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Post by kyron23 on Nov 28, 2014 17:40:12 GMT
I haven't gotten my core set yet but am trying to balance the Point Values of the squads i intend to use. Can anyone please post the published Point Costs of: 1-MAC II Monster 2-Female Power Armor 3-Zen Artillery Core Squad Thanks in advance!
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John
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Post by John on Dec 1, 2014 19:45:57 GMT
One of the more problematic issues with the game is that the points values are not published in the rule book.
You're stuck with the cards for points values ... and options, but that's another issue.
I only have what's in the big box (so no Wave II mechs (or equivalent cards) like the MAC or Female Power Armor. So their point values are unknown to me.
Good news is that core artillery squad card does come in the big box ... as to the mini-cards for using them as support options ... and those have points values on them! Bad news, I won't be able to post them here until later tonight.
Might be a good time to hijack the thread and discuss point values in general, as some of them seem a bit off.
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Post by mike1975 on Dec 1, 2014 21:35:48 GMT
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John
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Post by John on Dec 2, 2014 0:03:07 GMT
Nice Mike! Where did you get the points for the other stuff?
Now for a minor derail on value. Let's compare/contrast:
Zentraedi Attack Squad (80pts) 1x officer pod 9x battle pod
Zentraedi Attrition Squad (70pts) 12x battle pod
We know the support choice for the officer's pod is 20pts, so if we add him to the second squad (now 90pts; +10pts more than the attack squad) you get three extra battle pods.
What's the rub here? You get discounted pods but now have one less support choice for the squad?
Is there another way to get three pods for 10pts? Buying them as a support option gets you six pods for 35pts, which isn't cheaper.
Are their other strangely valued points out there?
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mouse
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Post by mouse on Dec 2, 2014 2:01:57 GMT
Another one I fee is off is the Phalanx and the Serauhaug-Regult (heavey artillery battle pod).
Both are 40 points for a support squad of two. Their main weapon is similar, but the Phalanx is a lot bigger mech, and has 11 volleys of 4 missiles. The Serauhaug has a total payload of 4 missiles.
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mouse
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Post by mouse on Dec 2, 2014 2:16:47 GMT
Hey Mike I tried looking at those images you had on that link about 2 posts back. Better sheets, and such. Unfortunately I couldn't seem to get the images to pull up... Any suggestions..
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Post by mike1975 on Dec 2, 2014 15:10:46 GMT
Can you open the page? You might want to try downloading the file. If you are low on memory you might not be able to see the previews very well.
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Post by mike1975 on Dec 2, 2014 15:18:04 GMT
Another one I fee is off is the Phalanx and the Serauhaug-Regult (heavey artillery battle pod). Both are 40 points for a support squad of two. Their main weapon is similar, but the Phalanx is a lot bigger mech, and has 11 volleys of 4 missiles. The Serauhaug has a total payload of 4 missiles. I agree on this one. The Heavy Pod needs to have it's cost dropped to 25 for 2 units. The reason I was given for the cost was to ensure that they were not common on the battlefield but stayed rare.
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John
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Post by John on Dec 2, 2014 18:03:28 GMT
"The reason I was given for the cost was to ensure that they were not common on the battlefield but stayed rare." Wow. If true, 1) That's just horrible game design. Did they not consider simply limiting the number of times the option chould be taken? Have they not picked up a miniatures rules book since the 80s? And 2) Does that mean that they approve of a table full of Phalanx? SMH Anyways ... I'm with Mouse as I think the heavy artillery pods might be the worse points value in the game. Let's have a look: Light Arty (25pts)Pods x2 Ammo 4, Volley 6 The two pods can do (9x6)x2 = 108 total damage per turn. That's one turn. They have three more ammo/turns at that dps, for a total of 432 possible. That's a lot of dead Veritech. Nice! Heavy Arty (40pts)Pods x2 Ammo 4, Blast, Volley X The two pods can do (9x4)x2 = 72 total damage per turn. The blast gives them a 5" circle of doom, so a chance for AOE, but that's it, no more ammo. They are done. Just comparing those two, the light arty pods can do 360 more damage before they lose steam ... and for 15 points less! Ok, but what if you want to spend the same 40 points, not 15 points less? Well the Phalanx will do that nicely. Phalanx Destroid Squad (40pts)Destroid x2 Ammo 11, Blast, Volley 4 The two mechs can do (9x4)x2 = 72 total damage per turn. With the same 5" blast template as the heavy arty pods. Ok, that's the same ... only the Phalanx can do that 11 times! It isn't a one shot waste of points. Never mind that most games won't last 11 turns, but that gives the Phalanx duo a total of 792 damage before they run out of ammo. And this is the same 40pts as the Zentraedi Heavy Arty pods. Is there a worse points value in the game than the Serauhaug-Regult (heavy arty pods) squad?
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mouse
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Post by mouse on Dec 2, 2014 18:40:42 GMT
John
Thanks for backing me up. I think the 25 points that Mike projected is a little better for the Serauhaug.
But in regards to the Phalanx. Most games only go 5 turns (if they live that long). The Phalanx is still a better mech, but it would have to be an amazing day to see it uses all 11 volleys (Not like in the days of the old Robotech RPG where your Phalanx/Spartan could shoot the entire wad).
Mike
I managed to open the docs you had. They are amazing. I really like the Combat Modifier sheet. I was going to do my own, but you did it for me. Thanks
In regards to some of your vehicles and infantry. Where are your rules for vehicles and infantry. The sheets look great.
Unfortunately, I worry a little bit about vehicles and infantry. I am afraid it will be like Battletech where infantry went from fun to kill popcorn to unkillable (and not fun). I say this becuase I am afraid of Michael Bay. I don't care how awesome that marine is. Punking a named Transformer is just disrespectful to the genre.
Also is there something that makes mechs better than vehicles. I thought being powered by protoculture was supposed to make mechs "more awesome", thus the shift from vehicles to mechs. Maybe I am remebering that wrong. Is it harder for vehicles to dodge (more command points?)
Thanks
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Post by ItsUncertainWho on Dec 2, 2014 19:02:37 GMT
...The reason I was given for the cost was to ensure that they were not common on the battlefield but stayed rare. After meeting Carmen at GenCon I knew that the rules were going to be questionable, but this is simply some the the dumbest logic I have ever heard.
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Post by mike1975 on Dec 2, 2014 19:22:13 GMT
Ha! If I did not think it wrong I would not have asked PB to change it. The other thing is the Male Power Armor. I think they are a bit on the cheaper side for what they can do. Playtesting will tell.
Vehicles (Hand to Hand Change and Vehicle Addition) To make a hand to hand attack, an attacking mecha only needs to move into base to base contact with the enemy mecha that it wishes to attack (during the Movement Step), then it may make hand to hand attacks against the figure in base to base contact.
Please note that close formation cannot be utilized during hand to hand combat attacks, by the attacker or defender.
Engaged in Hand to Hand Combat – Once a mecha is in base to base contact with an enemy figure, the two are considered to be engaged in hand to hand combat unless one of the two mecha has the Vehicle or Aircraft traits. If Engaged they cannot attack with weapons systems at all. Additionally, engaged figures cannot be attacked by other figures with weapon systems.
If either figure wishes to move out of base to base contact, then, its player must pay one Command Point to do so. The exceptions are Aircraft are Never engaged in Hand to Hand and mecha attacking vehicles can choose to engage in Hand to Hand combat or not. Note: A figure may move, or change facing, as long as it doesn’t move out of base to base contact with the figure that it is engaged with. If a figure is in base to base contact with multiple enemy figures, it costs one Command Point for each enemy figure in base to base contact with it to be able to move out of hand to hand combat. --------------------------------------------------------------------------------------------- Vehicles: Vehicles are mecha that drive on wheels, tracks, hover sleds or a variety of other methods. They often have the Cumbersome trait. They cannot engage mecha in Hand to Hand combat but can only perform a Body Block or Ram attack as normal by moving into base to base contact with another mecah. IF a vehicle attacked a mecha the mecha they attack may choose to engage the attacking vehicle in Hand to Hand at the time of being attacked. Mecha engaged in Hand to Hand with vehicles are not required to pay a Command Point when disengaging from Hand to Hand combat with a vehicle.
I'll see if I can find my infantry rules. It's not on my thumb drive.
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Post by bastinado on Dec 3, 2014 1:31:37 GMT
Another one I fee is off is the Phalanx and the Serauhaug-Regult (heavey artillery battle pod). Both are 40 points for a support squad of two. Their main weapon is similar, but the Phalanx is a lot bigger mech, and has 11 volleys of 4 missiles. The Serauhaug has a total payload of 4 missiles. I agree on this one. The Heavy Pod needs to have it's cost dropped to 25 for 2 units. The reason I was given for the cost was to ensure that they were not common on the battlefield but stayed rare. If that was the reason I think I'd rather have had them keep the heavies rare by saying you need so many light artillery in your army for every heavy, and then lower the price to 25.
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mouse
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Post by mouse on Dec 3, 2014 3:20:37 GMT
Hey Actually played a game tonight. Took an attack squad and an artillery squad (with overpriced Serauhaug-Regults). Only got one shot off of the a Serauhaug. It was a nice shot, but the Veritechs said no more, and took out more than a fair number of my artillery battle pods (all the Serauhaugs). So... The Serauhaug's went real fast for the points I paid. The Light Artillery Pods were awesome. Lack of Anti Air Hurts (a lot), and lack of cannon fodder was noticable. You seriously need to attach a regular Regult squad to act as sheilds for the cooler pods Artillery Pods. Also, the Tenesta regults are not a tremendous buy for 15 points. They are barely better than a battle pod, and the lack of anti missile makes it even closer. However when you consider you just bought 2 Command Points for 15 army points, that isn't to bad. I was afraid to let them engage at one point, I needed those command points. Sorry this may not be in exactly the right thread, but I thought it was relevant to the Squad point Concept
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Post by bastinado on Dec 3, 2014 4:43:53 GMT
Regults commence operation artillery shield! Artillery commence operation stand behind the fodder!
Also I agree a play by play is welcome in this section when it's illustrating the effectiveness of a rule were debating.
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Post by n815e on Dec 3, 2014 14:50:48 GMT
The problem with doing a unit-by-unit comparison is that game balance is more than just summing up the parts of a model and coming up with a points value. That is where you start, but better game designers don't end there. The points values of units should be approached synergistically, as a model-by-model comparison may show some units having 'wrong' points costs, but their effect on the entire force could be greater or lesser depending on how the rest of the force plays.
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Post by ItsUncertainWho on Dec 3, 2014 16:37:15 GMT
The problem with doing a unit-by-unit comparison is that game balance is more than just summing up the parts of a model and coming up with a points value. That is where you start, but better game designers don't end there. The points values of units should be approached synergistically, as a model-by-model comparison may show some units having 'wrong' points costs, but their effect on the entire force could be greater or lesser depending on how the rest of the force plays. While army wide balance should be considered it does not dictate that two units should be costed the same regardless of their functionality simply because they share the same roll in their respective armies. When you have two units that are functionally in the same roll (Heavy Artillery), yet are vastly different in potential output, durability, and basic function, that cannot mean they are worth the same points.
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Post by n815e on Dec 3, 2014 17:03:57 GMT
No, but taken as a whole, what kind of effect does adding unit x to force y have on the overall way that force y plays? I believe the game designers have already stated on Mike's FB group that points values were assigned based on performance in relation to what each unit brought to the entire force, not based on any individual stats. This is where play testing becomes important. It's rarely helpful to break a system down by components and try to analyze it by isolating parts and comparing them to other isolated parts. Without consideration as to their contribution to the whole, the value of specific parts cannot be well assessed.
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Post by ItsUncertainWho on Dec 3, 2014 17:33:40 GMT
I know and have heard that argument before. The problem lies where you assign cost based on a nebulous idea, you quickly run into units that are priced out of usability. I have seen this happen in other games. One persons idea of what something brings to an army can vary greatly, and with no reference to how play testing was conducted, I presume the worst. Overloud play testers can push their ideas through the system and weight the game in bad ways.
Pure mechanical cost should always be a baseline. Once these baselines are established you can then consult the ether to get a feel for how things should be adjusted. That said, there are far, far better ways of controlling units than simply raising their point cost. The first and easiest is limiting availability of certain units through Force Org. charts. A simple limit of one Heavy Artillery support per 150 pts, or some such is a far better solution than arbitrary point increases, not that this is a viable solution.
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Post by n815e on Dec 3, 2014 18:05:38 GMT
I agree with you to a large extent. Points system balance is itself an illusion to anyone that thinks that they represent anything other than a means to provide a rough guide to equality. The value of a unit in any particular game session is dependent on so many variables, I can't see how anyone can think of points as being anything other than a broad measure of performance.
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Post by ItsUncertainWho on Dec 3, 2014 19:15:05 GMT
I wouldn't call points an illusion. If handled properly, with everything being assigned a value, they can be a very good guide to what to expect, on the average. This gets blown out of the water as soon as dice and people are involved. The combination of command points, additive bonus points, and rules that you can drive a bus through just compound problems.
In other games I have found that the mechanical point cost of a unit, with a marginal adjustment up or down, creates far better unit balance than the "how does it fit in the army" philosophy.
The other big issue I take with the design philosophy of the game is the "play like the show" idea. This type of thinking will lead to bad design choices faster than a more rational, mechanical approach. Combine that with referencing the RPG books, arbitrary and wishy-washy like all things Palladium, and we end up with what we have. Given time I hope we can piece together some form of adequate game.
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Post by n815e on Dec 3, 2014 20:21:03 GMT
I've been playing these games for 30ish years and points are certainly an illusion. A well-tested scenario will give you a better balanced experience than any points-matching.
Points cannot take into account the vast number of variables in a game. At best, they provide an idea of value for an average game of an average force-size on an average-sized table with average dice rolling where players have in relation to the average play tester: a similar force composition, a similar amount/style/size of terrain, play with the same level of competency and use the same play style; or follow the designers' intentions. The more variation you have in your game, the more freedom players have in what they can do in your game and the greater the number of people playing your game will throw your points system out of balance fast. This is why games like 40K are filled with "Codex Creep" and people complaining about how certain units under- or over-perform.
Your "mechanical" point cost is still determined by "how does this fit into the game in relation to the other stuff in the game" using an arbitrary scale. It neglects to consider how the unit interacts with the other units on both its own and the other side. Throw in some "faction" rules and some interdependent unit abilities, your strictly mechanical approach gets less accurate.
The UEDF is designed to play differently than the Zentraedi. If you had an identical model on each side, where each side is designed to utilize them differently, then they should not cost the same points. Even with the same attributes and capabilities, how they function in each force will be different and not necessarily provide equivalent value.
By the very nature of the two primary sides we currently have in this game, a low-damage blast weapon is going to be far more valuable to the UEDF than the Zentraedi and a high damage single-target weapon is going to be more valuable to the Zentraedi than to the UEDF. Any system that assigns the same points to the same weapon regardless of which side is using it is not accurately reflecting its value.
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Post by ItsUncertainWho on Dec 3, 2014 22:30:28 GMT
If two units are literally identical they should be the same cost. An arbitrary point cost 'just because' is garbage design. If the unit needs to be limited in some fashion, to prevent spam or some other issue, limit its availability, don't arbitrarily jack the cost up. There are too many better, cleaner, less arbitrary options available than random point costing. That said, sometimes a cost increase may be needed for certain things, but that should be a very rare occurrence.
As soon as the game designer lets me pick and choose what I take for my army he gives up any choice on how I play that army. Giving me the choice means that I might break the game, in my favor or not, based on the designers predisposition of how he thinks it should be played. If the designer doesn't want to give that up, design the game differently.
The key thing is that we are dealing with two vastly different factions with only marginally related tech. This allows for a wide variance in what is and isn't equivalent. My gut feeling is the designers failed to embrace the differences in the two armies and kept things far too equivalent for their own good. This is likely what led directly to them choosing to arbitrarily assign unit costs. Sadly, we need to go back to the RPG, as far too much info was pulled from that source, and look at the true culprit of what stats were modeled from.
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brian
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Post by brian on Dec 4, 2014 1:21:58 GMT
If two units are literally identical they should be the same cost. An arbitrary point cost 'just because' is garbage design. They shouldn't necessarily cost the same. A Kryptonite ray gun is a lot more useful to Lex Luthor than it is to the Joker (or Superman, for that matter). And who said the point cost was arbitrary? The Zentraedi have access to the Quel-Regult Recon Battlepod, which can give a +1 to hit bonus to everything within 12". That should be taken into account since it's fairly cheap and can easily give the artillery pods better chances to hit than their UEDF counterparts. We see this a lot with the Zentraedi. They are designed to work differently as an army. The Glaug can bring back an endless supply of Battlepods. They also provide lots of Leadership points, which the Zents would otherwise lack. This cost is accounted for somewhere.
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mouse
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Post by mouse on Dec 4, 2014 3:06:26 GMT
Brian I think you have a point that how an army usually functions, might affect how much a card cost. I like your supehero analogy. Kind of like Magic The Gathering. Each color had a particular type of magic and to generate an off flavor effect, the mana costs were often more. But, I still think 40 points is a steep cost. I cried real tears when both of my Seruhaugs blew up. Also, most of the mook Battle Pods don't generate Command Points, because they have Life is Cheap (I think).
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Post by n815e on Dec 4, 2014 4:52:51 GMT
As I've already pointed out, and Brian has so wonderfully expanded on, two identical units should not necessarily have the same points cost because they can behave completely differently depending on the rest of the force they are in and the force they are facing. A force is synergistic, you cannot determine the value of the parts without considering the whole.
Nobody other than you is claiming that the assigned points are "arbitrary". The designers clearly stated that they assigned points based on how units function in relation to each other. That is the smart way to assign points because it takes into account performance which means an increased likelihood of balance.
The other way doesn't consider relational performance at all and that is why games that use that type of point assignment end up with greater imbalance and unhappy players decrying "broken" forces.
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brian
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Post by brian on Dec 4, 2014 4:56:00 GMT
40 points is a lot, and the Phalanx is pretty clearly superior.
Yeah I know that Life is Cheap takes away the normal command points that a mech would provide. I guess what I'm saying is that that will affect how units are priced. Glaugs have Leadership 4, which is very high. But considering that's one of the few ways to get command points in the army, it makes sense that Glaugs aren't crazy expensive. A Leadership 4 human mecha would be worth a lot more.
Perhaps the thought with the pricing of the Heavy Artillery Battle Pod is that Zentraedi will normally far outnumber UEDF forces. A blast template which hits lots of targets at once is much more beneficial to them, because the UEDF has fewer numbers to start with, and can't bring in endless reinforcements. If a Phalanx kills 8 Battle Pods, a Glaug can make them reappear next turn. If a Serauhaug kills 2 Valkyries, those guys are gone forever.
I'm not saying they shouldn't be cheaper. I'm just saying that there could be a logical reason for the price.
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Post by ItsUncertainWho on Dec 4, 2014 7:59:11 GMT
I'd argue that the kryptonite ray gun is exactly as useful to the Joker as it is to Lex Luthor. It does the exact same thing regardless of which one is using it. The chance that it would be used would vary greatly, but the effect would be the same regardless of who used it.
We can agree to disagree on the finer points. If a basic cost structure that is consistent thoughout the game isn't used to build from, no amount of nebulous 'army as a whole' pricing will be able to create a remotely balanced game. I have seen just as much imbalance from games that took the 'army as a whole' approach. What a unit can do is far more important than what it is supposed to do.
What we get back to, ultimately, is do you trust the designers and the thoroughness of playtesting. I have to say no to both of those at this point.
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Post by n815e on Dec 4, 2014 15:36:15 GMT
Have you even played the game, yet?
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Post by ItsUncertainWho on Dec 4, 2014 16:03:06 GMT
I did at GenCon, with Carmen Bellaire at my side, running 2/3 of our units on the big table, when he bothered paying attention to the demo he was running. I found the game simplistic, yet overly complicated and riddled with dumb deign choices. Add to that we have a play tester who has managed to build a multi page FAQ/errata before the game was even in people's hands, and a bad picture starts to form.
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