Re: Steel Legion unit analysis and gameplay experiences (WIP
Posted: Thu Feb 01, 2018 9:24 pm
As long as weapons and stats can be tweaked we should be fine. A shame we cannot rename weapons or units and duplicate them. I would rather see a Steel Legion Veteran Squad and things alike. I should download your mod and take a deep look into it. I guess, however, we should opemn a new thread for the discussion on it. Heck, this breathes even life into this rather quite forum.
Also, I have no problems with the mod eventually getting better than vanilla game mechanic-wise. Some things feel wrong to me in vanilla although I must say it is still a good game.
Now, I would like to play with this hypothetical unit (can you tell me, whether this is possible?):
Steel Legion Infantry Platoon
This is the backbone of a Steel Legion-themed army. Fluff-wise, we consider it to contain a command squad of 5 and 3 squads of 10 making it 35 sprites overall so unit strength 35 at 1 HP each, which is reasonable for humans.
Weapons:
Lasgun (short range)
Range: 1-1 Strength: 20 Piercing: 0 Shots: 2.4 Accuracy: 100/-10%
Lasgun (long range)
Range: 2-2 Strength: 20 Piercing: 0 Shots: 1.6 Accuracy: 100/-10%
Bayonet
Range: 0-0 Strength: 15 Piercing: 0 Shots: 1 Accuracy 100/0%
Grenade Launcher
Range: 1-2 Strength: 35 Piercing: -5 Shots: 0.2 Accuracy 100/-20%
I want to see whether it is possible to use non-integer numbers for shots. With the values stated every 5th man of the platoon will be armed with a grenade launcher which will shoot with improved stats, which is true for units bought in the tabletop game. 2 special weapons in each squad and another one in the 5-man command squad. This is only usable, if the AI will count the sprites and multiply with the number of shots to get the correct number of attacks (rounded up). Strength is set to 35 so that it is possible for the launched frag grenades to have a small chance for bonus damage. I remember the launched grenades to be at strength 4 and a small piercing value. Lasgun ranges are split up to simulate the rapid-fire mechanism and the orders the present lieutenant will give (First rank: Fire! Second rank: Fire!). Also, infantry will have a chance to defend itself in close combat and hurt some orks in return - not too much, though. Having a close combat weapon would call for the assault trait.
The upgraded version of this unit would swap grenade launchers with the flamers. After some number crunching, I would expect the unit to be as big as the normal one: 35 men with 1HP depicting 1 command squad and 3 squads with a mixture of lasguns and flamers. Understanding the flamer, it should automatically come with the trait terror and siege, but the latter is not needed, since melee ignores cover bonus. Since the flamer is an AoE-weapon, I have increased attacks in melee simulating the flamer soldiers firing those instead of using bayonets but in turn incinerating more orks. Frankly, the vanilla version is not canon. There is no unit of 20 men all carrying flamers. 2 per squad
Steel Legion Flamer Platoon
Weapons:
Lasgun (short range)
Range: 1-1 Strength: 20 Piercing: 0 Shots: 2.4 Accuracy: 100/-10%
Lasgun (long range)
Range: 2-2 Strength: 20 Piercing: 0 Shots: 1.6 Accuracy: 100/-10%
Bayonet
Range: 0-0 Strength: 15 Piercing: 0 Shots: 0.8 Accuracy 100/0%
Flamer
Range: 0-0 Strength: 30 Piercing: 0 Shots: 0.2x4=0.8 Accuracy 200/0 "Terror"
This modification makes the unit more versatile as you still can use it in firefights on range 1-2. But I cannot see, why the unit should be smaller, just because it has a 'better' weapon now. A flamer does d6 hits automatically, so I raised accuracy to 200 to ensure the shots will hit. A d6 has a median of 4 (after rounding), so this is the average number of hits one inflicts.
You could offer to upgrade to reinforced platoons which will be the max of 1 command squad and 5 squads of 10 making it 55 sprites in one unit of infantry. True, this is a force to reckon with, but is at all in accord to fluff. The Chimera transport should be buffed and nerfed simultaneously. I would raise HP to 3 apiece, because it stil is a tank with, mind this, a better armour than a rhino. You get one for each squad, so 4 for a basic platoon and 6 for a reinforced platoon. When it comes to numbers, it should have accuracy on par with other tanks so around 60 to 70 ranged, although I feel it would be better to have accuracy generally be kept at 50% and weapon accuracy raised to a higher base to reflect that some weapons will hit more likely because they are good at close range, hit automatically like flamers or sheer cadence makes up for poor aim like twin-linked weapons do. A Multilaser is not a weak weapon so the comparison with the lasgun is not true at all. I would keep it 3 shots with strength about 50 to 60 but no piercing. It is a kind of high-powered, gatling lasgun. in the game it has Strength 6 which is enough to auto-kill a toughness 3 model, so giving it a strength of 20 is wrong. The heavy bolter has about the same cadence so 3 shots with a bit less strength but added piercing like 40/10 or 40/15. A heavy bolter penetrates all armour types beneath servo-armour fluffwise, so 40/0 would be too weak.
To compare a heavy bolter with a twin-linked one:
Heavy Bolter:
Range: 1-3 Strength: 40 Piercing: 15 Shots: 3 Accuracy 100/-10%
Twin-linked Heavy Bolter
Range: 1-3 Strength: 40 Piercing: 15 Shots: 4 Accuracy 150/-5%
This weapon behavior reflects the fact, that the twin-linked weapon will shoot more bullets so +1 to shots and in the game statistcally, each miss get a re-roll, which is reflected by accuracy 150 and lesser impact over range (tracer fire anyone?).
Mathematically, the Piercing value is odd, as it does just the same as strength. This is, because an armour value is missing. When calculating wounds, first it should be checked, whether the unit has armour, which will add to the defence value which is a number consisting of cover and natural toughness/resilience of troops. Piercing would negate that armour number but do not touch defence more. It just removes a possible bonus. To unarmoured troops it does not matter whether the bullet was armour piercing or not - they have no protection agains neither. So we would see that the multilaser would fare slightly worse against armoured targets (which it indeed does), because they get their defence buffed by their armour value. The heavy bolter however, would chew down on the armour and then hurt even better equipped targets. Cover goes into defence so it is nothing, piercing would help against and will decrease overall attack efficiency as intended. But the current system is wrong, as it is pure addition/subtraction mechanism so raising strength does the same as giving piercing: it linearly increases the difference between attack strength and effecive defence. This falls short of logic.
Also, I have no problems with the mod eventually getting better than vanilla game mechanic-wise. Some things feel wrong to me in vanilla although I must say it is still a good game.
Now, I would like to play with this hypothetical unit (can you tell me, whether this is possible?):
Steel Legion Infantry Platoon
This is the backbone of a Steel Legion-themed army. Fluff-wise, we consider it to contain a command squad of 5 and 3 squads of 10 making it 35 sprites overall so unit strength 35 at 1 HP each, which is reasonable for humans.
Weapons:
Lasgun (short range)
Range: 1-1 Strength: 20 Piercing: 0 Shots: 2.4 Accuracy: 100/-10%
Lasgun (long range)
Range: 2-2 Strength: 20 Piercing: 0 Shots: 1.6 Accuracy: 100/-10%
Bayonet
Range: 0-0 Strength: 15 Piercing: 0 Shots: 1 Accuracy 100/0%
Grenade Launcher
Range: 1-2 Strength: 35 Piercing: -5 Shots: 0.2 Accuracy 100/-20%
I want to see whether it is possible to use non-integer numbers for shots. With the values stated every 5th man of the platoon will be armed with a grenade launcher which will shoot with improved stats, which is true for units bought in the tabletop game. 2 special weapons in each squad and another one in the 5-man command squad. This is only usable, if the AI will count the sprites and multiply with the number of shots to get the correct number of attacks (rounded up). Strength is set to 35 so that it is possible for the launched frag grenades to have a small chance for bonus damage. I remember the launched grenades to be at strength 4 and a small piercing value. Lasgun ranges are split up to simulate the rapid-fire mechanism and the orders the present lieutenant will give (First rank: Fire! Second rank: Fire!). Also, infantry will have a chance to defend itself in close combat and hurt some orks in return - not too much, though. Having a close combat weapon would call for the assault trait.
The upgraded version of this unit would swap grenade launchers with the flamers. After some number crunching, I would expect the unit to be as big as the normal one: 35 men with 1HP depicting 1 command squad and 3 squads with a mixture of lasguns and flamers. Understanding the flamer, it should automatically come with the trait terror and siege, but the latter is not needed, since melee ignores cover bonus. Since the flamer is an AoE-weapon, I have increased attacks in melee simulating the flamer soldiers firing those instead of using bayonets but in turn incinerating more orks. Frankly, the vanilla version is not canon. There is no unit of 20 men all carrying flamers. 2 per squad
Steel Legion Flamer Platoon
Weapons:
Lasgun (short range)
Range: 1-1 Strength: 20 Piercing: 0 Shots: 2.4 Accuracy: 100/-10%
Lasgun (long range)
Range: 2-2 Strength: 20 Piercing: 0 Shots: 1.6 Accuracy: 100/-10%
Bayonet
Range: 0-0 Strength: 15 Piercing: 0 Shots: 0.8 Accuracy 100/0%
Flamer
Range: 0-0 Strength: 30 Piercing: 0 Shots: 0.2x4=0.8 Accuracy 200/0 "Terror"
This modification makes the unit more versatile as you still can use it in firefights on range 1-2. But I cannot see, why the unit should be smaller, just because it has a 'better' weapon now. A flamer does d6 hits automatically, so I raised accuracy to 200 to ensure the shots will hit. A d6 has a median of 4 (after rounding), so this is the average number of hits one inflicts.
You could offer to upgrade to reinforced platoons which will be the max of 1 command squad and 5 squads of 10 making it 55 sprites in one unit of infantry. True, this is a force to reckon with, but is at all in accord to fluff. The Chimera transport should be buffed and nerfed simultaneously. I would raise HP to 3 apiece, because it stil is a tank with, mind this, a better armour than a rhino. You get one for each squad, so 4 for a basic platoon and 6 for a reinforced platoon. When it comes to numbers, it should have accuracy on par with other tanks so around 60 to 70 ranged, although I feel it would be better to have accuracy generally be kept at 50% and weapon accuracy raised to a higher base to reflect that some weapons will hit more likely because they are good at close range, hit automatically like flamers or sheer cadence makes up for poor aim like twin-linked weapons do. A Multilaser is not a weak weapon so the comparison with the lasgun is not true at all. I would keep it 3 shots with strength about 50 to 60 but no piercing. It is a kind of high-powered, gatling lasgun. in the game it has Strength 6 which is enough to auto-kill a toughness 3 model, so giving it a strength of 20 is wrong. The heavy bolter has about the same cadence so 3 shots with a bit less strength but added piercing like 40/10 or 40/15. A heavy bolter penetrates all armour types beneath servo-armour fluffwise, so 40/0 would be too weak.
To compare a heavy bolter with a twin-linked one:
Heavy Bolter:
Range: 1-3 Strength: 40 Piercing: 15 Shots: 3 Accuracy 100/-10%
Twin-linked Heavy Bolter
Range: 1-3 Strength: 40 Piercing: 15 Shots: 4 Accuracy 150/-5%
This weapon behavior reflects the fact, that the twin-linked weapon will shoot more bullets so +1 to shots and in the game statistcally, each miss get a re-roll, which is reflected by accuracy 150 and lesser impact over range (tracer fire anyone?).
Mathematically, the Piercing value is odd, as it does just the same as strength. This is, because an armour value is missing. When calculating wounds, first it should be checked, whether the unit has armour, which will add to the defence value which is a number consisting of cover and natural toughness/resilience of troops. Piercing would negate that armour number but do not touch defence more. It just removes a possible bonus. To unarmoured troops it does not matter whether the bullet was armour piercing or not - they have no protection agains neither. So we would see that the multilaser would fare slightly worse against armoured targets (which it indeed does), because they get their defence buffed by their armour value. The heavy bolter however, would chew down on the armour and then hurt even better equipped targets. Cover goes into defence so it is nothing, piercing would help against and will decrease overall attack efficiency as intended. But the current system is wrong, as it is pure addition/subtraction mechanism so raising strength does the same as giving piercing: it linearly increases the difference between attack strength and effecive defence. This falls short of logic.