Re: [NetEpic ML] A little math on titan CC

From: Peter Ramos <pramos2_at_...>
Date: Sun, 16 Apr 2000 20:43:45 -0500

Hi!

Hehe, I cant help but feeling that as we go a long and discuss the pros and
cons that we'll wind up with something as clunky as what we already had!

I agree with your points and we could apply this bonus only to
non-titan/knight and praetorian units, its just another exception.

Hmmm... I wonder how much different probability-wise was the old titan
defense system to all these options, I'll bet not too different.

It reminds me of conversations with Ken before we made heresy, the net epic
system can only bear so much and any change by default need special caveats
and exceptions. Most of the time it seems that one simple rule is hard to
make.

Re-analysis

We want titans to be able to defend against swarms while still giving them a
chance of success. Of course there is disagreement, on how much of a
"chance" is acceptable. I'm pretty much into the old school of fluff, I
would give infantry any chance, no matter how good, but that's one opinion.

It seems that another flaw of most ideas is the fact that infantry CAN
inflict multiple hits. One reason I liked Warprats original idea was that it
limited infantry hits to ONE hit if they won. Why should infantry get more
than ONE hit? I think its desperate enough to try it, why give them more
than one hit for their success?

I will propose another ideas, its pretty radical I admit, but we might as
well discuss it. It is as most my ideas derived from all the ideas posted
with a twist.

Rules
1. A morale check is required before this attack is made, for better troops
with better morale this will be easier, for the usual cannon fodder like IG
and works a 50% proposition.
2. Once all combatants that will be involved have made contact the titan
gets his standard 2d6 roll +CAF. The infantry get a 2d6 roll plus the TOTAL
sum of all the units CAF bonus. Units with a CAF of zero get a flat extra d6
REGARDLESS OF NUMBER. Units with models that have both units with zero CAf
or higher than zero CAF get the total of their added CAF< PLUS ONE d6 for
all those zero CAF units REGARDLESS OF NUMBER.
3. Resolution: The usual roll 2d6 plus CAF bonus as described above. IF the
total score of the assaulting infantry is greater they get ONE hit, if the
score is double they get TWO hits and so forth. The titan armor save
modifier is equal to the CAF of the highest unit (maximum modifier of -3).
The infantry player can pick any location (of course we can insert the
difference in reach between ground troops and jump/flight capable troops if
wanted). The titans score is interpreted differently, regardless if it wins
or losses its score is used to "buy" infantry casualties at a points cost
equal to the units CAF. Units with a CAF of zero are automatically removed
(cannon-fodder-is-cannon-fodder).
4. Elite units score an extra hit per their score on a titan if successful
instead of one per multiple.

Examples (using those we all know well)

10 IG pass morale and charge the reaver. With an average of 19 points, the
IG need to be very lucky and the titan unlucky for a hit. But then they are
not supermen. Since they are zero CAF they all die horrible. The chance of a
zero CAF unit surviving a head on assault with a titan is so small I don't
think its worth representing.

One tactical unit decides to show the IG why they are the true warriors of
the Imperium. Each stand has a CAF of +2 for a total of twelve and an extra
d6 for the zero CAF units support. On average with 3d6 +12 versus the titans
2d6 +12 the infantry will score a hit, perhaps more if more units attack.
The titan must "buy" casualties amongst marines, in this case the CAF bonus
alone is enough to destroy the marines in one detachment. Overall while
costly, the marines on average have a much better possibility to do it
damage.

One terminator detachment attacks our reaver friend, its total average score
is 37(with land raiders), meaning the reaver is in for a bad time on average
and while the reaver will kill enough to break them, some will survive. then
again the trick is to get them there.......

Conclusions: It is radical I know, but it uses ONE roll, the variance is in
the interpretation of the result. This does make a big difference between
fodder troops and close combat specialist, the specialist have a very good
chance of doing their job, but its not a given. Cannon fodder troops and the
swarms they represent will very seldom yield results and usually against
smaller titans (as it should be). It addresses most issues discussed
although it requires a differ interpretation.

Comments?

Peter


> At 06:58 PM 4/16/00 -0500, Peter wrote:
> >Hi!
>
> Hellooooo,
>
> >Granted to many d6's may be a hassle, the problem is 2d6 will not, on its
> >own, will not reduce swarming.
>
> This is true. I know this problem well.
>
> >Of course, we could use the crease CAF idea and Ed's save modified by the
> >assaulters CAF, thus keeping it at 2d6.
>
> <Snip the Odds>
>
> I think either way we will get a similar result in the end. If we
increase
> the CAF, I think it should be an increase toward infantry/tanks ONLY.
This
> would represent the Titan's awesome defence systems while if it fights
> other, larger targets, the impact of the defense systems is negligable.
> When fighting a mixed assault, the infantry/tank assault should have
> next-to-no bearing on the Knight/Praetorian/Titan assault, so there should
> be no bonus dice to the larger-scale combat (for the reasoning on this,
see
> a previous post of mine).
>
> This system could work well.
>
>
> -Kelvin....
>
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Received on Mon Apr 17 2000 - 01:43:45 UTC

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