. Both groups carry out the same outlined missions through roughly the same training, equipment, and organization parameters. Though each has its own traditions and minor changes to doing their jobs.

Now, do not think I have not noticed it has been lightly banded about here and in a couple of other places the opinion that the SAS rules and everyone else is fighting for 2nd place. You Brits(UK'ers?) can try to get your digs in that your home team of the SAS is the original and in some way superior to the American(or all others). The SAS did not occur out of a vacuum, and the primary basis of Special Forces organizations(in the West at least, see ninjas for Eastern branches) are based around the original American Company of Roger's Rangers. Now Roger's Rangers did fight for the British in their time, but they were definitely an American group that organized themselves before they were signed onto the British cause.

One could try pointing out the origins of the SAS are from units in the 2nd Boer War, and more specifically the likes of the Lovat Scouts. One could, but you have to remember that group was taught and served under an American Major Frederick Russell Burnham. A man born, raised, and trained in the United States before he later found work as a soldier of fortune when the British sent a telegram his way asking him to fight on their side. Once in Africa, Major Burnham taught the the British how to do wood/field-craft, scouting, recon, and skirmishing. Most importantly the groups he trained and led were the units used as the basis and pattern for the "new" Commando units they wanted to form up in World War 2.

So as much as one might want posit the SAS as the "tops of the pops" in the special forces category, the SAS simply are from the American troops who figured it all out and then showed the British how to do things. To use another analogy; since people seem to like them in these parts, claiming all others try to do Special Forces by emulating the original and greatest that is the SAS is like claiming all rock'n'rollers are trying to match the first and best of rock'n'roll that is the Beatles(or maybe the Rolling Stones). You see how it works.

Now do not mistake this for jingoism on my part towards the United States Special Operations Command, since really my feelings are active engagement in warfare is chalked up as a loss for humanity no matter how well trained or skilled the participants are. This was just to fill in those who were not up on their military info or history.

Anywho, history lesson over and back to the discussion. Otherwise, I might start going further and point out how those American irregulars and special operators were actually not all that innovative and bad-assed, since they were just co-oping Native American skills and warfare. The types of tactics and training that made for dead white men unless they moved in large armies with guns and cannons that at times only barely scratched out wins(or lost). Results against Native Americans that were kind of just a step or two beyond using pointy stick technology for weapons against their iron and steel using enemies...

;) :D

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Tue Feb 02, 2010 8:22 am 
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Heh, I've started it with Horus. Good beginning for new to the forum.

Horus wrote:
you miss the point. the SAS isn't 40k related. they are real.

Captain Obvious to the rescue!!!

@Dr West: Tl;dr. Still, elite Kasr'Kins are rough equivalent :)

So what about that Artillery Company as a branch?


Last edited by Helbrecht on Fri Feb 05, 2010 6:36 am, edited 1 time in total.

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Tue Feb 02, 2010 10:17 am 
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Helbrecht wrote:
So what about that Artillery Company as a branch?
Warforger wrote:
Not codex, Armor Company doctrione is pretty temporary, by the time AI for the ArCo race is done the ArCo doctrione will disappear.


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Tue Feb 02, 2010 10:51 am 
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Ok. Just there are words about ArtRegiments in Codex, but...

Read the Codex again, can the "Behind the Lines" mission be chosen instead of a "Reconnaissance" default one via ability or something? Or let player choose one instead of making Recon default one.
And the Arty. Is it possible to highlight the artillery piece when shooting from FoW? It actually was easily done in WWII by acoustics. And is DS into FoW that OP? (lots of abbreviations, lol).


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Tue Feb 02, 2010 12:17 pm 
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Not sure what you mean by highlight, but when a unit (like the Basilisk, not sure about other units) shoots out of the fog of war, it will momentarily appear out of the FoW, and you can hit it with say a hunter-killer missile. I doubt you can deepstrike right onto that Basilisk in such a situation until you obtain actual LoS however.

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Wed Feb 03, 2010 8:57 pm 
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Helbrecht wrote:
And is DS into FoW that OP? (lots of abbreviations, lol).


As long as space marines have the orbital relay and daemons are a viable army.

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Thu Feb 04, 2010 4:03 pm 
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Des Major wrote:
Helbrecht wrote:
And is DS into FoW that OP? (lots of abbreviations, lol).


As long as space marines have the orbital relay and daemons are a viable army.


DS-ing of 90 marines/daemons... those may be obliterated with 5-6 shots :P and the chances to land in right location are nearly the same.


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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Thu Feb 04, 2010 11:16 pm 
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Nice article west. I am always cruisin for knowledge to be usin. If only the American government did not just kill Haiti...

Any ways back on topic. Arco is a strange beast and does transfer to dow very well. : /

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 Post subject: Re: Thoughts on Artillery Units
PostPosted: Mon Feb 08, 2010 10:36 pm 
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Ok I just read all the posts, Imperial Guard do use scouts in a short term and mobile fight. But, when an army like Death Korps of Kreig starts a siege the cost matter doesn’t matter any more, the crushing of the enemy does. Fluffy wise guard should include move versions, siege being one but that may not be possible. When any shoots are fired blindly real, in the guard stories, and in real life you get the spot to fire at. In the guard stories they fire if you are there then you RUN. the only things that I can think of to fix this problem is, like Warcaster said allow Fortify Buildings, make indirect fire is very inaccurate even if you use the upgrade to make the shot more accurate with armour coups. Also in TT if you do shot without any LoS, BS doesn't remove scatter. And give a loud noise or some warning to where the shot is going fluffy for this, Imperial Guard uses a screamer on the back of the shell to scary their enemies. I also believe that a cost and recharge to switch between would work but for the indirect fire you should have some idea they are there giving a time limit after you see an enemy, don't know if that is possible. Or a building has to be seen once and if they find out it's gone you can't fire. With deep striking, you should be able to do anywhere but if some things in the way the unit dyes or randomly moves, or a drop pod it just crash in.

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