Specialist Arms Forum

Battlefleet Gothic => [BFG] Rules Questions => Topic started by: barras1511 on December 19, 2010, 11:52:00 PM

Title: Are the Eldar movement rules broken? Whats the alternative?
Post by: barras1511 on December 19, 2010, 11:52:00 PM
Why is the Eldar fleet so powerful in the hands of a skilled opponent? If you know what your doing with them they are almost impossible to defeat with IN Chaos SM etc. If you lose 1 game in 6, your doing really bad with them. My conunrum is I actually like the Eldar rules and the difficulty in fighting them. I hate having the blast me for 3 turns and when I finally get into them, they bug out because they have caused so much damage it is a win to them to do so. What is the solution. I prepose making a change to the special order lock on.
At the start of the game, tournament or campaign you are playing you may take Lock On as it is written in the book or you take it as a version of the second edition 40k rule Over Watch.
I would make it so that any ships under Lock On (2) can pause his opponents turn at the begining of any of his phases to fire any number of locked on ships at reduced fire capacity. This would involve a right column shift for WB and a -1 to hit for lances (5+). Ordinance could not be fired under this rule. No changes in direction would be allowed under Lock On 2. Once on lock on 2 you could not shoot in your turn. Remove the dice from any ship that fires.
This rule would represent the difference in training between fleet operations and system defense.
What do people think?




Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on December 19, 2010, 11:56:45 PM
We arent talking MMS eldar, right?  You at least stand a chance against that :)

MMS IIRC was created as an alternate to eldar rules, so id suggest just going that route.  Its not yet perfect, but its sooooo much better.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on December 20, 2010, 04:11:53 AM
http://www.tacticalwargames.net/archive/rules/gothic/geldarmms01.html
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: barras1511 on December 23, 2010, 02:54:41 AM
Sorry about this post. I didn't even know about these rules. Thank you for giving me the heads up.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Valhallan on December 25, 2010, 06:52:51 PM
yep. mms is the best solution imho. though overwatch would be fun to play with in smaller games - it would probably destroy msm eldar though, despite its good flavor. i may try to incorporate that into my bfg/necromunda rpg i'm workin on.

oh, and merry christmas
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Xyon on December 28, 2010, 05:00:11 PM
A bfg/necromunda rpg?  amazing! feel free to PM me details if you dont feel like posting them here, or do you have a thread on here or anywhere where you are talking about this?

but yeah, move move shoot eldar are easier to hit.

I do like the overwatch idea though,  instead of tacking it on to lock on,  making 'overwatch' a new special order would be cool.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on December 28, 2010, 05:49:19 PM
IMO it isn't the MSM movement that is the problem. I actually like it as it more accurately represent their agility.
It's having holofield on top of MSM that is the problem if there is a problem. Would not change MSM but would consider weakening holofield first.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on December 29, 2010, 04:52:59 AM
Wrong, in open space and vs Necrons Eldar are toasted.
MSM IS the key problem to everything Eldar related. It also breaks a core game mechanic which isn't very nice to do.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on December 29, 2010, 11:29:33 AM
Necron owns Eldar because they largely ignore the benefits of holofield. This largely suggest the strength of eldar is the holofield not MSM. Take away the holofield then they are toast despite having MSM.
Think about it.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on December 29, 2010, 11:36:45 AM
If Necron had Ork speed then their special weapons would do nothing.

It is due the fact Necrons have high speed& good turns & good weaponry they win.

Thus the problem ain't the holofield.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on December 29, 2010, 12:17:45 PM
Not the necron speed cause they cannot turn like eldar can to escape.
But eldar melt to necron not because they got caught movement wise but the holofield offers no safety.
When any other fleet catches eldar the holofield resilience keep eldar safe.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: commander on December 29, 2010, 12:20:06 PM
If Necron had Ork speed then their special weapons would do nothing.

It is due the fact Necrons have high speed& good turns & good weaponry they win.

Thus the problem ain't the holofield.

I've not played that much against Eldar but, IMO, the holofield is part of the problem; too high a saving versus lances and AC, too fragile versus WB. However, I see MSM, which breaks with movement of any other fleet, incl Necrons, as the main problem.
Both should be fixed.
For the moment, I don't have any suggestions worked out.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 03, 2011, 11:26:08 AM
In my group we still play msm, because at the moment we don't think the mms rules are fully worked out.  To be honest, if you play against Eldar a fair bit, you do get better.  And remember, the Eldar are meant to win more often than not, vs. IN/ Chaos anyway, as they are so much more advanced.  So msm is characterful, if annoying!     
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 03, 2011, 07:25:23 PM
Then give feedback on what could be improved on the mms rules! :)

MSM is not characterful. It is a flaw, a mistake. :)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 03, 2011, 07:36:51 PM
When someone fixes the mms rules we'll use them.  But until then we'll stick to msm, as at least we know where we are with them!  I agree that mms is better, in theory. However, I rarely play with Eldar myself, and there's only one other Eldar player in the group at the moment, so i'm reluctant to learn rules before they've been fixed. 

As for characterful, I meant insofar as the msm rules allow the Eldar to win on a regular basis, which is characterful.  The mechanics for msm are less so...
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 03, 2011, 07:42:11 PM
What's to fix with the MMS rules?
We use and play them regular. Yes, it is always developing (like a living rulebook ;) ). Last update while ago but expect something later this year. Others play it as well.

I think it is balanced and nothing major broken (unlike msm....)....

I mean I am the "caretaker" of MMS. And they have come along way since the WR11 edition...

If you don't want to talk about it in public shoot me an email (you have the adress).
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 03, 2011, 08:15:14 PM
The MMS Eldar are about 85% done, in my own opinion.  Really great fleet.  I'm not too fond of completely ignoring minimum movement though.  Even a 5cm requirement would make me happy.  I've just seen too many 'become a starbase behind asteroids' variants of Eldar ordnance fleets.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 03, 2011, 08:57:53 PM
@horizon.  Its been about 9 months ish since i've had a look at them, I didn't go back due to ongoing projects with my IN fleet, but as the general consensus is that mms is ok then i'll give it another go.  I don't know where i'd find the mms rules anymore though (poor memory, sorry)  so if you want to give me a link to the mms rules, i'll have a look at them and give them a whirl for a few games and see how they go.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 03, 2011, 09:00:18 PM
General Consensus online: MMS is ok.
;)

http://www.tacticalwargames.net/archive/rules/gothic/geldarmms01.html
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 03, 2011, 10:50:47 PM
Thanks very much.  Once i've played them out again (hopefully next week) then i'll let you know if i've been converted. :)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 03, 2011, 11:27:23 PM
Out of curiosity, do you think they are broken as in too powerful or too weak.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 05, 2011, 08:52:45 PM
Out of curiosity, do you think they are broken as in too powerful or too weak.

Is this directed at me?  If so, which set of rules are we referring, mms or msm?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 05, 2011, 09:08:18 PM
IMO MSM is characterful and is not broken.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 06, 2011, 12:52:47 AM
yes DD, and I meant MMS, which I assume you are talking about.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 06, 2011, 04:05:39 AM
IMO MSM is characterful and is not broken.
Then why did you suggest a holofield change? ;)


(kiddin, I know you mean the move system itself).
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 06, 2011, 07:28:37 AM
IMO MSM is characterful and is not broken.

No, it's not characterful. There's nothing to suggest that Eldar should be so fragile. They have Wraithbone, which is far tougher than anything the Imperium have, and the ship is grown, meaning no weak welds or rivets. Also, the total lack of shielding is absurd. The Eldar are going to "trick" those meteors into not hitting them huh? They're going to look down on the most effective shielding in the game as "crude" and instead of doing better they're going to not put anything on ... right.

As for not being broken, you're wrong there too. If you cannot shoot at them, ie, they have enough terrain to effectively hide in, then you cannot win. You can try to out-ordnance them, but the only time I've lost to that method (only time I've lost with them) was with the old ordnance rules, against a carrier fleet, where 2/3 of my carrier capacity had run out and my opponent got consistently insane luck (and I mean on a grand scale, like 70% above average with around 100 rolls). Even then it was a close game.

If you use the attack rating method of battlezone selection then Eldar will usually have 4-5 asteroid fields on the table, and possibly a planet too. This is sufficient terrain to hose the enemy.

So how do they fare if you can shoot at them? Crapola. Holofields are a joke protection really. Sure, your lances don't do much (1/2, then 1/6 + 5/6 x 1/6), but any moderately balanced list will have enough WBs to more than make up for this given the 4+ armour, reduced hits and 4+ crits. With that the Eldar carriers will simply evaporate if they can be shot at. This means that the Nightshades lose a lot of effectiveness, as the enemy will have clear AC dominance to put out a tonne of CAP. If using Hemlocks instead then that leaves them free to send out bombers.

Eldar are doubly broken. They're too powerful with terrain and too weak without it. Terrain should be helpful, not broken.

It doesn't even make sense:

Tactical Officer: Captain! Enemy contacts ahead, coming out of an asteroid field!
Captain: Acknowledged.
Tactical Officer: They're closing fast sir. Orders?
Captain: Hold steady.
Tactical Officer: They're targeting the Agamemnon!
Captain: Hold.
Tactical Officer: The Agamemnon is hit, she's venting atmosphere from several hull ruptures ... power signs are erratic ... Orders?
Captain: Hold
Tactical Officer: The enemy are retreating sir, they're heading back to the asteroid field. If they make it we'll lose them ...
Captain: Steady.
Tactical Officer: They're nearly there sir!
Captain: Acquire a targeting solution! Lock onto the biggest vessel. Prepare to fire!
Tactical Officer: Yessir! Acquiring target, locking .... they've disappeared from our screens sir.
Captain: Damn! They were just to fast!

Wut?  ???
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 06, 2011, 11:04:12 AM
The eldar is not fragile. It only appear so if you do not consider the holofield. Even batteries aren't that good. In a game of movements and position MSM is characterful.

Problem with eldar is that they have too many schticks in addition to MSM
Holofield
Super lances
Super ordnances
Compared to weakness

Of the 4 listed I would change holofield saves ( just like I would change necron reactive hull save)
No bonus against batteries and MSM only for corsairs not craftworld
(necron would not get hull saves against torpedoes)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 06, 2011, 11:16:51 AM
yes DD, and I meant MMS, which I assume you are talking about.


Ok, well, as it was several months ago I forget specifics but I think we (my group) felt that the mms rules made the Eldar very vulnerable.  We played a game and I seem to recall the Eldar lost badly.  But, having re-read the rules as they now stand, I think we were trying to play them as the old style msm Eldar, rather than like a regular bfg fleet.  (If that makes sense).  Having played a 500pts game yesterday I think the mms rules are better and more in character and in tune with the rest of the bfg system than the msm rules.  Its now possible to win, but the Eldar are still very powerful, as reflects their superiority.  I especially like the rule saying that when they reach 2hp they have to disengage, its a very nifty way of stopping suicidal Eldar.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 06, 2011, 11:20:16 AM
I think for all fleets ships should disengage if crippled unless passing leadership. Suicide ships are silly.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 06, 2011, 11:41:21 AM
Ok, well, as it was several months ago I forget specifics but I think we (my group) felt that the mms rules made the Eldar very vulnerable.  We played a game and I seem to recall the Eldar lost badly.  But, having re-read the rules as they now stand, I think we were trying to play them as the old style msm Eldar, rather than like a regular bfg fleet.  (If that makes sense).  Having played a 500pts game yesterday I think the mms rules are better and more in character and in tune with the rest of the bfg system than the msm rules.  Its now possible to win, but the Eldar are still very powerful, as reflects their superiority. 
Great!

Quote
I especially like the rule saying that when they reach 2hp they have to disengage, its a very nifty way of stopping suicidal Eldar.
Sigoroth will be very pleased to read this.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 06, 2011, 12:00:52 PM
Playing with VP help out with those suicidal ships.

One thing I dont understand is, although its not a good idea, why are Eldar unable to ram?

For the record, I thought the regenerating single shield was perfect for MMS Eldar, and I'm not a fan of multishields on Eldar ships.  Just my 2 cents.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 06, 2011, 12:22:41 PM
If you were a dying race, and you had limited resources, and your ships were designed for elegance rather than slogging matches (like the IN), would you ram?  I think the Eldar would run away, killing themselves in a ramming attack does seem a little unlike them.  Even the shape of their vessels suggests ramming is not on th agenda, unlike with the IN and Chaos fleets were the prows are obviously designed to be able to ram (especially in the IN's case).

As for suicidal ships, I think in fleets such as the IN, suicidal ships are characterful.  Its part of the human mentality of never backing down, stubborness in the face of adversity, etc, when in fact you'd be better off just escaping.  Look at the German light cruisers at Jutland, they turned to ram the British dreadnoughts (before being ordered to turn away) to allow the German fleet to escape.  It made little sense tactically (as it just left the light cruisers burning long before they could have reached the Brits), but thats the sort of crazy-brave thing people do.  So yes, suicide ships should be rare in BFG, but they should be allowed for the 'human' races.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 06, 2011, 01:45:45 PM
The eldar is not fragile. It only appear so if you do not consider the holofield. Even batteries aren't that good. In a game of movements and position MSM is characterful.

No, MSM is NOT characterful, it is moronic. Also, even with Holofields the Eldar are very fragile. A Carnage against a closing IN cap ship at normal range with no BM will get roughly 2 hits, another 1 or 2 on LO. This equates to 0-2 hull hits, depending on orders. Against a moving away Eldar cap ship at long range that same Carnage will get 1-2 hits, maybe 3 on LO. These are all hull hits. This is against a ship that has only 75% of the hits of the IN target and costs +15% of the points. Then you get 4+ crits on top. Way too fragile.

So you say "ah, but that's a Carnage, Eldar are weak to batteries, what about lances and bombers. Well, a Gothic with their armour ignoring lances should be much better against an IN prow on ship than against Eldar with their great holofields right? Well, a Gothic will score 2-3 hits against an IN ship, depending on LO, which is 0-1 hull hits. Against an Eldar cruiser it scores between 0.5 and 0.67 hits on average, depending on LO. These are hull hits. So it's actually better when not locked on against Eldar ships and even when locked on it's on par, when you consider the reduced hits and increased crits. Not that anyone takes lances against Eldar.

As for bombers, well a single bomber has a 19.63% chance of successfully destroying a braced Eldar escort, whereas it has only a 16.74% chance of doing the same against a normal 5+ armour, one turret, braced escort. OK, you could send a wave of 2 bombers against the normal escort, increasing the chance of success to 44.62%, those same 2 bombers against Eldar escorts have a 35.41% chance of killing at least 1 escort and 3.85% chance of destroying 2 escorts. This makes bombers slightly (5.36% less casualties overall) worse against Eldar, however, most escorts are either considerably cheaper than Eldar and/or have +1 turret. The Infidel vs NS/Hemlock is the closest comparison here, and the Infidel is overpriced for what you get. It should have another turret. This doesn't even account for massed turrets. No, bombers are every bit as good against Eldar as they are against other races. Lances are only slightly less effective. Like Necrons, Eldar are susceptible to incidental damage, other race require focus.

Quote
Problem with eldar is that they have too many schticks in addition to MSM
Holofield
Super lances
Super ordnances
Compared to weakness

Of the 4 listed I would change holofield saves ( just like I would change necron reactive hull save)
No bonus against batteries and MSM only for corsairs not craftworld
(necron would not get hull saves against torpedoes)

The special rules for their weaponry is more than made up for by their reduced strength and increased cost. If you were going to drop holofield saves then Eldar would become bomber bait. They'd need an increase in armour and crits to make up for the loss. If you think that Eldar are sufficiently protected by HFs then try playing a game with them with no terrain. If you're right then they should do fine. If, however, the HFs are mediocre at best and the greatest defence for Eldar is in their ability to hide from direct fire then they should get creamed.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 06, 2011, 01:51:09 PM
I especially like the rule saying that when they reach 2hp they have to disengage, its a very nifty way of stopping suicidal Eldar.
Sigoroth will be very pleased to read this.

Indeed. I think that they should be standard rules, rather than optional, to be honest. What it really does is increase the BV and repair dice as well as lower the crippled threshold (and reduces the number of hulked ships left behind for the opponent to salvage), all of which is how I think it should be anyway. In return the opponent can get a heap of VPs if they decide to throw in the extra firepower, or if no VPs for that scenario they can get bragging rights. I suppose people just freak when they see Eldar with normal number of hits.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 06, 2011, 08:12:55 PM
At that time there was a 50/50 view on the rules. Normally enough to not add/change something but I liked the dying race rule a lot so an Optional Rule option was the best thing to do.


(Keep in mind, as the caretaker, continuing the creation of Sigoroth I am not 100% aiming on what I think is perfect but am going for a ruleset that will be accepted by a lot of people, is balanced and reflects Eldar better then msm).
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 06, 2011, 08:50:33 PM
@Sig

you confound together MSM and Holofield. regarding MSM its a matter of opinion right now for both of us regarding character of the rule, whether you apply it against the standard rules of the game, the fluff background, or its impact on the game itself. as have i. differing opinions.
having both MSM and holofield is too much for many. some recommend eliminating MSM. others think it could have gone the other way  and weaken holofield. Since MSM is much more different than holofield from the standard rules fixing this seems to be the way to go, but it is not the only way to go.

regarding the holofield itself, no it is not impervious to attacks. eldar will die behind holofield just as necron will die despite reactive hulls. this proves nothing. holofield and 4+ criticals gives them a weakness that is necessary.
but holofield is better than standard shields and 6+ criticals because especially for CE, primarily an escort fleet, criticals mean nothing.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 07, 2011, 01:43:36 AM
Well you make the sensible document Horizon, Ill let you know how the 'radical' shield ideas go :)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 07, 2011, 04:09:47 AM
@Sig

you confound together MSM and Holofield. regarding MSM its a matter of opinion right now for both of us regarding character of the rule, whether you apply it against the standard rules of the game, the fluff background, or its impact on the game itself. as have i. differing opinions.
having both MSM and holofield is too much for many. some recommend eliminating MSM. others think it could have gone the other way  and weaken holofield. Since MSM is much more different than holofield from the standard rules fixing this seems to be the way to go, but it is not the only way to go.

regarding the holofield itself, no it is not impervious to attacks. eldar will die behind holofield just as necron will die despite reactive hulls. this proves nothing. holofield and 4+ criticals gives them a weakness that is necessary.
but holofield is better than standard shields and 6+ criticals because especially for CE, primarily an escort fleet, criticals mean nothing.
But then the Craftworld is skewed right?

Under MSM, the movement system & holofield system is an inter-locking set of rules. Holofields are worse then a shield because 1 dice can kill an escort (or do direct hull damage on a capital ship), 1 dice cannot do that versus an Imperial Navy ship.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 07, 2011, 05:46:59 AM
How many starting dice does it take to kill a CE escort vs a sword escort?
Let's say moving away from a Lunar
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 07, 2011, 06:23:54 AM
Hi Fracas,

(correct me if I am off...)

Rounded %

at 30cm:
The Lunar will have from 6 weapon batteries:
* 2 dice vs 5+ armour on the Sword (66% to inflict 1 hit on the shield, 11% chance to do 2 hits = death escort).
* 1 dice vs 4+ armour on the Hemlock (50% to inflict 1 hit = dead escort).

The Lunar will have from 2 lances:
versus the Sword: 100% chance to do 1 hit, 25% chance to do 2 hits.
Versus the Hemlock (if Lunar scored 1 hit): 16% chance to pass the holofield. Followed by a 16% chance from the resulting blastmarker.
Versus the Hemlock (if Lunar scored 2 hits) : 4%.


edit:
For the Corsair Escort the dice will be the same at all ranges above 15cm. Thus be it 16cm or 60cm away it'll be the same number of dice when moving away or abeam.
The Sword will gain survivability above 30cm, eg the amount of wb dice from the lunar will drop from 2 to 1.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Plaxor on January 07, 2011, 09:22:28 AM
hmmm... lets see...

so a lunar has 2 dice with its wbs against the sword. it needs to hit with both to murder, so this is an 11.1% chance.

However the chance of it hitting with at least 1 is.... about 55%

The lances have a 25% chance of killing the sword outright (so the lances are much better against the escort than the wbs) but a 62% chance of causing at least 1 hit.

Which means that the lunar has about an 83% chance overall of killing the Sword.


However against the Hemlock....

1 dice from wbs = 50% chance of murder.

Lances have an 8% chance of killing it each, so total 16% from the direct fire effect but since 62% chance of at least 1 hit will mean that 46% of the time it will end up with a BM in contact so +16% of that.

So 2 lances should kill the hemlock about 23% of the time.

Anyways the total between the two means that a hemlock will die ~62% of the time


So comparatively a hemlock will die 3/4 of the time that the sword will. In case anyone was wondering.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 07, 2011, 09:33:26 AM
What?
50% from wbs + 23% from Lance = 73%.


Plus there is always the luck factor. 1 dice (especially a battery! 50%!!) can kill an Eldar ship, 1 dice can never kill a Sword.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Plaxor on January 07, 2011, 09:47:33 AM
What?
50% from wbs + 23% from Lance = 73%.


Plus there is always the luck factor. 1 dice (especially a battery! 50%!!) can kill an Eldar ship, 1 dice can never kill a Sword.

The fact is that 50% of the time the lance kill wouldn't matter. that's why the value is lower. A better comparison would be a squadron of Hemlocks vrs a squadron of swords, as against the hemlock sometimes firepower is wasted (the sword it isn't wasted as much)

Luck factor is a bit a part of it, but eh. You can balance vessels out on that basis. That actually is the point of statistics, one would be getting just as lucky to get the 2 hits necessary on the sword.

The point is that so long as a person is just as likely to lose just as many escorts against the same firepower in either 'system' then they may as well be equal.

The point here is that although 1 dice can kill a Hemlock, the IN only gets 1 dice vs the hemlock. Whereas it gets 2 against the sword, and 2 can kill a sword.


Believe it or not, when I was looking into the math behind the game GW does do their homework when it comes to these things. It's actually quite intriguing.

2 lances will never do anything against an IN cruiser, but they will put a hit on an ork ship 1/4 of the time. So long as you balance it correctly there shouldn't be issues. Which is why when I was exploring the Ork fleet i took into account both how much firepower it takes to do 1 hit on the vessel, compared to destroy it outright.





Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Navarion on January 07, 2011, 09:19:07 PM
MMS is nothing but a mon-keigh plot to make us stay in their weapon range! >:(

With that being out of the way:

I like the idea of giving Eldar shields and increasing their armour and I adore the dying race rules... I can understand that MSM frustrates people, because it allows Eldar to go into firing range unload their weapons and either get out or at least at the outer edge of their enemies range. However, most Eldar ships have a rather short weapon range (mostly 30 cm) and now the effectiveness of the holofield depends partly on the distance from the attacker. As far as I can see only the weapon range of the Solaris has been increased so almost all of the ships have to sacrifice some holofield-protection just to get into firing range. Furthermore I don't get why the speed of the void stalker was nerfed. ;D Just my two cents.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 07, 2011, 10:39:56 PM
@Sig

you confound together MSM and Holofield. regarding MSM its a matter of opinion right now for both of us regarding character of the rule, whether you apply it against the standard rules of the game, the fluff background, or its impact on the game itself. as have i. differing opinions.
having both MSM and holofield is too much for many. some recommend eliminating MSM. others think it could have gone the other way  and weaken holofield. Since MSM is much more different than holofield from the standard rules fixing this seems to be the way to go, but it is not the only way to go.

regarding the holofield itself, no it is not impervious to attacks. eldar will die behind holofield just as necron will die despite reactive hulls. this proves nothing. holofield and 4+ criticals gives them a weakness that is necessary.
but holofield is better than standard shields and 6+ criticals because especially for CE, primarily an escort fleet, criticals mean nothing.

The MSM issue is one of game mechanics. In BFG we take turns. This isn't the most elegant method of representing the flow of combat, but it's simple. It is meant to be equal. Your turn, his turn, your turn, his turn, etc. So if you took it in turns to move 1 ship or squadron each at a time and then take turns firing them then this would be equally fair, though less simple. Now try taking the MSM system into that. Now Eldar can't get away without being hit in return. So the fact that they can do it in this system is merely a byproduct of a game mechanic. It is not characterful, nor is it even sensible. It is merely mechanical. This is stupid.

The Holofield is a very weak system of defence when taken in conjunction with the other Eldar fragilities. The Eldar are just as susceptible to bombers, moreso given reduced overall hits, and only marginally better against lances while worse against WBs. Less hits, 4+ crits. The way the Eldar currently sit is low or no terrain = auto-loss, high terrain = auto-win. If you nerf the HF to try to make them weaker in high terrain circumstances then you need to give the Eldar something to compensate for this. You would need to guarantee that they get high terrain in every battle. This wouldn't fix anything, since it'd still be shit being unable to shoot at them and having to win by taking carrier fleets.

Now, you said the HF and 4+ crits (and presumably 4+ armour and reduced hits) is better defence than shields and 6+ crits (and presumably 5+ or 6+ armour and normal hits). This isn't true. Let's have a look at the Lunar vs escorts scenario previously posted.

So against a squadron of normal escorts, Swords, say the Lunar will get 2 lances and 2 WB dice. The chances of destroying 1 escort is equal to the probability of scoring at least 2 hits. So let's construct a sample space:

   L1   L2   WB1   WB2
0 hits
   M(1/2)   M(1/2)   M(2/3)   M(2/3)   = 1/9
1 hit
   M(1/2)   M(1/2)   M(2/3)   H(1/3)   = 1/18
   M(1/2)   M(1/2)   H(1/3)   M(2/3)   = 1/18
   M(1/2)   H(1/2)   M(2/3)   M(2/3)   = 1/9
   H(1/2)   M(1/2)   M(2/3)   M(2/3)   = 1/9
2 hits
   M(1/2)   M(1/2)   H(1/3)   H(1/3)   = 1/36
   M(1/2)   H(1/2)   M(2/3)   H(1/3)   = 1/18
   H(1/2)   M(1/2)   M(2/3)   H(1/3)   = 1/18
   M(1/2)   H(1/2)   H(1/3)   M(2/3)   = 1/18
   H(1/2)   M(1/2)   H(1/3)   M(2/3)   = 1/18
   H(1/2)   H(1/2)   M(2/3)   M(2/3)   = 1/9
3 hits
   M(1/2)   H(1/2)   H(1/3)   H(1/3)   = 1/36
   H(1/2)   M(1/2)   H(1/3)   H(1/3)   = 1/36
   H(1/2)   H(1/2)   M(2/3)   H(1/3)   = 1/18
   H(1/2)   H(1/2)   H(1/3)   M(2/3)   = 1/18
4 hits
   H(1/2)   H(1/2)   H(1/3)   H(1/3)   = 1/36


So the chance of destroying at least 1 normal escort is P(2 hits) + P(3 hits) + P(4 hits) = 13/36 + 6/36 + 1/36 = 20/36 = 5/9 = 55.55%.

The chance of destroying 2 normal escorts is P(4 hits) = 1/36 = 2.78%

Now against a squadron of Eldar escorts the 6WB is only worth 1 dice. However, if there is another squadron within range and the Lunar passes it's leadership test to be able to split fire it can gain another dice against the other squadron. Since Eldar don't have shields this 1 dice is just as deadly against the other squadron and it will force the Eldar player into a brace decision with another squadron. However, let's just run the 2L + 1WB dice for this scenario. Note, this sample space is a little more complex because of holofields and blast markers, however, it is a complete sample space, and the resultant probabilities are accurate.


   L1      L2      WB      BM
0 hits (641/1728)
   M(1/2)      M(1/2)      M(1/2)      M(1)   = 1/8
   HF(5/12)      M(1/2)      M(1/2)      M(5/6)   = 25/288
   M(1/2)      HF(5/12)      M(1/2)      M(5/6)   = 25/288
   HF(5/12)      HF(5/12)      M(1/2)      M(5/6)   = 125/1728
1 hit (848/1728)
   M(1/2)      M(1/2)      H(1/2)      M(1)   = 1/8
   M(1/2)      HF(5/12)      H(1/2)      M(5/6)   = 25/288
   HF(5/12)      M(1/2)      H(1/2)      M(5/6)   = 25/288
   HF(5/12)      HF(5/12)      H(1/2)      M(5/6)   = 125/1728
   M(1/2)      H(1/12)      M(1/2)      M(1)   = 1/48
   H(1/12)      M(1/2)      M(1/2)      M(1)   = 1/48
   HF(5/12)      H(1/12)      M(1/2)      M(5/6)   = 25/1728
   H(1/12)      HF(5/12)      M(1/2)      M(5/6)   = 25/1728
   HF(5/12)      M(1/2)      M(1/2)      H(1/6)   = 5/288
   M(1/2)      HF(5/12)      M(1/2)      H(1/6)   = 5/288
   M(5/12)      HF(5/12)      M(1/2)      H(1/6)   = 25/1728
2 hits (223/1728)
   M(1/2)      H(1/12)      H(1/2)      M(1)   = 1/48
   H(1/12)      M(1/2)      H(1/2)      M(1)   = 1/48
   HF(5/12)      H(1/12)      H(1/2)      M(5/6)   = 25/1728
   H(1/12)      HF(5/12)      H(1/2)      M(5/6)   = 25/1728
   M(1/2)      HF(5/12)      H(1/2)      H(1/6)   = 5/288
   HF(5/12)      M(1/2)      H(1/2)      H(1/6)   = 5/288
   HF(5/12)      HF(5/12)      H(1/2)      H(1/6)   = 25/1728
   H(1/12)      H(1/12)      M(1/2)      M(1)   = 1/288
   H(1/12)      HF(5/12)      M(1/2)      H(1/6)   = 5/1728
   HF(5/12)      H(1/12)      M(1/2)      H(1/6)   = 5/1728
3 hits (16/1728)
   H(1/12)      H(1/12)      H(1/2)      M(1)   = 1/288
   HF(5/12)      H(1/12)      H(1/2)      H(1/6)   = 5/1728
   H(1/12)      HF(5/12)      H(1/2)      H(1/6)


Note: for some reason the pre-format text didn't work so well on this one, so it's a little harder to follow. As in the first table M = miss, H = hit and HF = lance hit + holofield save successful (therefore BM placed). Also note I included the probability of each result (1 hit, 2 hits, etc) in bold rather than adding it up at the end. You can check it if you wish, but the total of all 4 hit possibilities is 1728/1728, as it should be.

So the chance of getting at least 1 kill against an Eldar escort is equal to P(1 hit) + P(2 hits) + P(3 hits) = 848/1728 + 223/1728 + 16/1728 = 1087/1728 = 62.91%. This is 7.35% more likely than against a normal escort. The chance of getting at least 2 kills is 13.83%. This is nearly 5 times more likely than against normal escorts. There is also a 0.93% chance of the Lunar getting 3 kills, which is impossible against normal escorts.


So from this one scenario we can see that the Eldar escorts are worse than normal escorts against an all-rounder ship like a Lunar, and therefore worse against an all-rounder fleet. Factor into the above the facts that a normal escort could gain extra protection from WBs by going abeam, or being at long range, or having intervening BMs and that the Lunar could gain even more firepower by splitting the batteries. A Sword would also have much greater protection against ordnance while costing 12.5% less.

Now, on top of all that you have to factor in that escorts in normal fleets are considered fragile, therefore those fleets are usually even more resilient by virtue of taking tougher ships (cruisers, battleships, etc), whereas Corsair Eldar cap ships are less resilient. Therefore the toughest Eldar ships (ie, their escorts) are more fragile than the INs weakest ships.

Holofields are not more powerful than shields.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Plaxor on January 08, 2011, 01:17:32 AM
Count on Sig to do the math  ;)


Still, I could see holofields working the way that they are with a few minor tweaks. Probably an additional right shift for wbs, and elimination of MSM. I do think that GW got it about right when they did Dark Eldar. Ideally they would've done Eldar similarly.


*Braces for chastisement of sigoroth*
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 08, 2011, 01:20:09 AM
So rather than MMS, an Eldar that are more like DE in movement.  Interesting.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 08, 2011, 01:29:10 AM
my simpler math for the lunar has it having 2 WB dice and 2 lance dice against a sword moving away. this on average is .66 hits from batteries and 1 hit from lance for a total of 1.66 hits. on average. given that it takes 2 hits to kill this means 0.83 chance of a sword kill from an lunar.
against an eldar escort it is 1 WB die and 2 lances for an average of 0.5 hit from the battery and 1 hit from lance, reduced to 0.166 hits after holofield saves for a total of .666 hits on average. given that it only take 1 hit to kill this remain 0.66 eldar kill from a lunar.

versus closing escorts it comes to 0.99 hits from batteries and 1 from lance for a total of 1.99 hits vs the sword (0.99 chance of a kill from a lunar) versus 1 hit from the batteries and 0.166 damage point from the lance on the eldar escort (1.16 chance of a kill). so here the lunar is more effective against the eldar, but this situation should rarely if ever happens with MSM.

my argument is not that the holofield is too powerful, just that the combination of MSM and holofield make the eldar quite formidable. as played with MSM, holofield is better than shields, but yes, in some situation shield is better (more in metagame analysis than actual play imo).

my argument is also that MSM is characterful. the reference mechanic for the game is a human one with IN, Chaos, and AM. All the other races deviate from this some. Orks with free pass for AAF and 10HP cruisers, Tau with their ordnance, necron with hull saves. these are all in character with their 40k fluff (speedy orks, shooty tau, resilient necrons). for eldar the current rules as is make them fast but fragile as in 40k.

yes i recognize that MSM is a radical departure from the core mechanics but i am fine with it for fluffly, hence character, reasons. i am fine with the rules as they are, but if i were to change them i would give them shields and armor 5 rather than holofield because holofield is not representative of 40k eldar.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Plaxor on January 08, 2011, 01:44:06 AM
Fracas, I do kind of agree with you. However things that make sense for 40k don't necessarily make sense for gothic. In 40k some units move in the assault phase without having to assault. This is fine as every unit could move in the assault phase if they had something to assault.


The problem with MSM is that it makes the fleet use a playstyle where there aren't consequences of their actions. If a fleet can basically attack and pretend it didn't happen in the same turn then the game is pointless. And like horizon said, "terrain is supposed to help you, not make you win or lose"

The movement in the ordinance phase needs to go, but I don't think that it means that Eldar should get shields and turrets (or even limited turns..)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 08, 2011, 01:58:36 AM
its not about how a unit works in 40k then exported to BFG
imo it is the feel of the army

i think there is a huge consequence to your movement with MSM, and this is characterful for a game where movement is king. i think iti s actually quite hard to play MSM well and against eldar, not that hard to counter.
clearly eldar are easier to beat than necron, and necron can be had with boarding.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Plaxor on January 08, 2011, 03:28:36 AM
Necrons? Hard to beat? What?

Only the Scythe (and maybe 1 tombship) list works in Crons. Even then it's rather luck based, as if you kill one ship, you win!
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 08, 2011, 05:16:56 AM
Yeah, necrons have this kneejerk reaction that took years for even 40k crons to lose.  People have trouble killing something and scream broken, and when they see more of their ships burning than the crons it makes it not feel like a victory.  But the truth is that crons are sadly nowhere near overpowered.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 08, 2011, 01:36:01 PM
my simpler math for the lunar has it having 2 WB dice and 2 lance dice against a sword moving away. this on average is .66 hits from batteries and 1 hit from lance for a total of 1.66 hits. on average. given that it takes 2 hits to kill this means 0.83 chance of a sword kill from an lunar.
against an eldar escort it is 1 WB die and 2 lances for an average of 0.5 hit from the battery and 1 hit from lance, reduced to 0.166 hits after holofield saves for a total of .666 hits on average. given that it only take 1 hit to kill this remain 0.66 eldar kill from a lunar.

versus closing escorts it comes to 0.99 hits from batteries and 1 from lance for a total of 1.99 hits vs the sword (0.99 chance of a kill from a lunar) versus 1 hit from the batteries and 0.166 damage point from the lance on the eldar escort (1.16 chance of a kill). so here the lunar is more effective against the eldar, but this situation should rarely if ever happens with MSM.

There is no need for you to do this sort of napkin maths, I've done it for you. The Holofield is less protection than shields. By the way, you don't use average hits to work out probability of kills.

Quote
my argument is not that the holofield is too powerful, just that the combination of MSM and holofield make the eldar quite formidable. as played with MSM, holofield is better than shields, but yes, in some situation shield is better (more in metagame analysis than actual play imo).

Actually, the shield is better in play, not just analysis. You say that taking these two factors together (HFs and MSM) is what makes Eldar powerful, well you've forgotten the third pillar of the triumvirate of Eldar defences. Terrain. This is essential. Without it Eldar fall over. If the Eldar can be shot at then they lose. So MSM + HF is still worse defence than shields. However MSM + HF + Terrain is much stronger than shields.

So if we nerf the HF such  that MSM + HF + Terrain is no longer stronger than shields then that means that Eldar with terrain might win, Eldar without terrain won't win. So they're still terrain dependent, just that they depend on it just to have a fair shot of winning. Also, carrier fleets will annihilate Eldar even with Terrain. They're already better against HFs than turrets, but if you reduce HFs effectiveness then the Eldar will start dying in droves. This will encourage AC fleets against them and Eldar AC fleets in turn to compensate. This will mean that the enemy can sit back a long way and hope to overwhelm the Eldar player with AC. Meaning it would either devolve into a battle of bombers or force the Eldar player out of terrain, into the open, where he has no chance.

The problem with Eldar does not lie in the HF. Sure, you can nerf that, right into the ground even, if they're given enough to compensate for the nerf (armour, crits, hits, shields, turrets) but until you remove their total dependency on terrain they'll always have problems. Your "fix" increases their dependency on terrain. This means increasing their resilience (in the aforementioned fields) so that they can survive outside of terrain. Terrain dependency gone. Now having done that you'd have a massive balance problem, since without terrain they'd have a fair shot at winning and with terrain they'd be unbeatable. So, you'd have to balance this by removing their ability to retreat into cover before the enemy can fire. Thus no ordnance movement.

Quote
my argument is also that MSM is characterful. the reference mechanic for the game is a human one with IN, Chaos, and AM. All the other races deviate from this some. Orks with free pass for AAF and 10HP cruisers, Tau with their ordnance, necron with hull saves. these are all in character with their 40k fluff (speedy orks, shooty tau, resilient necrons). for eldar the current rules as is make them fast but fragile as in 40k.

yes i recognize that MSM is a radical departure from the core mechanics but i am fine with it for fluffly, hence character, reasons. i am fine with the rules as they are, but if i were to change them i would give them shields and armor 5 rather than holofield because holofield is not representative of 40k eldar.

This is not a matter of "departing from a core mechanic". Moving twice is a departure from core mechanics, but that's fine. Space battles are meant to be simultaneous. They wouldn't really sit and wait for their enemy to act and then take their turn. Ship movement and shooting would be more or less simultaneous. However, because that's hard to do we have a turn based system. As an abstraction it's fine. However, the MSM rules for Eldar make this abstraction not fine. In reality the enemy would act at the same time as the Eldar, and so be able to shoot at them regardless of the amount or density of terrain. Since they can't do this then the abstraction is broken. It is a poor mechanic. It is unfluffy too. Eldar has nothing to suggest that they're invulnerable to enemy fire! Also, there is nothing to suggest that Eldar ships should be as fragile as they're represented in BFG. Eldar in 40k aren't that fragile. With triple wound toughness 8 Wraithlords, medium armour, fast skimmer vehicles, holofields and force shields they were reasonably tough (back in 3rd ed at least, don't know about how they play now).

Either way, they weren't properly represented in 40k. Eldar should have been even tougher to kill, given their tech and the fact that they'd do all they could to limit loss of life. They should also have had higher WS and BS on their Guardians (as per High Elves in Warhammer Fantasy).


So, we have a situation where we need to:


MMS ruleset addresses all of the above.



Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 08, 2011, 02:53:10 PM
using statistics for kills should look at probability, therefore using the mean, rather than the range and sum of all possibility
probability rather than possibility
especially looking at a random distribution


i am not advocating changing the holofield,
i am not advocating changing the eldar at all actually,
 just that between choosing MSM vs holofield i would choose to keep MSM.

as i see it MSM in essence allows eldar to shoot in their movement, and their actual movement is up to twice what is listed.
in fact, i think MSM should be available to all fleets for similar reasons to what you posted regarding more realistic space combat.
you don't move, shoot, then stop to be shot at. you move, shoot, and move again so you won't be shot at. isn't this the essence of combat in general?
characterful, and imo should not be eliminated. it should be made more common!

terrain is not something that can be factored in with consistency
i do agree that Eldar should not need terrain to win, and should not make them unbeatable
i just don't see that MSM is the primary factor for this phenomena i guess
but if it is, i am fine with that because as above, i think others should have this option as well
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Dark Depths on January 08, 2011, 05:20:57 PM
using statistics for kills should look at probability, therefore using the mean, rather than the range and sum of all possibility
probability rather than possibility
especially looking at a random distribution


i am not advocating changing the holofield,
i am not advocating changing the eldar at all actually,
 just that between choosing MSM vs holofield i would choose to keep MSM.

as i see it MSM in essence allows eldar to shoot in their movement, and their actual movement is up to twice what is listed.
in fact, i think MSM should be available to all fleets for similar reasons to what you posted regarding more realistic space combat.
you don't move, shoot, then stop to be shot at. you move, shoot, and move again so you won't be shot at. isn't this the essence of combat in general?
characterful, and imo should not be eliminated. it should be made more common!

terrain is not something that can be factored in with consistency
i do agree that Eldar should not need terrain to win, and should not make them unbeatable
i just don't see that MSM is the primary factor for this phenomena i guess
but if it is, i am fine with that because as above, i think others should have this option as well

But doing it the way you suggest means that Eldar can charge towards you, shoot, and turn away again.  Whilst their enemy just sit there.  So msm doesn't work.  What you say that everyone is moving all the time is completely true, but thats already factored into the standard bfg game by using an abstract rule.  If nobody moves during the shooting phase it can 'appear' as though everyone is moving all the time.  Its just a simple mechanic for achieving the same thing, short of actually having everyone moving at the same time!  MSm breaks this.  If someone moves towards you, no matter their speed, you will have the opportunity to shoot back, which is not represented using the msm rules, but is using the mms rules.  The mms rules also represtn the eldars great speed too.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 08, 2011, 10:46:18 PM
Would one shield and holofields equal 2 shields?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Lex on January 08, 2011, 11:17:08 PM
Silly question probably......   but why not have everyone shoot in the same turn ......
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 08, 2011, 11:36:40 PM
i think LotR rules has it right.
you move i move, which can change based on who wins initiative
then you shoot i shoot, also on based on who won initiative that turn
then we all fight :)


BFG should move that way
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 09, 2011, 01:59:55 AM
using statistics for kills should look at probability, therefore using the mean, rather than the range and sum of all possibility
probability rather than possibility
especially looking at a random distribution

Averages are useful when you want to know the expected outcome of a turns fire. It's a good measure of how well you actually did (compared to the average) and what you could realistically expect to achieve over a few turns. However, this is different from the probability of a kill. For example, if you look at the average hits of a Gothic from its lances (2) and then applied that figure you would conclude that it will never get past the shields of the target and so there's no point in firing at another cruiser unsupported. However, this is erroneous thinking as on average you may only score 2 hits, the possibility of scoring more remains. You have better than 1 in 4 chance of doing 1 or 2 hull hits. Therefore you should do it. This means that for every 16 times you do you'll score 6 points of hull damage, giving you an average of 0.375 damage past shields for a Gothic. See, averages are worked out from probabilities, not the other way around.

So the average kills a Lunar could expect from a broadside at anything but closing Eldar escorts is P(1) x 1 + P(2) x 2 + P(3) x 3 = 0.78 kills. If he splits his WB fire to another escort squadron this goes up by another 0.5 hits.

Quote
i think LotR rules has it right.
you move i move, which can change based on who wins initiative
then you shoot i shoot, also on based on who won initiative that turn
then we all fight  :)


BFG should move that way

That's plausible. I don't think it really matters that much, because it's always going to be an abstraction unless you can develop a realtime method of decision making, like in an RTS or something. But as LS pointed out, in the current abstraction it is like people are always moving, as the "shooting phase" just represents a 'snapshot' of their movement (synchronised shooting heh). The turn based system (player 1 has his turn, then player 2) is a little more abstract of course. The method you describe is a little less abstract. The thing of it is that in that slightly less abstract system the Eldar wouldn't be able to get away without suffering return fire as they can in the current system. They can only do that in the current system because of the level of abstraction, which is very very bad. You can fix this by changing the level of abstraction or by making the Eldar properly conform to the games level of abstraction. The MMS ruleset does the latter.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 09, 2011, 03:01:37 AM
Averages represents the references from which the game mechanics resolve
as a gamer as well, you know as i do that we roll dice expecting to beat the average
this doesn't mean if enough data point is collected, that the result is significantly different from the average

yes, i acknowledge there is a role for ranges and confidence interval in addition to averages, but averages should remain the reference point because with any random distributed bell curve, ranges and confidence interval are mirror over the average


with the current mechanics of my turn your turn, everybody is indeed moving and turns represent snap shots. and that is why i don't have a problem with eldar MSM because it is multitasking in action rather than sequential move shoot. the snap shot comes a little later, that is all. would it been better if MSM isn't accompanied by eldar ability to turn on a dime?

 the LotR system of i move you move i shoot you shoot we fight is less abstract.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 09, 2011, 09:42:59 AM
Averages represents the references from which the game mechanics resolve
as a gamer as well, you know as i do that we roll dice expecting to beat the average
this doesn't mean if enough data point is collected, that the result is significantly different from the average

yes, i acknowledge there is a role for ranges and confidence interval in addition to averages, but averages should remain the reference point because with any random distributed bell curve, ranges and confidence interval are mirror over the average

Well I assume you mean variance, not CI. Also in some cases the distribution curve is skewed, such as with bomber attacks runs, etc. And yes, as gamers we tend to simply use averages as a measure, though I'm usually quite happy to just reach the average, rather than beat it. Usually when I beat the averages it's on something stupid, like massively overkilling an escort. However, the point is that you can't use averages to work out the probability of getting a kill (unless you know the shape of the distribution and the standard deviation). As gamers we're also interested in finding out the odds. So if you're shooting your Lunar at that last Eldar escort it's good to know you're total odds of destroying it is around 63%. However, when shooting at a squadron your average total kills (worked out using probability) is 0.78 escorts.

Quote
with the current mechanics of my turn your turn, everybody is indeed moving and turns represent snap shots. and that is why i don't have a problem with eldar MSM because it is multitasking in action rather than sequential move shoot. the snap shot comes a little later, that is all. would it been better if MSM isn't accompanied by eldar ability to turn on a dime?

 the LotR system of i move you move i shoot you shoot we fight is less abstract.

Yes, limiting the turn rate definitely would help. It doesn't however eliminate the problem where you can hide after shooting (so long as there's terrain in your path). Also, if the Eldar can't run and hide then they will simply lose every game given their current level of resilience. So they'd need that upped.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 09, 2011, 04:40:04 PM
i would be more interested in CI than variance, as in how likely (95% for instance) an occurence would occur.
yes sometimes the distribution is skewed but this pertains to the interpretation of the results rather than the results of the dice themselves.

i think you should expect better than average rolls. positive attitude helps :) for me and my opponent.

i understand better what you said earlier now, that it would be hard to tease apart MSM from holofield as representative of eldar movement. in some ways both represent eldar choice in technological development to stress movement (and with vast distance with the time space continuum a form of uncertainty of placement/location) rather than the necrons, the other ancient race, which stressed resilience.
all the more reason i think it is characterful.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 09, 2011, 08:00:01 PM
Yes the LotR system is awesome. But that means changing the whole system of BFG, a bit out of scope I guess.

With MSM, the msm holofield combination protection works in a way, yes. And in a battle with sparse terrain it can even work against fleets with only short ranged weaponry and slow ships. But versus fleets with long-medium range weapons (Chaos, Tau), fast fleets (Marines, Necrons) and ordnance fleets (Tau, Nids, even Orks!), the Eldar go down and down faster.

As for DE movement: well, it isn't bad but DE are currently designed into a one-trick pony for dull battles. Playing longer battles makes it death DE for sure. In character perhaps but it could be done better I think.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 09, 2011, 09:17:49 PM
MMS DE. Duh :P
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Plaxor on January 09, 2011, 11:23:39 PM
Horizon,

What is this 'one trick' that I keep hearing about for DE?

I think that DE work close-to fine. They shouldn't win a long battle. They should be in and out real fast killing everything with high hitting power and then not stick around to be shot at.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 09, 2011, 11:28:06 PM
i would be more interested in CI than variance, as in how likely (95% for instance) an occurence would occur.
yes sometimes the distribution is skewed but this pertains to the interpretation of the results rather than the results of the dice themselves.

Er. The CI refers to the surety that your sample average is representative of the population average. When we're talking probabilities we already know what the population averages are, so no need for CI. Yes, while the results of the dice rolls may follow a standard distribution, what they mean does not, and that's the point of interest. When looking at bomber kills of escorts you will have a right skewed distribution.

If you had a standard distribution, the mean and the variance or standard deviation you could work out the probability of a kill. However, this is a convoluted method made for testing sample data where probabilities are unknown. This method is designed to draw inferences about the population from a sample, and so work out the probabilities of an individual conforming to some population parameter, such as getting heart disease, diabetes, etc. Since we know the probabilities (which is how we worked out the averages in the first place) then we already know the probability of getting a kill. No need to take sample data and make inferences about the population, no need for CIs and no need to try to work out the probability of a kill from the averages.

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i think you should expect better than average rolls. positive attitude helps :) for me and my opponent.

i understand better what you said earlier now, that it would be hard to tease apart MSM from holofield as representative of eldar movement. in some ways both represent eldar choice in technological development to stress movement (and with vast distance with the time space continuum a form of uncertainty of placement/location) rather than the necrons, the other ancient race, which stressed resilience.
all the more reason i think it is characterful.

Excellent, now you just gotta understand the logical absurdity of a pop-out attack on the scale of BFG and you're there.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 10, 2011, 12:21:39 AM
Are you mixing power with ci?
Since we are using stats to estimate the probability of something will happen rather than evaluation is rather whether our data is representative of a measured population.
With dice and gaming the probability of certain rolls are known

Now more than ever I think we should keep both MSM and holofield!
Maybe change how much they can turn
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 10, 2011, 07:09:01 AM
Now Fracas, Tell me, how to fix this with msm:

Raider scenario 750 vs 1500:

Eldar attacker, turn 1:
move onto table:
destroy ship in shooting phase (750 pts of Eldar can do that easilty).
destroy or cripple another ship in ordnance phase (again -> they can do that
ordnance move = turn and fly from table.

So opponent gains 10% from "fleeing" Eldar = 75.
Eldar destroyed a ship and/or crippled one. = more then 75
Even if hulk was left it is an Eldar victory.

So game over. Eldar opponent has only rolled Brace for Impact.
Fun?


Also: one of the strongest aspects from the Corsair Eldar is that they excel in fleet engagements and escalating engaments. Pretty odd for a raider fleet isn't it?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 10, 2011, 11:40:35 AM
Are you mixing power with ci?

No, I'm not. Power refers to the ability of your experimental design to significantly detect differences and is related to type II errors. The confidence interval is the range in which we are 95% (or whatever value is being used) sure that the population mean falls based on our sample mean and the variance. So it represents how sure we are that our sample mean represents the population mean.

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Since we are using stats to estimate the probability of something will happen rather than evaluation is rather whether our data is representative of a measured population.

What? English please.

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Now more than ever I think we should keep both MSM and holofield!
Maybe change how much they can turn

How the hell do you come to that conclusion? MSM is ridiculously stupid. It should never have been introduced in this game.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 10, 2011, 06:56:28 PM
in gaming statistical analysis, it isn't about detecting a difference between your sample and the studied population. gaming statistics is about predicting an outcome that hasn't happened yet. thus a 95% ci means that there is a 95% chance something will happen rather than a 95% chance the observed matches reality. predictive vs analytical.
whereas variance is a measure of the difference of the sample distribution from the true value. no?


early on i posted we have differing opinion on what constitute characterful. we are back to where we started from.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 10, 2011, 07:24:36 PM
But you haven't adressed both problems I described. ;)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 10, 2011, 08:59:43 PM
horizon

the scenario you described to me is a problem of the scenario rather than the MSM rules
perhaps the player as well

with any fleet i can concentrate all my fires to get kills. as soon as i have killed more than i have lost + disengagement, i disengage and win. you can do this against necrons easily.
not a problem with MSM imo
redesign the scenario for minimum turns ... or one which each fleet is tasked with taking out a "flagship" as in hunt the bismark in the north sea or carrier hunt ala battle of midway

it is also a player problem as well because a game that is not fun for both players regardless of who wins or lose then it was a game poorly played.


also ... one off scenarios do not adequately reflect the challenges of a fleet commander that a campaign has
destroying enemy warship without losing yours (interesting enough, when you have killed your intended, you really should disengage, no?)
replenishing your losses when it take months and years to build a new ship
protecting your supply lines, when potentially the supply ship is more valuable than your warship
etc

again, scenario problems and victory point assignments rather than game mechanics
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 11, 2011, 09:19:05 AM
in gaming statistical analysis, it isn't about detecting a difference between your sample and the studied population. gaming statistics is about predicting an outcome that hasn't happened yet. thus a 95% ci means that there is a 95% chance something will happen rather than a 95% chance the observed matches reality. predictive vs analytical.
whereas variance is a measure of the difference of the sample distribution from the true value. no?


early on i posted we have differing opinion on what constitute characterful. we are back to where we started from.

Seriously, does no one know anything about statistics on this forum?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 11, 2011, 11:12:09 AM
Statistical analysis either look for differences within the studied population by looking at distribution of the observed data (analysis of variance) and/or difference between the observed population vs the supposed true population (power and significance)
With dice there is only one population
With gaming rolls there will be no difference between the observed rolls and the possible rolls if enough rolls are made. But since each set of roll is it's own true population once rolled the analysis resets. It is a predictive analysis applying to that roll alone. Variance doesn't really matter.

Your suggestion that variance is useful is off
We know what the distribution will be: a bell curve
We know what the average will be as well thus this value is useful
Knowing how tight the bell curve is gives you probability which is then the confidence interval but still not as useful as average but more useful than variance

The chance of a lunar killing a sword moving away is X and for killing a hemlock is Y
Doesn't change regardless of how many matches
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 11, 2011, 02:07:52 PM
So, you rather change a scenario which works for all other fleets then solve the origin of the problem?

The problem being the Eldar rules. ;)



But as said: it is easier to kill a Hemlock then a Sword.*


* If no terrain is present ans ship is within range.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 11, 2011, 03:46:24 PM
Statistical analysis either look for differences within the studied population by looking at distribution of the observed data (analysis of variance) and/or difference between the observed population vs the supposed true population (power and significance)
With dice there is only one population
With gaming rolls there will be no difference between the observed rolls and the possible rolls if enough rolls are made. But since each set of roll is it's own true population once rolled the analysis resets. It is a predictive analysis applying to that roll alone. Variance doesn't really matter.

Your suggestion that variance is useful is off
We know what the distribution will be: a bell curve
We know what the average will be as well thus this value is useful
Knowing how tight the bell curve is gives you probability which is then the confidence interval but still not as useful as average but more useful than variance

The chance of a lunar killing a sword moving away is X and for killing a hemlock is Y
Doesn't change regardless of how many matches

Le sigh. Since we're dealing with probabilities, we're not dealing with statistics. Statistics is the study of sample frequencies to make inferences about population attributes (ie, probabilities). Probability is a tool of statistics. We have the all probabilities we need in this case. Therefore we don't need to know anything about bell curves or averages or anything. We have the probabilities already.

However, if you didn't know the population attributes and wanted to find them out then you could do so from the average and the variance, assuming a standard distribution. The variance is used to determine the standard deviation (from the mean) and this will give you the "spread" of the distribution. Then you find the point you want to know (in this case 1 hit) and calculate the area under the curve from this point and beyond (so it is at least 1 hit). This will give you your probability, based upon your sample.

Note: the variance is very important. Without it we don't know what a standard deviation is. We may "know" (or guess) that the distribution is standard but it is the variance that tells us what the upper and lower bounds are, and therefore determines the probability of getting "at least X amount" or "no more than Y amount", etc. For example, two different distributions, both with a standard Bell curve, might have an average of, say, 5 hits. However, one of those distributions might vary significantly, giving a range of 0 to 10 hits, while the other might give a range of 3 to 7 hits. When asking "what is the probability of getting at least 6 hits" these distributions cough of up different probabilities, despite having the same means and both having the standard distribution.

Also note, there are not many standard distributions in BFG. Certainly the dice themselves are supposed to give standard distributions over sufficient rolls (30+), however this is assumed in the first place. We assume no bias. It is a different matter altogether when you consider shields, holofields, brace saves, etc, on the matter of hull hits, or, in this case, escort kills. Consider the case of that Lunar with 3 dice (2 lance + 1 WB) at that Eldar escort squadron. When looking at the question "how many hits?" a standard distribution should see 1 or 2 hits as equally likely and both more likely than 0 or 3 hits which are again, equally likely. However we know that the chance of 0 hits is ~37%, 1 hit is ~49%, 2 hits is ~13% and the chance of 3 hits is ~1%. This is a right skewed distribution, not standard.

However, this is not as accurate as what we already have. I have a 100% confidence that the probability of destroying at least 1 (non-braced) moving away/abeam Eldar escort at normal range with a (non-locked, non-weapon split) Lunar is 63%. There is no need for means, CIs, or anything.


On the case of MSM being "characterful" I fail to see how a failure of the game mechanics could possibly be considered "characterful". Why do you think that the Eldar should be unshootable after flying some 50,000 kms in space when a tiny fraction of that time is spent in an asteroid field. On the other hand, they're completely shootable, and indeed exceptionally fragile, when they don't spend that fraction of a their movement in an asteroid field. In fact, and Eldar vessel could fly from one end of an asteroid field to the other and back again, spending the vast majority of time inside the field, but end their movement just outside it and can therefore be annihilated. Conversely they could spend only the last fraction of a fraction (a few millimetres of their last centimetre of movement) of their 50,000 km trek inside the asteroid field and be invulnerable. It makes no sense at all. It isn't characterful, it's insipid.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 11, 2011, 04:11:30 PM
I think we are talking the same thing regarding probability and stats
If we are talking more probability than stats then clearly variance doesn't have a role


MSM
Characterful because it a) complements the fluff of eldar being advanced, fast, but fragile as well as b) adds both variety and challenges to game play

@horizon
Yes change the scenario that is neither characterful or realistic rather than msm
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 11, 2011, 04:36:50 PM
I think we are talking the same thing regarding probability and stats
If we are talking more probability than stats then clearly variance doesn't have a role

No, variance is not important when we're crunching the probabilities. But you were talking stats, for which it is important.

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MSM
Characterful because it a) complements the fluff of eldar being advanced, fast, but fragile as well as b) adds both variety and challenges to game play

@horizon
Yes change the scenario that is neither characterful or realistic rather than msm

a) Eldar are not characterised as fragile, except as they're represented in the rules of 40k, so this representation is very bad. Particularly in that it relies for its success on poor game mechanics. If players swapped to a single game turn where each player moves in the movement phase, then fires in the shooting phase then the MSM Eldar will fall down, as they'll be unable to escape before suffering return fire.

Secondly, this does not represent Eldar as being fast. They can still only move upto 30cm on their fastest ships before firing and are unable to AAF. A Chaos Slaughter can easily out reach the fastest Eldar ship. The fact is that the second movement is not a representation of their speed, merely their only real form of defence.

MMS rules actually represent the Eldar as being fast. I also see no point to MSM thematically. What does it represent? That Eldar shoot "during" their movement rather than "after" their movement? No! It does not! All races shoot during their movement. Their movement from turn to turn is not a stop start movement, but rather representative of one long continual process of movement, punctuated by gunfire! In this system the idea of MSM just does not make sense. So they're moving before and after firing, but wait, everyone's doing that anyway, so what are they really doing? They're firing and then moving before the enemy can respond! Stupid.

b) There is no "challenge" and the MSM system actually reduces variety. It's a fait accompli. Either there is sufficient terrain and Eldar win, or there isn't and Eldar lose. Therefore no challenge. There is less variety because where there should have been a game of possibilities and tactics there's not. It's just an extremely predictable and boring game.

And what the hell are you talking about with the scenario not being realistic!? You launch a surprise attack or raid, hit the enemy and then fade away before they can regroup. That's realistic. It's the epitome or characteristic. What's NOT realistic is that a ship can fly up to 30,000 km, shoot, turn around and fly another 30,000 km away without the enemy shooting back. What's even MORE unrealistic about this situation is that you can do this only by spending a very specific 1/60 of your journey "hiding" in asteroid fields but not when you don't have such terrain and not even when you spend all bar that very specific portion of your journey in such terrain.

I find it hard to credit that you think that coming on, destroying a couple of ships and then flying off the table in one turn would be unfair/boring/uncharacteristic whereas you think that doing the exact same thing with asteroid fields is "fluffy" and "characteristic".
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Xyon on January 11, 2011, 05:51:10 PM
I cant believe this debate is still going on.

I think, moving twice is characterful of eldar, whether its MMS or MSM. MSM does open up to more abuse however. Limiting the turn to before the move instead of after or during the move for MMS leaves it open to no movement abuse.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 11, 2011, 06:59:46 PM
Moving twice in MMS is fine as it does not break core rule mechanics of BFG. Plus it does not ask for all kind of additional oddities in the rules.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 12, 2011, 01:59:50 AM
limiting to second move to no turn for lock on and 90 degree otherwise should be sufficient


sig, i will get back to you later :)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Xyon on January 12, 2011, 04:19:35 AM
I may have just been ignoring most of the posts about the discussion (because who wants to watch internet nerds (i'm one too, sheesh)  argue about how space elfs should get to fly a ship) , but thats the first time I noticed you suggesting limits to the second move in some way in MSM.   It would not  completely get rid of popping in and out of say an asteroid field depending on how clever you are, but would make it more difficult.   Limiting it to 45 degrees would still allow for some maneuvering but would only allow for terrain hopping if there just happens to be another asteroid field in front of you as well as behind you.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 12, 2011, 04:22:46 AM
we got onto the stat tangent when you did not think we should use averages in analyzing lunar attacks. for die roll enough rolls will make probability of rolls and average of rolls same.

BFG is step child to 40k. the fluff of 40k will be the fluff of BFG. how eldar appears will be how eldar will presents in BFG. fast and agile are the eldar in 40k. fast vehicles, fleet of foot, toughness 3.
MSM gives them double move, up to 60cm. that is fast compared to the standard fleets. maybe not super fast but fast enough. slaughters are blunt. you blow ahead with them and shoot. eldar fly up shoot and fly away. i am fine with that.

scenario:
yup, blow in, blow shit up, blow away with victory. i have no problem with that realism wise. it may not be fun for the player who got hit. since it is a game, it should be fun for all. but if the scenario is not fun, how is that a problem with game mechanics? especially when all fleets have the options to do it, perhaps not equally well. realistic but not fun. that is a problem with the scenario, not it's realism. in real life some armies are better on the open field. you face them in the open you lose. fait accompli. so you fight them in terrain and win. you cannot always choose your field of battle. this is realism. again that some scenario favor some faction for a game is more a problem of the scenario than the game.
my comment regarding realism is that scenarios do not take into account the strategic consideration of the tremendous resources each ship represent beyond victory points. ot is not realistic is the idea that any fleet commander would be suicidal with his ship. and it is not realistic that all faction would fight on any battlefield. it would be better for terrain selection is included in scenario selection based on fleets in play.
these are all scenario issues, not mechanic issues.

asymmetrical warfare. (they were raised to fight a technologically superior race, the necron. head on they cannot win. they adapted by applying asymmetrical tactics of hit and run. fluffly. characterful)
use terrain to maximize your strength, minimize your weakness. complements above. characterful.


it is late and if i am repeating myself i apologize. i think msm is characterful for all the reasons i have listed. i haven't seen anything here otherwise.
is it different from core mechanics? yes. to me this make it characterful.
does it force playing with and playing against eldar differently than other factions? yes. this is characterful.
does it give a different feel to the eldar faction? yes. characterful.
is it broken and create an unbeatable faction? no. it does not.

btw, i have never commented on the merits of MMS.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 12, 2011, 04:24:37 AM
@xyon,

i would be fine with some turning limit on the second move of msm. it might be a nice tweak.
needs play testing i guess.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 12, 2011, 05:09:03 AM
Fracas,
All fleets stay on the table after turn 1. Only a few (DE/Necrons) can actually fly of the table in turn 2 if they get lucky. But Only Eldar can fly away in turn 1.
Normally the defender can have 1 round of payback, against Eldar none.

That is a game mechanic problem of the Eldar, not the scenario.

You did not answer the 2nd question: why do raiders (Corsair Eldar) excel in fleet engagements/escalating engagements?

Eldar MSM is dependant on celestial phenomena. Win or lose decided by terrain. Is that good.

You say they are not broken yet want to weaken a weak defence (holofield) and/or limit the turn of the second move.
So you do agree they need a change to begin with.

The MSM rules are even more crap when fighting Necrons. The best anti Necron tactic for them is to board. That is not really Eldar like, is it?

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 12, 2011, 07:32:38 AM
we got onto the stat tangent when you did not think we should use averages in analyzing lunar attacks. for die roll enough rolls will make probability of rolls and average of rolls same.

No, we got into the stats tangent when you insisted that you could use the average hits to determine the probability of a kill. We know the probability of a hit with a lance and a WB, we know the probability of holofield saves, we know the probability of brace saves and the probability of blast markers being placed and doing damage. Therefore we can work out the probability of a kill. Which is what we did. The actual results showed that holofields offer less protection against a mixed weaponry ship such as a Lunar than shields, even in a situation favourable to the holofield protected ship (Lunar has no other targets or fails Ld test to split WB fire, shielded target is not abeam, at long range or has BMs intervening).

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BFG is step child to 40k. the fluff of 40k will be the fluff of BFG. how eldar appears will be how eldar will presents in BFG. fast and agile are the eldar in 40k. fast vehicles, fleet of foot, toughness 3.

How they are represented in the game of 40k is not how they're represented in the background of 40k. I see no reason to replicate the mistakes of 40k, let alone take them to the Nth degree as has been done. Even in the 40k game Eldar are not fragile. They have medium armour on their vehicles and other protections. Their Wraithlords are far more resilient than a Dreadnought. The Ulthwe Seer Council was once the most resilient unit in the game. Their basic man was terribly represented, being gyped on WS, BS and armour save and still this was equivalent to a typical guardsman. So Eldar were faster than Imperial troops, but not more fragile.

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MSM gives them double move, up to 60cm. that is fast compared to the standard fleets. maybe not super fast but fast enough. slaughters are blunt. you blow ahead with them and shoot. eldar fly up shoot and fly away. i am fine with that.

No, they're not fast. The second move is only used to put them back into cover, so they are basically given a mechanic that allows them to shoot at 55-60cm from cover. Great.

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scenario:
yup, blow in, blow shit up, blow away with victory. i have no problem with that realism wise. it may not be fun for the player who got hit. since it is a game, it should be fun for all. but if the scenario is not fun, how is that a problem with game mechanics?

It is a problem because the defending player didn't get a turn! If you can successfully disengage your fleet and pull off a win with such a hit and run attack having suffered one turns reprisal from your opponent then this is fun, fluffy and fine. Your opponent should have the right of reply though. They don't have that against Eldar. This is not a problem of the scenario, it is a problem of the Eldar.

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especially when all fleets have the options to do it, perhaps not equally well. realistic but not fun. that is a problem with the scenario, not it's realism. in real life some armies are better on the open field. you face them in the open you lose. fait accompli. so you fight them in terrain and win. you cannot always choose your field of battle. this is realism. again that some scenario favor some faction for a game is more a problem of the scenario than the game.

Scenarios favouring specific fleets is fine. Not only fine, but necessary. How can you call yourself a raiding fleet if raiding type scenarios don't favour you? Why shouldn't SMs perform better in planetary assault and blockade run than other scenarios? If all fleets performed equally in all scenarios then that would definitely be not fun.

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my comment regarding realism is that scenarios do not take into account the strategic consideration of the tremendous resources each ship represent beyond victory points. ot is not realistic is the idea that any fleet commander would be suicidal with his ship. and it is not realistic that all faction would fight on any battlefield. it would be better for terrain selection is included in scenario selection based on fleets in play.
these are all scenario issues, not mechanic issues.

I think the VPs takes account of the strategic considerations of the resources that go into a fleet quite well. I don't get what you mean about the suicidal part. Where did this come from?

As for terrain selection, you know that there is an Attack Rating method for scenario and battlezone selection right? And that battlezone determines terrain density? Also, it isn't too hard to imagine cases where fleets could be moved out of their comfort zone to fight a battle they would prefer not to.

However, even if there are some minor issues regarding realism they are nothing compared to the logical absurdity of the MSM system.

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asymmetrical warfare. (they were raised to fight a technologically superior race, the necron. head on they cannot win. they adapted by applying asymmetrical tactics of hit and run. fluffly. characterful)
use terrain to maximize your strength, minimize your weakness. complements above. characterful.

Well, for a start, the one race that can actually beat the Eldar in terrain are Necrons, so this supposedly "characterful" style that putatively developed against the Necrons doesn't work against the Necrons. Right. Further, they did not develop hit and run style attacks against the Necrons. When the Necrons were first around the Eldar were infantile in their space technology. They relied upon their gods to construct engines of war, and their gods were usually up for a straight up brawl rather than cat and mouse games. The old ones sent in entire armadas of the younger races ships to knock out Necron ships.

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is it different from core mechanics? yes. to me this make it characterful.

No, this makes it broken. It isn't a matter of them not behaving like other fleets. It is a matter of them not behaving in accordance with the abstraction! BROKEN!

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does it force playing with and playing against eldar differently than other factions? yes. this is characterful.

No, it doesn't force people to play differently. If they can shoot at them they shoot (and win). If they can't they don't (and lose). This is the same as with any other fleet, except for the parts in the brackets. You play the same. Of course, when the amount of terrain makes it uncertain that the Eldar will be able to successfully hide then it becomes closer, but still not enjoyable. When the specifics of the scenario dictate that the Eldar cannot just sit in terrain, well, they're pretty much stuffed. Still not enjoyable.

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does it give a different feel to the eldar faction? yes. characterful.

Giving them ships with 30 hits each that could only move 5cm would also have been different, but not characterful. MSM is "different", but it is not characterful!

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is it broken and create an unbeatable faction? no. it does not.

Er, yes it does make it broken. With sufficient terrain they are unbeatable. Without terrain they're useless. How is this not broken?


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btw, i have never commented on the merits of MMS.

Probably haven't looked at it. It provides a characterful, fluffy, ruleset for the Eldar that works within the abstraction level of the game.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 12, 2011, 07:56:15 AM
Effective Striking Range is a key thing.
Speed is fine but if it means less striking range you gained nothing.

Eg.

A Murder cruiser has a striking range of 25cm + 60cm = 85cm for the lances and 25cm+45cm (70cm) for the Batteries.

A Lunar cruiser has a striking range of 20cm + 30cm = 50cm for its weapnonry.

A Shadow cruiser has a striking range of (maxed) 25cm + 30cm = 55cm from its weaponry. That is best case. If it needs to take another route (sun away) it will be 20cm + 30cm = 50cm.
Thus the same as a Lunar. And in a bad case the striking range will only be 10+30=40cm.

So speed? Not really, not enough to do a proper raid attack!

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Plaxor on January 12, 2011, 08:57:21 AM
The MSM is in itself broken... as it breaks the terrain system of BFG.

I actually had a discussion about it with Bluedagger the other day.

The fact of asteroid fields, you can't shoot in them, and you can't shoot out of them. This works fine for any race which can't attack whilst in them, as you trade off being invulnerable for never doing any damage.

However Eldar are able to maintain an 'invulnerable' state because they are able to attack and be in/behind asteroid fields on nearly any turn.

His comment was that asteroid fields should be changed so that they just give a 4+ save. I called him too much of a 40k gamer :), but the thing is that if something works for every other race, then it shouldn't be changed, instead that race should be changed.

Which is why MMS is a perfectly viable system that fixes the Eldar. It isn't how I would've done it exactly, and I think that the current holofield system/something similar could be applied, but it is the lesser of two evils.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Xyon on January 12, 2011, 01:18:27 PM
What do you think of MSM with 45 degrees on the turn before the second move?

I've just reread the MMS 1.9 pdf,   I like the changes.  I think the fleet from that list with either MMS or MSM limited to 45 degrees on second move would be a good replacement for the current eldar.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 12, 2011, 01:27:57 PM
Hi Xyon,
In MMS the Eldar ships already have a restricted turn:
two times 90* for escorts/light cruisers
two times 45* for capital ships
One turn at start of each move.

Glad you liked the changes.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Xyon on January 12, 2011, 01:34:07 PM
Woops, yeah,  but thats why I didnt mention adding restrictions to MMS.    But taking the MMS turning restrictions and adding them to MSM would work too, I think.  As long as the eldar ships have the added survivability that they have in your MMS list.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 13, 2011, 12:36:00 AM
i am not going to answer everything because it is getting a bit tiresome

@horizon
corsairs and fleet engagement. why are you asking? would it have made more sense if they switched corsair and craftworld eldar names?


@Sig

probability of rolling a 6 on one roll is 16.6%. the actuality of rolling a 6 on one roll is either 100% or 0%. probability is apriori. not a premis to build a game system on.
on average, with enough rolls the actuality of roll a 6 is 16.6%.


the rest regarding character is just opinion. you have yours, i have mine. neither really substantiate or insubstantiate the mechanical aspect of the rules. i have enjoyed this conversation though, but we are approaching arguing which is a more characterful color. too subjective.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 13, 2011, 06:37:03 AM
Quote
@horizon
corsairs and fleet engagement. why are you asking? would it have made more sense if they switched corsair and craftworld eldar names?
You misunderstand.

As it stands the Corsair Eldar fleet perfroms better in a fleet engagment then the Imperial Navy*.
Is this how it should be?


* (with celestial phenomena)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 13, 2011, 10:46:06 AM
@Sig

probability of rolling a 6 on one roll is 16.6%. the actuality of rolling a 6 on one roll is either 100% or 0%. probability is apriori. not a premis to build a game system on.
on average, with enough rolls the actuality of roll a 6 is 16.6%.

What? Of course you use probability! That is how you arrive at your averages in the first place! You don't arrive at probabilities from averages! The average kills vs Eldar escorts in the Lunar example given is 0.78. The probability of at least one kill is 63%. The average kills vs normal escorts is 0.58 and the probability of at least 1 kill is 56%. These are the facts.

Quote
]my simpler math for the lunar has it having 2 WB dice and 2 lance dice against a sword moving away. this on average is .66 hits from batteries and 1 hit from lance for a total of 1.66 hits. on average. given that it takes 2 hits to kill this means 0.83 chance of a sword kill from an lunar.
against an eldar escort it is 1 WB die and 2 lances for an average of 0.5 hit from the battery and 1 hit from lance, reduced to 0.166 hits after holofield saves for a total of .666 hits on average. given that it only take 1 hit to kill this remain 0.66 eldar kill from a lunar.

versus closing escorts it comes to 0.99 hits from batteries and 1 from lance for a total of 1.99 hits vs the sword (0.99 chance of a kill from a lunar) versus 1 hit from the batteries and 0.166 damage point from the lance on the eldar escort (1.16 chance of a kill). so here the lunar is more effective against the eldar, but this situation should rarely if ever happens with MSM.

This ^, is nonsense.

Quote
the rest regarding character is just opinion. you have yours, i have mine. neither really substantiate or insubstantiate the mechanical aspect of the rules. i have enjoyed this conversation though, but we are approaching arguing which is a more characterful color. too subjective.

No, this is just not the case. You could say that, in your opinion, Imperial ships should be faster and more agile than Eldar ships. You'd be wrong, but it's "your opinion" and "subjective" so no one can gainsay you, right? Wrong. You can hold whatever opinion you like, but it doesn't make your opinion equally valuable. And if we are able to reject extreme views, such as the fast-Imperial example I just used, then there must be a set of criterion by which opinions can be judged and valued. Therefore not subjective.

I have put forward the argument that, absent terrain, the Eldar are far too weak, both from a game perspective and as shown by their background. They're described as having vastly superior vessels and consistently pummel anyone on a one for one basis. Only slavering hordes of Orks or Nids or massive warfleets that outnumber them pose a problem They also have the toughest known material from which to build ships and the best known method of building them (grown!). They consider Imperial shield tech crude and infantile, their own tech being superior and their own philosophy of evasion being more elegant (hence mobility and ECM). I have also stated how the MSM mechanic breaks the abstraction of the game. Note this. Breaks the abstraction. The abstraction will only work if the Eldar can't run away after they fire. Performing a pop-out attack on the scale of BFG is absurd. Why also are these supposed fast ships only able to move as fast as Chaos cruiser?


When there is a heap of terrain the Eldar are way overpowered, to the point of being unbeatable. The combination of the two states makes the Eldar the most boring fleet in the game, both to play and to play against. Auto-wins and auto-losses just suck.

In response you've said that it's "characterful", saying no more than "fast but fragile". Firstly, the Eldar are advanced. They don't need to trade one stat to achieve a gain in the other. For example, if you had a basic Imperial cruiser made by a race with technological superiority then they would be able to, say, increase firepower, with no other loss. Or increase hits. Or armour. Or speed. The Eldar with their level of technology would be able to make a Lunar with 6+ all round armour and 4 shields.  If that's what they were into. They're into speed instead. So instead of being as hard as nails, they should have only average protection, but great speed. So fast but mediocre toughness should be the catchphrase, rather than "fast but fragile".

So, while you may say that this is "just opinion", it doesn't mean that the opinions are equal, unarguable or irrelevant.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: RCgothic on January 13, 2011, 02:27:56 PM
my simpler math for the lunar has it having 2 WB dice and 2 lance dice against a sword moving away. this on average is .66 hits from batteries and 1 hit from lance for a total of 1.66 hits. on average. given that it takes 2 hits to kill this means 0.83 chance of a sword kill from an lunar.
against an eldar escort it is 1 WB die and 2 lances for an average of 0.5 hit from the battery and 1 hit from lance, reduced to 0.166 hits after holofield saves for a total of .666 hits on average. given that it only take 1 hit to kill this remain 0.66 eldar kill from a lunar.

versus closing escorts it comes to 0.99 hits from batteries and 1 from lance for a total of 1.99 hits vs the sword (0.99 chance of a kill from a lunar) versus 1 hit from the batteries and 0.166 damage point from the lance on the eldar escort (1.16 chance of a kill). so here the lunar is more effective against the eldar, but this situation should rarely if ever happens with MSM.

This is absolute nonsense, as Sigoroth points out. Did you even think about your maths? Take the first part: A Lunar does an average of 1.66 hits, this I'm not disputing, but you then say it has an 83% chance of a kill as a result. So in spite of being not-enough-damage-for-a-kill on average, it will be killed more than 8 times in 10? Did this not ring alarm bells?

And a 1.16 chance of a kill on an eldar escort? There's no such thing as a chance with greater certainty than 1!

This is how you do it properly:

There are 16 unique combinations of four weapons either hitting or missing. 11 of these result in the destruction of at least 1 escort:

0B, 1WB 1WB, 2WB, 1L, 1WB&1L, 1WB&1L, 2WB&1L, 1L, 1WB&1L, 1WB&1L, 2WB&1L, 2L, 1WB&2L, 1WB&2L, 2WB&2L

Many of these results are indistinguishable though: 1WB twice, 1L twice, 1WB&2L twice, 2WB&1L twice, 1WB&1L four times, giving 9 unique outcomes, with the probabilities:

P(0) = P(WBMiss)*P(WBMiss)*P(LMiss)*P(LMiss) = 2/3 * 2/3 * 1/2 * 1/2 = 0.1111
P1WB) = 2*P(WBHit)*P(WBMiss)*P(LMiss)*P(LMiss) = 2 * 1/3 * 2/3 * 1/2 * 1/2 = 0.1111
P(2WB) = P(WBHit)*P(WBHit)*P(LMiss)*P(LMiss) =  1/3 * 1/3 * 1/2 * 1/2 = 0.0277
P(1L) = 2* P(WBMiss)*P(WBMiss)*P(LHit)*P(LMiss) = 2 * 2/3 * 2/3 * 1/2 * 1/2 = 0.2222
P(1WB&1L) = 4* P(WBHit)*P(WBMiss)*P(LHit)*P(LMiss) = 4 * 1/3 * 2/3 * 1/2 * 1/2 = 0.2222
P(2WB&1L) = 2* P(WBHit)*P(WBHit)*P(LHit)*P(LMiss) = 2 * 1/3 * 1/3 * 1/2 * 1/2 = 0.0555
P(2L) = P(WBMiss)*P(WBMiss)*P(LHit)*P(LHit) = 2 * 2/3 * 2/3 * 1/2 * 1/2 = 0.1111
P(1WB&2L) = 2* P(WBHit)*P(WBMiss)*P(LHit)*P(LHit) = 2 * 2/3 * 2/3 * 1/2 * 1/2 = 0.1111
P(2WB&2L) = P(WBHit)*P(WBHit)*P(LHit)*P(LHit) = 1/3 * 2/3 * 1/2 * 1/2 = 0.0277

Now you can either read the chance of destroying an escort straight off of there by adding up the 11 results that represent at least 2 hits, or you can collate and tidy the results further first:

P(0Hits) = P(0) = 0.1111
P(1 Hit) = P(1WB) + P(1L) = 0.3333
P(2Hits) = P(2WB) + P(2L) + P(1WB&1L) = 0.3611
P(3Hits) = P(2WB&1L) + P(1WB&2L) = 0.1666
P(4Hits) = P(2WB&2L) = 0.0277

And:
P(0 Escorts Killed) = P(0hits)+P(1Hit) = 0.4444
P(1 Escort Killed) = P(2Hits) + P(3Hits) = 0.5277
P(2 Escorts Killed) = P(4Hits) = 0.0277
P(At least 1 Escorts Killed) = 1-P(0 Escorts Killed) = 0.5554

These are nowhere near your figures. You can tell these are correct, because if you weight each probability by the number of htis it represents and add them together, you get an average value of 1.667 hits as expected.

If you only want to know the chances of "At least one" for a given number of trials, I use the following procedure:

P(Failure) = 1-P(Success)
P(0 Successes) = P(Failure)^Trials
P(At least 1 Success) = 1-P(0 Successes) = 1-P(Failure)^Trials = 1-[1-P(Success)]^Trials
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 14, 2011, 01:49:19 AM
Sigh

Horizon
I have no problem with an ancient race having a superior fleet even when it is just a corsair fleet. Just as a harvester necron fleet can take on human battlefleet.


Math
You cannot get 1.66 hits. You can get 1.66 hits on average. So for 3 lunars shooting two will cause two hits and one will cause one hit. Thus ten lunars in squadron will cause 16 hits and kill 8 swords. 5 lunars kill 4 swords.
What part of "average" is confusing?
Same principle applies to hits against the eldar. 10 lunars against eldar escorts will kill 11 hemlocks on average. 5 lunars kill 6 hemlocks.
Yes it does take some interpretation. There is no such as fractional hits or kills.

Opinion
You may say my opinion is less than yours, that this is not how the eldar are or should be and thus not characterful. Have you considered that my opinion is same as the game designers'? And that this is indeed how the eldar are meant to be portrayed and played? So when it comes to weight of opinion mine more closely align with facts of the game and play while yours, regardless of your justifications, perceived logic and reason, and obvious superiority lacks any real or actual weight?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 14, 2011, 01:58:39 AM
MSM is the rules for how the eldar plays. It may be flawed but until the rules change and MSM is no more, that it might be flawed is an opinion. And regardless of the consensus that it is flawed, even overwelming consensus does not constitute science, fact, or the rules.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: skatingtortoise on January 14, 2011, 02:57:48 AM
the topic of the thread is 'are the eldar movement rules broken? whats the alternative?'

the answer to this has been 'almost certainly' from most parties (to different degrees), and MMS and some discussion on altering MSM (i like the idea of limited turns MSM - encourages you to get into a more favourable arc etc - but as has been said, would need more survivability)
the flawed nature of the eldar isnt being put about because people 'reckon' theyre a bit off. its been shown that in X scenario, they have an excessively high win rate. in Y scenario, they have an excessively low win rate. other fleets dont have this disparity, so the eldar are the issue. its been postulated (very convincingly) that the movement rules are the big issue here, with the raid scenario and asteroid field examples.
so no, its not a scientific fact that eldar are flawed, its a game FFS. but if 5 of the worlds best nuclear physicists came up to me and said they thought that the current model of the atom wasnt right, id seriously consider looking into changing it.

on a personal note, i think the fluff is less important than the 'theme' of the fleet/army. the eldar are and always have been a glass cannon. they hit, they run, they cant hold together in a heavy close quarters fire fight. this has usually been more a result of them being 'squishy on the inside' with armour compensating for comparative frailty, and i wouldnt want to lose this 'niche' in BFG by making them just another high armour fleet, with the added caveat of being 'a bit nippy'
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 14, 2011, 03:55:27 AM
Math
You cannot get 1.66 hits. You can get 1.66 hits on average. So for 3 lunars shooting two will cause two hits and one will cause one hit. Thus ten lunars in squadron will cause 16 hits and kill 8 swords. 5 lunars kill 4 swords.
What part of "average" is confusing?
Same principle applies to hits against the eldar. 10 lunars against eldar escorts will kill 11 hemlocks on average. 5 lunars kill 6 hemlocks.
Yes it does take some interpretation. There is no such as fractional hits or kills.

The truly confusing part is that someone who obviously knows nothing about maths attempting to argue with those that do. Averages are arrived at via probability. You use this probability to arrive at your "average hits" and then try to use these averages to arrive at the probability of a kill (after holofields/shields, etc). Use probability all the way through till you find average kills. Don't do this half-arsed shit and then pretend that it's right.


Quote
Opinion
You may say my opinion is less than yours, that this is not how the eldar are or should be and thus not characterful. Have you considered that my opinion is same as the game designers'? And that this is indeed how the eldar are meant to be portrayed and played? So when it comes to weight of opinion mine more closely align with facts of the game and play while yours, regardless of your justifications, perceived logic and reason, and obvious superiority lacks any real or actual weight?

Well, you know that your opinion has even less weight, right? Just agreeing with whatever is official sans reasoning is the same as having no opinion whatsoever. The notion that something is more right because it's official is demonstrably untrue.

on a personal note, i think the fluff is less important than the 'theme' of the fleet/army. the eldar are and always have been a glass cannon. they hit, they run, they cant hold together in a heavy close quarters fire fight. this has usually been more a result of them being 'squishy on the inside' with armour compensating for comparative frailty, and i wouldnt want to lose this 'niche' in BFG by making them just another high armour fleet, with the added caveat of being 'a bit nippy'

This is the problem. This theme of glass cannon is unjustifiable by their background, putative technological superiority and pure logic. If they were really this crap they'd have been wiped out ages ago. If the Imperium didn't do it then the asteroids would have.

A glass cannon themed race isn't impossible, it's just not Eldar. This has been a common mistake for many players and some designers. This is probably because glass cannon is a well known meme and people try to fit that to the Eldar.

I would much rather a truer representation of Eldar than a forced fit to a pretty meh meme.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on January 14, 2011, 04:04:22 AM
Fragile isnt an Eldar background trait? 0.o

*universe implodes*
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 14, 2011, 04:08:10 AM
Fragile isnt an Eldar background trait? 0.o

*universe implodes*

No, it's not.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 14, 2011, 04:10:01 AM
Sig

disappointing come back.
1. an attempt at suggesting superior credential with math on an internet forum is amusing.
2. profanity doesn't demonstrate superiority
3. probability is predictive of what might happen. might happens. probability of 16.6% does not result in 16.6%.
4. average is evaluation of actual occurrences. actual occurrences.
5. yes, very amusing regarding math comprehension. you have no idea.

just because my opinion matches that of the designer doesn't mean it is less than yours. presumption and assumptions are silly. certainly doesn't improve your argument. maybe i have what it takes to understand what the designers are going for?
do you agree with gravity? if yes does that mean your opinion means even less than mine if i disagree with gravity? LOL. fallacy of reasoning.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 14, 2011, 04:21:44 AM
Quote
Horizon
I have no problem with an ancient race having a superior fleet even when it is just a corsair fleet. Just as a harvester necron fleet can take on human battlefleet.

Heck, the designers are off. They wanted man-o-war but left out all the good bits about the High Elves from those rules.

Now, assume Eldar did not exist in the blue book, or as a fleet with just MS (like Dark Eldar). And suddenly someone said: hey, Eldar should have an extra move! In the ordnance phase!
The crowd would go: hahaha, silly you, ships move in the movement phase, not the ordnance phase.

I think the designer gets to much credit, simply as he broke the ruleset of BFG. Yes, he broke it, crushed it and destroyed the ruleset when he gave Eldar a move in the ordnance phase.

Ships move in the Movement phase, not ordnance phase.
Simple, easy, straightforward.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 14, 2011, 04:42:16 AM
Horizon

I think it depends on your frame of reference perhaps. I think MSM is more realistic than MS. But realism aside it is about game mechanics with sufficient realism for fun. Afterall why should ordnance move separately or why shouldn't they move before ships?
In chess why does the knight movement break all movement standards adhered to by the other pieces?

If I were designing a new bfg I would do things differently perhaps
Institute initiative ala lotr for sure
Apply MSM for all fleets perhaps while bring a bit more restrictive on turns in the second move

But when I picked up bfg and allowed it to become one of my favorite, it is with the understanding that it would be played with the rules as written even if some aspect could be better IMO. It's just that IMO MSM is not one of those things.

Perhaps a more appropriate thread would be what should the next rules for bfg be rather than on what is wrong with it now.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 14, 2011, 06:30:50 AM
But before you start a BFG20 you should point out the flaws. BFG20 should not be a new system, its should be an improved system.

Quote
Afterall why should ordnance move separately or why shouldn't they move before ships?
Because in BFG you have the Ordnance Phase (=core rule mechanic), thus the ordnance phase has its own rules which applies to ordnance.

If they had written that the Ordnance phase became before the movement phase that would be the core system.  But it isn't.

Core:
Special Order Phase
Movement Phase
Shooting Phase
Ordnance Phase
End Phase


Chess:
Has a core system, with each unit having its own rule, same for black and white.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: RCgothic on January 14, 2011, 07:51:21 AM
Math
You cannot get 1.66 hits. You can get 1.66 hits on average. So for 3 lunars shooting two will cause two hits and one will cause one hit. Thus ten lunars in squadron will cause 16 hits and kill 8 swords. 5 lunars kill 4 swords.
What part of "average" is confusing?
Same principle applies to hits against the eldar. 10 lunars against eldar escorts will kill 11 hemlocks on average. 5 lunars kill 6 hemlocks.
Yes it does take some interpretation. There is no such as fractional hits or kills.

As previously stated:

P(0Hits) =  0.1111
P(1 Hit) =  0.3333
P(2Hits) = 0.3611
P(3Hits) = 0.1666
P(4Hits) = 0.0277

The above probabilities weighted by their outcome gives an average of 1.667, and demonstrates we understand that they are in fact discrete outcomes. We also understand exactly how likely it is to get each outcome. We understand fully that in a game you only get discrete values and that "Average" is just a concept. Doesn't matter; the Average is still a good figure to make plans around.

On the other hand, it is you who have been demonstrably unable to calculate basic probability, that your "Simple Math" is wildly inaccurate, and you even needed to be told that you can't have an absolute probability greater than 1.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 14, 2011, 11:53:02 AM
Sig

disappointing come back.
1. an attempt at suggesting superior credential with math on an internet forum is amusing.

Well, um, if I have superior knowledge of maths than you, then it's superior. What has an internet forum got to do with anything? It's not as though this isn't easily supportable. The previous posts have borne this out. It's not like I'm saying I'm a master of martial arts and could beat you up or anything ...

Quote
2. profanity doesn't demonstrate superiority

What profanity? What the hell are you talking about? Where have I said "Hey, I can say 'fuck' so I'm superior"? Nowhere. What actually demonstrates superiority was my superior reasoning. In the face of which you come back with this?

Quote
3. probability is predictive of what might happen. might happens. probability of 16.6% does not result in 16.6%.
4. average is evaluation of actual occurrences. actual occurrences.

Um, this is utterly irrelevant. Firstly, you acknowledge that probability is the tool of choice by ratifying that on average 2 lances will give 1 hit. This is because the probability of a hit is 50%. So you use probabilities already. You just do it half-arsed. So arguing against the proper application of probability is a bit absurd since you use it to some degree in the first place.

Secondly, bringing the actual measured end results into this conversation is ridiculous for 2 reasons. Firstly because you have presented no actual results. You'd have to do an actual experiment, calculate the averages, test to see if the null hypothesis lies within the CI, and if it doesn't only then could you possibly reject the given model of average escort kills (normal vs Eldar) based on "actual occurences". Then you could work out probabilities from the averages. Even then this would be poor science, since you'd first need some sort of theory to justify the predicted difference from the mathematical model, and you'd also be using a system of maths to analyse the results based directly on the premises you're criticising.

The second reason using actual end results as an argument is absurd is because this is a game using theory, not the results of actual individual dice rolls. An armour of 5+ means that you have a 1 in 3 chance of damaging, therefore a 33.3% probability of scoring a hit. It doesn't matter that the results of some particular roll came up 3, 5, 5. This does not mean that in reality you had a 66.7% probability of hitting, since 2 out of 3 hit.

Quote
5. yes, very amusing regarding math comprehension. you have no idea.

Er, actually, it seems you have no idea. This isn't such a terrible thing, it doesn't really matter that you don't understand ... but why do you think that you do? That's the most confusing element.

Quote
just because my opinion matches that of the designer doesn't mean it is less than yours. presumption and assumptions are silly. certainly doesn't improve your argument. maybe i have what it takes to understand what the designers are going for?

Well, given that there has been ample argument demonstrating that the designers were wrong, and no argument from you beyond "characterful", which has also been argued to be untrue I'd like you to elucidate on what extra special understanding you might have in the matter.

Also, consider that I said that agreeing sans reasoning, ie, for no reason, for the sake of agreeing, means that your opinion is worthless. And this is absolutely true. If you think you're right you should present an argument. You haven't done that. So, your "opinion" seems to be sans reasoning, and therefore worthless, regardless of whatever appeal to authority you might be attempting.

Quote
do you agree with gravity? if yes does that mean your opinion means even less than mine if i disagree with gravity? LOL. fallacy of reasoning.

Talk about fallacy of reasoning. When you ask "do you agree with gravity?", what is that supposed to mean? Gravity doesn't have an opinion, how could I agree with it? Do you mean, "do you believe that gravity exists?", in which case this scenario is not analogous with the one I posited earlier. This is because I would be agreeing that gravity existed because it's demonstrable, therefore I have a reason. Your belief against the existence of gravity is sans reasoning, it flies in the face of the demonstrable and logical, and therefore is worthless. Now, you could also mean "do you agree with the theory of gravity", which is a different kettle of fish. My answer would actually be "I don't know".

Now, when you say that your opinion is worth more because it's in line with what the designers wanted you're making an appeal to authority. This stance precludes the possibility that the "authorities" got it wrong. If authorities are infallible then I suppose all those women burnt at the stake really were witches. Good on the Church for ridding us of that evil. If the authorities can get it wrong then when their judgement is called into question you can't just assume that their right and therefore you're right because you agree with them. If you agree with them because you have an argument outlining the reasons they were right then you should present that argument. If you agree with them because they're the authorities and therefore they should know better than some fan on the interweb then yes, your opinion is worthless.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 15, 2011, 01:31:35 AM
Math
You cannot get 1.66 hits. You can get 1.66 hits on average. So for 3 lunars shooting two will cause two hits and one will cause one hit. Thus ten lunars in squadron will cause 16 hits and kill 8 swords. 5 lunars kill 4 swords.
What part of "average" is confusing?
Same principle applies to hits against the eldar. 10 lunars against eldar escorts will kill 11 hemlocks on average. 5 lunars kill 6 hemlocks.
Yes it does take some interpretation. There is no such as fractional hits or kills.

As previously stated:

P(0Hits) =  0.1111
P(1 Hit) =  0.3333
P(2Hits) = 0.3611
P(3Hits) = 0.1666
P(4Hits) = 0.0277

The above probabilities weighted by their outcome gives an average of 1.667, and demonstrates we understand that they are in fact discrete outcomes. We also understand exactly how likely it is to get each outcome. We understand fully that in a game you only get discrete values and that "Average" is just a concept. Doesn't matter; the Average is still a good figure to make plans around.

On the other hand, it is you who have been demonstrably unable to calculate basic probability, that your "Simple Math" is wildly inaccurate, and you even needed to be told that you can't have an absolute probability greater than 1.

i think you are confounding probability and averages
i posted average hits and average kills for a lunar against swords and against eldar escorts; not probability.
my math has been accurate. you can have an average of 1.66 hits, kills or whatever else.
you came to similar conclusion yet my math is wildly inaccrurate? :)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 15, 2011, 01:47:42 AM
Sig

1. when designing a game system, imo it is more important to consider average outcomes rather than probability of outcomes. you can argue that point if you wish. but like RCGothic you cannot seem to get around this basic differentiation between averages and probability and have gotten bogged down by semantics and math. its too bad.

2. you can make any claim you wish on your superiority of math credential. this seems to me as grasping at straws though because on an internet forum, you can make any claim you wish. to me it has no weight. same as if i had made unsubstantiable claims of my own credentials.

3. i was trying to be polite by allowing both us to have differences in opinion. you introduced the idea that not all opinions are the same, which is true. an opinion that is closer to the truth should have more weight. it shouldn't be based on popularity, contrariness, or based on the credential of those holding it. as i already stated, concensus does not equal truth. you claim my opinion, being same as that of the game designer, has less weight. i think that is fallacious reasoning given that the game designer did estabilished the standards framework for BFG mechanics. you may believe you are right and the designers are wrong but this is really your opinion. the designer may differ. i differ. in the long run, regardless of how many others share your sentiments, what you offer is not BFG as it is played by thousands worldwide, not BFG fact or reality. the rules for BFG are known facts, and RAW has MSM. the rules for gravity are known facts. thus an opinion more closely adherent to reality and fact carries more weight than one that does not.

4. i think you are too wedded to your own biases.  and fixate on the particulars too much.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 15, 2011, 02:06:14 AM
But before you start a BFG20 you should point out the flaws. BFG20 should not be a new system, its should be an improved system.

Quote
Afterall why should ordnance move separately or why shouldn't they move before ships?
Because in BFG you have the Ordnance Phase (=core rule mechanic), thus the ordnance phase has its own rules which applies to ordnance.

If they had written that the Ordnance phase became before the movement phase that would be the core system.  But it isn't.

Core:
Special Order Phase
Movement Phase
Shooting Phase
Ordnance Phase
End Phase


Chess:
Has a core system, with each unit having its own rule, same for black and white.


why are you picking somethings and acknowledge they are core while claiming another aspect of the same rule system as not core?
yes the rules for MSM give eldar something other races do not, but this is done for variety and character. should all have armor 6? reactive hulls? bombardment cannons? free AAF? torpedoes that turn? marks of chaos? all fleets deviate from an invisible standard, likely IN and Chaos as well. clearly all fleets should be different otherwise we should just play chess.
why would you say it is not core when it is RAW?

MSM is not obviously a flaw to me. in some setting it will allow eldar an easy victory. in other settings it will not prevent a certain loss. it adds variety and character, representing an idea the designer had.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Eldanesh on January 15, 2011, 03:09:28 AM
Quote
why are you picking somethings and acknowledge they are core while claiming another aspect of the same rule system as not core?
Half a year or so before BFG was released there was a previev of the rules in an WD (sep. 98). It was Imps and chaos with profiles for 2 cruisers each (Lunar/tyrant and murder/carnage) and paper counters to play with.

At all they didn't change anything after that preveiw rules, even the ships profiles were exactly the same (except Pointcosts).

But they added some things after that point: Nova canons, flyers and, well, Eldar rules - and to be honest all these additions weren't that good. Andy C. even admitted at some point that Flyer rules are terrible - he never wanted flyers in the system and just included them because most people think that fighter dogfights are "cool".

Even the ship cost were IMHO better:
Lunar 140P, Tyrant 145, Murder 160 and Carnage 155 - something must have gone terrible wrong at their playtests, that the chaos ships ended cheaper than the imps in the final version :)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 15, 2011, 08:06:04 PM
But before you start a BFG20 you should point out the flaws. BFG20 should not be a new system, its should be an improved system.

Quote
Afterall why should ordnance move separately or why shouldn't they move before ships?
Because in BFG you have the Ordnance Phase (=core rule mechanic), thus the ordnance phase has its own rules which applies to ordnance.

If they had written that the Ordnance phase became before the movement phase that would be the core system.  But it isn't.

Core:
Special Order Phase
Movement Phase
Shooting Phase
Ordnance Phase
End Phase


Chess:
Has a core system, with each unit having its own rule, same for black and white.


why are you picking somethings and acknowledge they are core while claiming another aspect of the same rule system as not core?
yes the rules for MSM give eldar something other races do not, but this is done for variety and character. should all have armor 6? reactive hulls? bombardment cannons? free AAF? torpedoes that turn? marks of chaos? all fleets deviate from an invisible standard, likely IN and Chaos as well. clearly all fleets should be different otherwise we should just play chess.
why would you say it is not core when it is RAW?

MSM is not obviously a flaw to me. in some setting it will allow eldar an easy victory. in other settings it will not prevent a certain loss. it adds variety and character, representing an idea the designer had.
Fracas, core is the game system. The fleets behave to the rule system.
The raw for Eldar msm BREAK the core mechanic thus are a BIG designer mistake.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 15, 2011, 10:05:42 PM
Horizon

i think all fleets break the "core mechanics" to some degree. sure some more than others. this adds variety and character.
but within each fleet rules, these variation defines the fleet's core mechanics do they not? is it not defining core mechanic for orks to autopass AAF? necron to get hull saves?
so lets try this thought, lets rename the ordnance phase to be "end movement phase" where only ordnance and eldar can move. would this fit better than having eldar move in the "ordnance phase"?

i think this conversation is getting too obtuse and subjective, and more and more semantic based. i am guilty of this as well.

you posted a thread asking whether others think msm is flawed. i know you did not mean to post a thread asking for people to agree that MSM is flawed, but it is moving that way more and more.

i've posted why i think we should keep MSM and expand it to other fleets rather than remove it completely.
just limit each fleet to how far it can move or turn


not sure what is there left to say really.
we'll have to agree to disagree :)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 16, 2011, 09:01:22 AM
No Fracas,
not all fleets break the core mechanic
of:
SO
movement
shooting
ordnance
end

Only Eldar (CE/CWE) do that.

You are confusing the core game system to the basic weapon systems.

When you start renaming the phases you alter the core game system. The phases got the names for a reason.



Ya, well, guess so. ;)
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: RCgothic on January 16, 2011, 01:44:22 PM
i think you are confounding probability and averages
i posted average hits and average kills for a lunar against swords and against eldar escorts; not probability.
my math has been accurate. you can have an average of 1.66 hits, kills or whatever else.
you came to similar conclusion yet my math is wildly inaccrurate? :)

Sigoroth and I are completely clear on the distinction between averages and probabilities. The average is the more helpful number if you want to know how many escorts are expected to die for a given number of Lunars shooting, and to a large extent it is possible to work purely with averages and expected values.

 However, you have to understand that just because you're throwing enough firepower at an escort to kill it on average, that does not make its death a certainty. That is where probability comes in. For example, a Lunar with 3 WB dice and 2 L against a sword will kill it on average, but the escort will only end up dead 66% of the time. If it is absolutely critical that a given result is achieved, probability helps you understand how much effort is required vs the risk that the objective will not be achieved. For example, the shooting of 2 Lunars will still leave the Sword alive slightly less than 1 time in 10. This might be an acceptable level of risk vs what you can bring to bear and what firepower is needed in other causes.

If it's simply that you won't get the VPs for the escort squadron in a game that you're already winning, the shooting of 1 lunar or 1/3 risk of failure might be acceptable. If it'll determine the outcome of the game, you may want to go with 2 lunars and a 1/10 risk of failure. If it'll determine the outcome of a 4-month campaign, because the escort is lining up the killing blow on your last remaining transport with VIPs aboard, you may find that you want to absolutely minimise the chance of failure at any cost, in which case you'll want to fire 4-5 Lunars at it. This is firepower far in excess of the 2 average hits you'd expect to be enough to do the job, but the probability shows that the risk of failure is such that you need to expend that firepower anyway.

I'll take this apart more piece by piece; green is where we have no dispute, red is what is causing Sigoroth and I to go wtf.

Quote from: fracas
my simpler math for the lunar has it having 2 WB dice and 2 lance dice against a sword moving away. this on average is .66 hits from batteries and 1 hit from lance for a total of 1.66 hits. on average. given that it takes 2 hits to kill this means 0.83 chance of a sword kill from an lunar.

We are completely agreed that the average number of hits is 1.66. However, "Chance" is by definition a probability, for example "Half a chance" denotes P(X) = 0.5

If, when you say "0.83 chance of a Sword kill from a Lunar", you mean something other than "P(Sword Killed by Lunar) = 0.83", then please enlighten us. Because the probability of a Lunar killing a Sword is actually 0.5554. I don't know where you got this "0.83" figure from, because it appears like you divided the average hits by the required hits, which is statistically meaningless and will do no better than generate a random number. If this isn't what you did, please explain how you came to this 0.83 figure.

Quote from: fracas
against an eldar escort it is 1 WB die and 2 lances for an average of 0.5 hit from the battery and 1 hit from lance, reduced to 0.166 hits after holofield saves for a total of .666 hits on average. given that it only take 1 hit to kill this remain 0.66 eldar kill from a lunar.
0.666 hits on average, agreed. The red bit we also happily agree with providing what you meant was 'on average' rather than '0.66 chance of a kill'. The chance of a kill is actually 0.58, because 42% of the time nothing will hit at all.

Quote from: fracas
versus closing escorts it comes to 0.99 hits from batteries and 1 from lance for a total of 1.99 hits vs the sword (0.99 chance of a kill from a lunar) versus 1 hit from the batteries and 0.166 damage point from the lance on the eldar escort (1.16 chance of a kill). so here the lunar is more effective against the eldar, but this situation should rarely if ever happens with MSM.

Five points here:

1. If the Lunar has 3WB dice, and each hits 1/3 of the time, why 0.99hits instead of 1 hit?
2. This error carriers through: 2 hits on average.
3. Again, have you just divided average hits (incorrect figure of 1.99) by required hits (2)? The actual chance of at least 1 kill is 0.6667. Just because you average enough hits to make a kill does not make that result certain. Sure, if you have an infinite number of Lunars shooting at an infinite number of escorts, you should end up with 1 kill per Lunar. But 1 lunar vs 1 escort is far more likely, and that escort will only end up dead 2/3 of the time.
4. Yup, we agree with your average hits for the closing eldar escort.
5. Once again, this is completely wrong. "1.16 chance of a kill". What you mean is "1.16 Eldar escort deaths on average." You again seem to have divided the average hits by the required hits to get a certainty greater than 1, which is impossible. the chance of at least 1 kill is 0.79.

So I hope this post makes it clear exactly where Sigoroth and I are having our sticking points with regard to your math.

But ignoring the math and going back to the point your post was trying to make: eldar escorts are indeed more vulnerable than equivalent swords. However, in MSM they are far less likely to be in range, and MMS have shields.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 16, 2011, 07:57:42 PM
RCG


you do realize that averages require more than one data point, right?
so each lunar shooting is just one data point, to get averages you need 2+ lunars shooting
so when one lunar inflict only one hit against sword this is indeed no kill, but 2 lunars doing one hit each produces one kill.
you dismiss completely this scenario when choosing to analyze by probability rather than average
this is the difference between post hoc average analysis rather than probability analysis imo why average works better
the analysis is even simpler against eldar escorts

the more data points there are, the closer the finding approaches the average
average, not probability

btw, when i say chance of a kill, within context, the more data points there are, the more the finding approaches the average. the more chance the finding is the average. perhaps vague, but chance does not equal probability of a kill, but chance of the finding approaching average. all dependent on the number of data points.

regarding MSM+Holofield vs MMS+Holofield+shield, seems simpler just to keep to RAW.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: skatingtortoise on January 16, 2011, 10:49:40 PM
i think you are all deviating from the point with all this mathematics - what are you hypothesizing with all of it? i feel youre having a go at each other for no good reason. how about you hypothesize a particular situation, and then we can run through the various statistical tools. atm it reads like numbers for the sake of it.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 17, 2011, 04:06:33 AM
In a math game like BFG it is quite relevant skating.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: RCgothic on January 17, 2011, 11:36:21 AM
you do realize that averages require more than one data point, right?
Only if the underlying theory is not already known. The average airspeed velocity of an unladen swallow? African or European? Looks like we're going to have to take some measurements.
The average value of a perfect D6? As every value is known and equally likely, you can get the average straight from theory, no measurements required. 3 1/2.

so each lunar shooting is just one data point, to get averages you need 2+ lunars shooting
so when one lunar inflict only one hit against sword this is indeed no kill, but 2 lunars doing one hit each produces one kill.
you dismiss completely this scenario when choosing to analyze by probability rather than average
That scenario isn't remotely dismissed. As the number of ships firing increases, the probability of a kill tends towards one. The average number of hits scales linearly with number of ships, it doesn't tend towards anything.
As said in my previous post, the probability that between them the 2 Lunars don't score a kill (0 hits, 1 and 0 or 0 and 1) is slightly less than 1/10, 8.6%. That rubbishes your assertion that Probability can't take it into account right there.

As for the limits of "Average analysis", how does knowing that on average 2 Lunars will score 3.3 points of damage, more than enough to obliterate a Sword, prepare you for the scenario where they don't?

Not only do you completely reject a valid field of mathematical analysis in favour of something that can do little better than expected values, you then state these "chances" which everyone on the forum takes to be probabilities anyway (because that's what "Chance" means, and if you mean something different then nobody so far has been able to work out what), and which appear to be no better than random number generation and don't remotely resemble the actual figures for how likely a particular outcome is.

So really, how exactly are these "0.83", "1.16" and "0.99" "chances" calculated. Take us through, step by step. Because to me they look like *average hits* divided by *required hits* which is statistically meaningless.


regarding MSM+Holofield vs MMS+Holofield+shield, seems simpler just to keep to RAW.


MSM is broken beyond repair. It allows for an opponent to strike from beyond weapons range, gain enough victory points for a win, and then disengage without the other player even having a turn, let alone a chance at retaliation. Good game, glad everyone had fun. And that's quite apart from the other flaws in the list.

That is objectively fact, and denying it with your unreasoned appeal to authority holds no weight whatsoever. An opinion stated without reason or dependant completely upon a logical falacy "appeal to authority (link)" (http://en.wikipedia.org/wiki/Argument_from_authority)can be dismissed without reason.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 17, 2011, 11:48:31 AM
Sig

1. when designing a game system, imo it is more important to consider average outcomes rather than probability of outcomes. you can argue that point if you wish. but like RCGothic you cannot seem to get around this basic differentiation between averages and probability and have gotten bogged down by semantics and math. its too bad.

Wow, just ... wow.

Quote
2. you can make any claim you wish on your superiority of math credential. this seems to me as grasping at straws though because on an internet forum, you can make any claim you wish. to me it has no weight. same as if i had made unsubstantiable claims of my own credentials.

What the hell ... I have not once made claim to some sort of qualifications beyond the scope of this conversation. As it happens I have studied stats throughout my entire degree. Nevertheless, I am not making an appeal to authority. I am presenting the maths as is, it speaks for itself. If you cannot understand it then it simply means that my knowledge is superior to yours. That's not a terrible thing, there are many people with superior knowledge to mine. However, I don't understand why you think you know what you're talking about when it has been pointed out to you time and again where you've gone wrong. RCGothic's post even broke down where you're going wrong. Also, all that gaff about data points, again you're getting confused. We do not need to actually fire Lunars at Swords and take the averages. We have the mathematical model already. Therefore we can find the average value. We know the probabilities.

Quote
3. i was trying to be polite by allowing both us to have differences in opinion. you introduced the idea that not all opinions are the same, which is true. an opinion that is closer to the truth should have more weight. it shouldn't be based on popularity, contrariness, or based on the credential of those holding it. as i already stated, concensus does not equal truth. you claim my opinion, being same as that of the game designer, has less weight. i think that is fallacious reasoning given that the game designer did estabilished the standards framework for BFG mechanics. you may believe you are right and the designers are wrong but this is really your opinion. the designer may differ. i differ. in the long run, regardless of how many others share your sentiments, what you offer is not BFG as it is played by thousands worldwide, not BFG fact or reality. the rules for BFG are known facts, and RAW has MSM. the rules for gravity are known facts. thus an opinion more closely adherent to reality and fact carries more weight than one that does not.

The section in red contradicts the bolded section. You agree that some opinions can be worth more than others and yet again dismiss my argument as "mere opinion", as if opinion is worth nothing because everyone can have them.

The section in blue is just retarded. First of all, the laws of gravity are not fully understood. There is always more to learn and scientists are forever updating their model of gravity. If people just agreed with what was the prevailing model of gravity then we'd still be using Aristotelian notions that objects move to their "natural place" as our theory of gravity. So appeals to authority, like the one you are doing, are bad.

If you agree with a thing just because that is how everyone does it, then your opinion is worthless. We already know that that's how things are done, and have been done, and that that's how it was made. We want to know, should it be another way. If you say "I agree with the current method because that's how it is" then your opinion is worthless. If you think that the current method is right because of some property or attribute then you need to let us know what that is, else your opinion is worthless. Present an argument, so that we can judge it by its merits.

Quote
4. i think you are too wedded to your own biases.  and fixate on the particulars too much.

I think you don't fixate on the particulars enough. While I may be wedded to my biases, as you say, I have not brought them up. My biases suggest that Eldar should have much heavier armour, even up to 6+ in some cases, and should have shields and likely even turrets. That is not, however, what I'm arguing here. Here I am demonstrating that holofields are inferior to shields, which has been done mathematically.

I am also saying that MSM simply breaks the abstraction of the game. Note that. It breaks the abstraction, not just the core mechanics. Usually, breaks to core mechanics should be rare and only to better typify the race in question. MSM does not typify the Eldar especially, at least, no more so than would MMS. In fact, MMS is a far better at representing Eldar because it allows them to position themselves exactly where they want to be to take advantage of the enemy. More so than would just a MS mechanic (which MSM is at its core, with the second move just allowing them to become invulnerable to return fire, which is not characteristic).

So how does MSM break the abstraction? Well, all ships are putatively in motion continuously and can fire at any point in their movement. For BFG a "turn" is basically one cycle of fire. So a fixed "rate of fire" for all races/ships. Presumably differences in rate of fire is merely represented by increases or decreases in firepower. So what does movement value represent? It represents the amount that a given ship can move before firing again (so, the amount it can manoeuvre a better firing solution). So in reality ALL fleets are MSM, but this is spread over different turns. So the abstraction is that one game turn is equal to the amount of movement a ship can make before firing. Because the Eldar move after firing they break the abstraction.

Consider the big picture over several turns of gameplay (ie, what it represents). So over, say, 7 turns an IN fleet would MSMSMSMSMSMSMS. This looks like the Eldar MSM system, because that's what they do. They move and they shoot and they move again ... and they shoot and they move, etc. On the other hand, over those 7 game turns an Eldar fleet would: MSMMSMMSMMSMMSMMSMMSM. This looks very much like the MMS system, which is essentially because the Eldar get to move twice between shots. They're not actually moving twice, they're just really manoeuvrable, so it seems like it.

So the MMS system fits this abstraction fine. It shows just how much faster and more agile the Eldar are, because they can do more in the same amount of time than could the IN, or Chaos, etc. MSM on the other hand does not demonstrate how much the Eldar can move before firing, it demonstrates how much they can move before the enemy can fire! This is what is ridiculous. The Eldar are able to fly into a prime position to be shot at, and then just fly away without being hit. This breaks the abstraction. The turn based abstraction no longer works because the Eldar opponent can no longer fire when they want. They can only fire when the Eldar player wants. "I want you to hold your fire till I'm hidden in the asteroid field" "Screw you hippie, I'm going to fire when you're in range" "No you're not, haha". Stupid.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: skatingtortoise on January 17, 2011, 01:39:17 PM
In a math game like BFG it is quite relevant skating.



generally yes i agree, but in this particular situation, it doesnt address the real issues, and the big picture (which sig has just summed up perfectly.)

in no other system i know is there a faction that breaks with the abstraction like the eldar. does any team get two blitzes in bloodbowl? does any army get to shoot twice in 40k? can elves in warhammer move into bow range fire, and then run away without risk of being shot at or charged? simple answer: no. just because they are RAW doesnt make them perfect and beyond criticism.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 17, 2011, 03:15:28 PM
RCG

1. the average of a D6 can be known. 3.5. but one roll doesn't fit average. the more rolls there are, the closer it comes to the average. one hit from one lunar does not kill. one hit each from two lunars cause one kill. averaging this out results in 0.5 kills whereas probability analysis dismiss this and continue to mark this as zero kill. what is difficult about this?
the 8.6% probability of zero kills with two lunars is substantially less than the 0.4444% probability of zero kills with one lunars.
i have shown that your probability analysis is flawed because it is predicated on one sample event. and that when you take more samples into consideration the kills of swords increases. the reality will approach the average analysis much more than your probability analysis. i have not dismissed the application of probability analysis in predicting how effective one lunar might be. are you setting up a strawman?
i have not rejected your probability analysis, but have suggested that it isn't what you suggested it to be.

2. again i have postulated that both you and sigoroth are looking at the math from the gamer's perspective. i have no problem with this and thus there is a role for probability analysis. but when defining mechanics of a game, which is in essence establishing the laws of that universe i think averages work.

3. i have not predicated my argument for MSM based on unreasoned appeal  to authority. that was a response to sigoroth assertion that my opinion is worth less because it coincides with the game's designer. my argument has been MSM is characterful. i have given plenty of reasons for this argument. it is silly to assert that MSM is broken beyond repair when a) it does not make eldar unbeatable under all circumstances and b) that other suggestions of repairing MSM such as limiting the turns allowed in the second move have not been adequately analyzed and evaluated.

4. wiki link: "On the other hand, arguments from authority are an important part of informal logic. Since we cannot have expert knowledge of many subjects, we often rely on the judgments of those who do. There is no fallacy involved in simply arguing that the assertion made by an authority is true. The fallacy only arises when it is claimed or implied that the authority is infallible in principle and can hence be exempted from criticism."
note i have not claimed infallibility. nor have i disavowed criticism. (in fact, the witch hunt is opposite hasn't it in this thread, that MSM is flawed and any agreement with MSM is wrong! ha ha)
you have put forth another strawman argument.
but i will responds to this further. authorities are fallible because absolute truth cannot be known of the true universe. experts saying the earth is flat does not make it so. experts saying that there is man-made global warming does not make it so. nor does a collection of expert opinions as consensus does make it so. in fact, i have already posted this in a previous thread.
however, within a game system the rules are known. they are scripted facts. referencing the rule as rule is not a fallacious "argument from authority." to suggests so is absurd. in game you claim that your lances hit on 3+. i claim that is wrong because the rules say lances hit on 4+. you retort that i am using a fallacious argument of authority? ha! that is a good one.
in regard to MSM it is the rule and thus fact. and opinion referencing MSM as core rule is not using an argument of authority. an argument that it does not break core rule because it is core rule is not the same as an argument of authority.
a) A (MSM) is C (core rule)
b) A is ~C
there fore a) and b) cannot both be true. if a) is true then b) cannot. since a) is true then b) is not. this was my argument.
btw, this is largely different from an argument that A SHOULD not be C, which was your's and sig's argument but not one i ever responded to.
there are proposed alternatives to MSM. i have not argued against MMS, and have even suggested tweaks to MSM. how is that me infallibility or exemption of MSM? in fact i openly acknowledge the flaws of MSM already! the difference is that i am not ready or willing to throw out the baby with the wash water as you have.
your argument is really just a strawman isn't it.

5. that eldar can strike and withdraw from an engagement is characterful. and realistic. that it provides an autowin in some scenario does not make it a flaw of MSM rather than the scenario. i cannot see why you do not understand this, or if you do understand this why persist in allaying the flaw to the MSM mechanic rather than the scenario. i have never advocated a scenario where it is not fun for both players. read my posts again. but when one faction consistently win with certain scenarios and lose under others, i would look at tweaking the scenario before i tweak the rules.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 17, 2011, 04:10:31 PM
Sigoroth


1. Math. see my response to RCG regarding how averages and probability analysis may differ. i find it amusing that in refuting claims to authority you then proceed to give your credentials. i understand very well the differences between the two mathematical analysis.
lets try this again.
there is a probability of 0.4444% of a lunar killing any swords. i roll the dice and i kill 2 swords. the actualities is 2 swords killed. yet the probability for the next time the lunar shoots and not killing any swords remain 0.4444%.
i shoot again and i kill no swords. the actuality is 0 swords killed this round but in total i killed 2 swords with two attempts for an average of 1 kill per attempt/event.
i shoot a third time and again the probability of 0.4444% of not killing a sword. sure enough i miss again and do not kill any sword so now my average kill per event is 0.6666. the average has changed, the probability has not. the more times i shoot, the close i get to the true average. so sample size certainly matters. as a gamer probability matters. as a game designer and considering balance, i think averages matter as well and for me, should be of greater significance from the designer's perspective.

2. opinion. please also read my response to RCG. again, i have never claim your opinion is worthless. please read my post #91 again. it is you who have made that claim regarding mine as read in post 93. you stated
Quote
"No, this is just not the case. You could say that, in your opinion, Imperial ships should be faster and more agile than Eldar ships. You'd be wrong, but it's "your opinion" and "subjective" so no one can gainsay you, right? Wrong. You can hold whatever opinion you like, but it doesn't make your opinion equally valuable. And if we are able to reject extreme views, such as the fast-Imperial example I just used, then there must be a set of criterion by which opinions can be judged and valued. Therefore not subjective."
(how is this not an argument of authority? or has it been modified to be an argument of popularity (as in not extreme is popular therefore the authority reference))
yet it is you that claim my opinion is worthless (post 119) because i agree. seems to me that you are the one that rejects differences in opinion much more so than i. that because i happen to agree with MSM my opinion is worthless. quite amusing your reasoning and argument constructions.
your suggestions that i agree with MSM just because everyone else does too is without merit. There is no evidence to suggest this and thus another strawman argument on your part.

this thread, as you suggested, is "should it be another way" regarding MSM. I argued that MSM is characterful but could be better with minor tweaks (perhaps changing holofield, perhaps limiting turns) without complete abandonment of the MSM mechanic. how is this any way similar to the words you try to put in my mouth of ""I agree with the current method because that's how it is" ?" you fixate on my overall agreement with MSM and cannot seem to get beyond that at all.

i posited that you are too wedded to your own bias because you have demonstrated it again and again regarding MSM, which is the core topic of conversation. let me summarize it for you:
a) sigoroth argues MSM is fatally flawed
b) fracas opined that MSM is not fatally flawed
c) therefore fracas' opinion of MSM is fatally flawed.
yup. that about sums it up. this is the bias i referred to. i did not and do not postulate any other bias on your part beyond this.

3. i think you should get beyond strawman arguments while at the same time maintain internal consistency with your own arguments. btw, a ~Argument of authority is the same as an Argument of authority in its fallacy of construction.

4. abstraction
IN vs eldar
MS, msm, MS, msm, MS, msm
IN one move between being shot at; eldar two moves between being shot at.
now i have not looked at MMS but using your analytical process
MS, mms, MS, mms, MS, mms
IN one move between being shot at; eldar two moves between being shot at. looks same but there is a difference in that the mms make eldar faster and better able to position themselves for the shot with second move, whereas msm allow the eldar the ability with the second move to avoid being shot at after taking the shot.
seems to me all ship commanders want to maximize their shooting and minimized themselves as targets. thus again seems to me MSM should be available to all fleets as being more realistic representation of tactical considerations of all commanders. in addition, given time space consideration and everything moving, where you are when you shoot me should not be the same as where you are when i shoot you. you can argue that since both parties have minimum movement this is already the case but this is only incompletely so with MS compared to MSM. that by the time you maneuver for the shot the target may have already moved out of your guns, thus MSM incorporates some of this time lag effect better than MS.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 17, 2011, 07:44:51 PM

5. that eldar can strike and withdraw from an engagement is characterful. and realistic. that it provides an autowin in some scenario does not make it a flaw of MSM rather than the scenario. i cannot see why you do not understand this, or if you do understand this why persist in allaying the flaw to the MSM mechanic rather than the scenario. i have never advocated a scenario where it is not fun for both players. read my posts again. but when one faction consistently win with certain scenarios and lose under others, i would look at tweaking the scenario before i tweak the rules.


But the scenario is perfect for all other races. Without Eldar there would be no need to change it.


Your tweaks (weaker holofield, limited turns) make Eldar weaker, thus even more of a loss in open space.

Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 17, 2011, 08:28:32 PM
my tweaks are suggestions, not that both be adopted. and should be taken with consideration for MSM for all
they certainly need play testing.


just out of curiosity Horizon?
the problem with MSM (other than your belief that it break core mechanic) is what exactly?
it makes eldar too strong?
it makes eldar too weak?
it makes eldar too strong with certain scenariors and too weak with other scenarios? thus too great of a variability? too dependent on terrain?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Valhallan on January 17, 2011, 09:55:24 PM
well... breaking the core mechanics is kinda a big deal... but *aside* from that:

#1) playing as/against msm is not fun for many of us
#2) if we tried the [suggested idea in the rulebook] to play LotR sytle (taking turns moving ships, then taking turns shooting, then taking turns with ordy, etc.) then msm falls apart - they'd need the protection given to them in mms v1.9 to survive.

meanwhile:
the current proposed counter to msm, mms is fun to play as and against. mms encourages the same hit and fade strategy - but over the course of the battle - not abstracted within a player turn. mms also provides eldar with the longest striking distance of any fleet (except for bots on aaf), making  the enemy wary and on the defense (as opposed to a headlong charge to surround that asteroid field). all while giving them just enough defense to take some return fire after an attack and AAF back out of weapons range.


PS: no offense to the designers or the HA, but the rulebook was mashed together with tons of inconsistencies, hence all the FAQ's, we would already have a bfg 2.0 if GW hadn't put the kibosh down on our game. who knows if they'd planned to change this?

PPS: i'm edgy on opening this can of worms, but you cannot dispute mathematical fact. that shit's proven beyond a shadow of a doubt. also building a system on averages is not a good plan, it marginalizes the variation in the chances of very high and low results when examining multiple ship combats, much less engagements between entire fleets, and you don't want to marginalize, do you?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 17, 2011, 10:56:37 PM
Valhalan

MSM is core mechanic, thus it cannot break core mechanics. i am sure you mean, as others have implied, that this one core mechanic is incongruent with other core mechanics. it is incongruent because only two fleets can do it. thus to bring congruency, most of you have proposed removing and replacing it. again i ask why not make it available to everybody as it is a better abstraction of the commander's tactical considerations rather than eliminating it.

I have no comment regarding MMS having no experience with it. thus i have not commented in the MMS thread.

I have no problems with internal inconsistencies. this is the human way and the products of our way. but seems the 2010 wasn't only about addressing internal inconsistencies as well as providing clarifications on changes made after the rules were published, such as nova cannon, CAP, turret suppressions, etc; delineating vague rules, and addressing some balance issues with points adjustments. however, this point is not worth further arguments on my part though in this thread.

Worms :)
i am not sure why you believe that averages marginalized multiple ship combats when the arguments put forth suggests otherwise.
one lunar causes no kills 44% of the time. but when you add more lunar encounters the averages shows the kill rate higher. thus probability marginalizes commonality.
or are you suggesting that averages minimizes the time there are no kills as well as multiple kills? this is where understanding the bell curves come in? there has to be outlyers. how much outlyers should be considered in game design then?
if i had to choose between averaging multiple ships encounters, encounters after encounters, vs preserving the variable probability of a single ship encounter, as a game designer i would look for consistencies hence balance among and across encounters but as a gamer i would look more at the single encounter. the gamer psych is more like a gambler, we play to beat the probability. this is a poor abstraction to instill in a game where huge resources (ships, lives) are at risk.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: barras1511 on January 18, 2011, 12:51:25 AM
Eldar MSM rules although in the core rulebook have special rules only unto themselves in the same manor that a codex does for 40k. If these rules break the norm, then they cannot be said to be core rules but are special rules applicable to that fleet only.

If Eldar can be shot they lose, if they cannot be shot the Eldar wins. This is what people are saying when they call Eldar broken. There are only two predicable out comes for a BFG game involving Eldar. Eldar have terrain or they don't. It is very rare for things to go any differently to these two scenarios.

Perhaps fundamentally flawed would be a better term that you would accept instead of broken. However it amounts to the same thing. Players not wanting Eldar played against them, Eldar vrs Eldar engagements or Eldar with no terrain.

Eldar having the highest strategy rating makes it very likely that they will get the terrain that they need and the scenario they want.

First turn wins for Eldar with your opponent doing nothing but taking brace saves is not exactly fun is it?

@Sig fuck you for those fun times BTW! ;D
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Valhallan on January 18, 2011, 03:29:38 AM
Point 1:
fracas,

what i meant you snagged exactly when you said ->
Quote
or are you suggesting that averages minimizes the time there are no kills as well as multiple kills? this is where understanding the bell curves come in? there has to be outlyers. how much outlyers should be considered in game design then?

and my answer would be +/- 42.5% from the population average as to encompass that nice 85% (because as a player, if i really need to get something accomplished, i go with 85% chance of success minimum.)

btw try a game or two with mms, they're quite fun and consistent. if you don't like 'em, well they're not official anyway. Last campaign I played with my group we had 1 mms eldar, 1 msm eldar. it was funny [and tau won].

Point 2:
Any stats fans who want to run the numbers comparing the lunar-sword vs lunar-hemlock vs lunar-hemlock mms? cuz that's really what i'd like to know.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 18, 2011, 04:15:37 AM
Quote
just out of curiosity Horizon?
the problem with MSM (other than your belief that it break core mechanic) is what exactly?
it makes eldar too strong?
it makes eldar too weak?
it makes eldar too strong with certain scenariors and too weak with other scenarios? thus too great of a variability? too dependent on terrain?
Hi,
it makes Eldar too strong with terrain, it makes Eldar too weak without terrain. It makes Eldar too strong in scenario the raiders, (heck even planetary assault in a daft way iirc), it makes them too strong in fleet engagements. It does not make sense in the common sense (see Sig's captain "story").


MSM is core mechanic, thus it cannot break core mechanics. i am sure you mean, as others have implied, that this one core mechanic is incongruent with other core mechanics. it is incongruent because only two fleets can do it. thus to bring congruency, most of you have proposed removing and replacing it. again i ask why not make it available to everybody as it is a better abstraction of the commander's tactical considerations rather than eliminating it.
Again MSM is not a core mechanic. When we say core mechanic it is about the game system/mechanic. MSM is a fleet special rule.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 18, 2011, 08:31:42 AM
@Fracas

I would go through and respond point by point, but it's getting too long. Suffice to say on the points I'm not going to elaborate on, I'm right and you're wrong. Take that as read.

Probabilities & averages

I don't know why you're so down on probability. The way you are arriving at your averages is through probability. You are using the mathematical model of average, rather than an actual average of data. Therefore you have no need for multiple data points. You are not gathering and analysing data. When you say that 2 lances will average 1 hit you're using the probability theory to arrive at your conclusion. This is fine, just don't confuse the two.

You suggest that if we were to actually record some data then this data would be closer to the "average" than the "probability". This statement doesn't make sense, and suggests that you don't know what these terms mean. You have arrived at your "average" using probability. We (myself, RCGothic, any statistician in the world that bothered to look at the issue) also arrived at our average using probability, however it is the correct average.

The average number of kills is P(1k) + 2 x P(2k) + 3 x P(3k) + ... N x P(Nk), where N = the maximum potential kills that the shooting shp/squadron could get. This is obviously simplified as there may be a ceiling effect, such as only 1 target in the squadron. In which case the average kills is simply the probability of a kill is, which is 1-P(0k). If there are 2 targets then the average would be P(1k) + 2(P(2k) + P(3k) + ... P(Nk)), etc.

In the example we've been using of the Lunar against the Eldar escorts this means that the probability of at least 1 kill is ~63% whereas the average against a squadron of at least 3+ escorts is 0.78 kills. Against a squadron of 2 the average is 0.75 kills and against a single escort the average is the same as the probabiity, 0.63 kills. Against Swords the probability of at least 1 kill is ~56%, which is also the average number of kills against a single escort squadron (0.56). The average against squadrons of 2+ size is 0.58 kills.

You say that the actual results of these sorts of engagements would approach average over time, and that's true. It would approach these averages, not the ones you posted. So we're actually providing more information than what you think. We're providing the average kills, ie, what you could expect over time, as well as the probability of achieving these kills, ie, the likelihood of getting one or more kills right now. From this analysis we can see the holofield is worse than shields.

MSM, MMS, Abstraction & Character

You suggest that maybe all fleets should get MSM. This is will give the same logical absurdity of hit-and-run attacks that allow someone to attack and be immune to retribution. This will be more likely with more manoeuvrable ships. How this would be operationalised is also a worry. Would this allow all races to get 2 turns per movement? Would IN, say, get 2 moves of 20cm each? Why do they get this increase in speed and manoeuvrability? If they only have the 1 turn and a total of 20cm speed split across both movements, then why do they lose so much reach (10cm movement, shoot, 10 cm movement vs 20cm movement & shoot). If they get to increase speed on the assumption that everyone does so it's no comparative gain then you're still adjusting the movement to range ratio.

Also, in the current abstraction the movement represents the speed between rounds of shooting, and the player turn system represents the cycle of shooting. So splitting the movement before/after shooting doesn't gel with this abstraction. If you changed the abstraction, such that you were playing a single combined turn where all players had an initial movement phase (taking turns or using initiative or whatever) and then all players shot in the same manner and then all players moved again then you could do it.

However, what you want is to be able to deny the enemy the ability to fire when they want. You want to be able to dictate terms. That is unreasonable. You should not get the ability to fly right up to point blank range, shoot and then fly past to make your enemy turn to shoot behind them.

The character of the Eldar is fast and agile, using their speed to take advantage of the enemy. This is not represented by MSM. They have no more speed than Chaos and can't position themselves to attack the enemies vulnerable points. The second movement only enables them to be invulnerable to return fire, which is uncharacteristic and only necessary due to their tinfoil armour, which itself is uncharacteristic.

MMS: You haven't looked at it, which is fine, but it has quite a few upsides. The double movement represents their speed and agility well, allowing Eldar to position themselves where they want. It also gives the variable speed bands associated with solar sails, suiting the models and also tying in with the old rules. It doesn't break the abstraction of the game and, because the enemy can actually shoot back, it makes games against Eldar more fun. Because it lowers Eldar dependence on terrain it makes the outcome not preordained, therefore again more fun for both players.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 18, 2011, 11:33:49 PM
Sigoroth

i am right and you are wrong once everything is averaged into consideration
moving on


1. i am not down on probability at all! never said so. and from a gamer's perspective it can be very helpful. but there is definitely a role for averages especially from the design perspective and this too must be considered.
i've already worked examples how probability differs from averages with the example above.
i've also suggested that part of the essential difference lies in how they are used. probability is best used to predict outcome of a single event. as a gamer this is important certainly. but a 0.63% probability does not produce a 0.63 outcome. the outcome is either zero or 1.
whereas averages is best used to summarized actual outcomes, and this too is important as a game designer to give a birds eye view for comparative consideration.

2. abstraction. lets first look at MSM mechanics apart from what they are in the rules (intimately associated with eldar and their consequences from this association.)[yes, let go of some bias]
MSM imo better represents tactical consideration. move for the shot. shoot. move away to avoid being shot.
MS. move for the shot. shoot. hope you don't get shot.
MMS. (hypothesizing here since i haven't looked into it.) move for  the shot. move again to get the best shot. then shoot. and hope you don't get shot.
since we are talking abstraction, which would you prefer as a soldier. stand, shoot, duck or stand, shoot (and remain standing)?
which would you prefer as a tank commander? (isn't ability to shoot on the move an essential component of modern combat)?
which would you prefer as a ship captain?
why is a game about future spaceship combat using predominantly antiquated 18th century combat tactic?
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: barras1511 on January 19, 2011, 03:31:41 AM
I would prefer to not have an opponent who is invulnerable due to a quirky game mechanic!

If a game is to have the pop out attack ability, it should also give the opponent the chance to counter this. Consider second edition 40k. The old over watch rules were created as a counter to the Eldar pop out attacks. Sure it could be used against other armies but that was the reason for those rules.

What sort of over watch do we have in this system?

In short Eldar are snipers. However they don't just shoot from cover. They move out of cover at full speed (surely this should show up on some sensor) fire their weapons and fall back at full speed to the cover, all before the enemy can fire.

If a soilder tried to do this on a battlefield, what do you think would happen to him?

This is where I disagree with the MSM rules.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 19, 2011, 03:42:40 AM
Sigoroth

i am right and you are wrong once everything is averaged into consideration
moving on

Heh.

Quote
1. i am not down on probability at all! never said so. and from a gamer's perspective it can be very helpful. but there is definitely a role for averages especially from the design perspective and this too must be considered.
i've already worked examples how probability differs from averages with the example above.

Yeeeees, but do you know that your examples are either wrong or confused?

Quote
i've also suggested that part of the essential difference lies in how they are used. probability is best used to predict outcome of a single event. as a gamer this is important certainly. but a 0.63% probability does not produce a 0.63 outcome. the outcome is either zero or 1.
whereas averages is best used to summarized actual outcomes, and this too is important as a game designer to give a birds eye view for comparative consideration.

Yes, sort of. Averages are good for summarising long term expectations. Yes, individual events are either 1 or 0, for which the probability is best used to predict. However, let's look at an event with a probability of, say, 63%. This probability means that 63 times out of 100 the event should occur. So this becomes the average. Bookmakers, casinos and lottery agencies all use these probabilities to determine the price they pay. In the long term this works for them. So the relationship between probability and average is well explored. Indeed, you yourself use probability theory to come to your average. It's just that you don't do it properly.

Quote
2. abstraction. lets first look at MSM mechanics apart from what they are in the rules (intimately associated with eldar and their consequences from this association.)[yes, let go of some bias]
MSM imo better represents tactical consideration. move for the shot. shoot. move away to avoid being shot.

How does this better represent tactical considerations? You say "move away to avoid being shot", but why should the attacking player get to dictate both where they get to shoot and how the enemy will get to shoot at them? If you're coming straight at me, why can't I shoot now, while you're closing, rather than have to wait until you've closed to where you want to be, shot, and then turned around and fucked off again? Why wouldn't *I* shoot when it best suits me to do so?

This idea seems to reduce tactical considerations by allowing you to approach any way you please, without consideration of retribution and then make up for it later. If you have to expose yourself in order to get a good firing solution then that should be an exploitable weakness. If you can make an oblique approach (ie, Sword, Carnage, etc) allowing you to get a firing solution without exposing yourself to tremendous retaliatory fire then that should be an exploitable strength. MSM does not allow for these tactical considerations, as well as making no sense.

Quote
MS. move for the shot. shoot. hope you don't get shot.
MMS. (hypothesizing here since i haven't looked into it.) move for  the shot. move again to get the best shot. then shoot. and hope you don't get shot.
since we are talking abstraction, which would you prefer as a soldier. stand, shoot, duck or stand, shoot (and remain standing)?
which would you prefer as a tank commander? (isn't ability to shoot on the move an essential component of modern combat)?
which would you prefer as a ship captain?
why is a game about future spaceship combat using predominantly antiquated 18th century combat tactic?

You seem to have a poor understanding of the current abstraction. With MS or MMS (which is merely a representation of speed and agility of Eldar) you are always moving. This is the same as your tank commander example. You are not simply standing still or marching slowly into the enemy as you suggest with the "18th century combat tactic" quip. The difference is that you seem to think that the example of the tank commander and the ship captain are identical to the example of the infantryman popping out to shoot and ducking back.

In real life tanks don't pop out, shoot, and duck back into cover. It does not happen. Eldar used to be able to do this in 40k using the crystal targeting matrix upgrade. GW (finally) cottoned on that this was happening and put a stop to it. So if pop-out attacks are impossible on that sort of scale then how the hell is it possible on the scale of BFG!?

Now, going back to the infantryman example, yes, at this scale we see a pop-out attack. However, even this does not make the infantryman immune to retribution. Many men have lost their lives doing this. This is, in effect, the reason for the old overwatch rule. Eventually they found the rule to be clunky (which it is) and did away with it, just using cover saves to represent the added difficulty of shooting people in this sort of manner (of course, they stuffed that too since you should get both an armour save and a cover save, not either/or). Regardless, the concept of a pop-out attack on the scale of BFG is utterly ridiculous, and if it were operationalised then you'd still need some sort of cover or overwatch mechanic to balance it. This is a terrible idea though. Pop-out on this scale is dumb, overwatch is clunky and terrain should retain the ability to block LoS, rather than just provide a save.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on January 19, 2011, 04:39:38 AM
1. my examples were not wrong. you must be confused. my 3 lunars shooting averaged 0.66 kills whereas the probability of each lunar shooting remain constant at  ... what was it? 0.55555? maybe with the fourth time i shoot with the lunar i get a kill. now my average kill is 0.75 per lunar shooting whereas the probability for that lunar to kill remain same. how confusing this must be?

2. again you are confused if you acknowledge that outcome is either zero or one  (binomial) despite the probability varying from 0 to 100% (continuous) and some how think you are correct about how superior probability analysis is as compared to average. the same out come of "1" can arise whether the probability is 1% or 99% for any given event that has occur. as the probability remain the same, the average will change with increasing incidence to approach reality. probability is conceptual whereas averages are actual. certainly there is a relationship between probability and average. confounding is it?
but you are trying the expand the application of the probability of 1 event to suggest that the probability of 100 is the same as the probability of 1 event. note probability for 100 separate events is not the same as the probability of 100 sequential events. misapplication. a game designer needs to know how things will play out over 100s, 1000s events. as a gamer you are really only interested in the next event.
when i suggested consider the two perspectives perhaps i should have been more explicit in stating the obvious, in that your perspective will dictate your reference point and what is significant. don't cling too tightly to just one perspective.

3. lets try the abstraction again. do try letting go of your shackles this time and do some deconstruction analysis.
ship targeting and tank targeting are neither relying on visual sighting at this time. a fair amount of it rely on counter fire target acquisition radar. thus neither should move up shoot, and hang there for a few, smoke a sig, pass it around, and wait for incoming because it certainly will come. you move, shoot, and move again so you are not where you where when incoming fire occurs. same with an infantryman. it isn't about being immune to retribution because both sides are doing it and both sides expect the others to do so.
then there is a lag time between recognizing a target and acquiring the target and then hitting the target. this effect is magnified in space because hey, distance is time, eh? over vast scale of distance with a moving target it really matters, you know?
you make msm to be about pop out attack. it isn't. this is the shackle of your bias against eldar msm showing. silly.
i haven't say anything about how much a ship has to move before turning and how much of a turn they can even make in the second move. but lets say there is some limitation on the second move's minimum move before turning and how much it can turn. woah! i know i know a second concept to grasp. see? no pop-outs.
so i am not talking about pop out pop up pop in pop down attacks. talking about not being where you were as you do your drive by. even hoodlums understand this.
since both sides would have msm, the side that can outmaneuver, out plan, and out predict the other gets the edge. not the side with the largest gun. otherwise MS is really is just 18th century.
18th century tactics relied on 2 things, outshooting (force application) and outlasting (training/morale) with your troops. move up boys, front rank kneel second stand, alternate shooting and don't flinch when they shoot back.
no space game should adopt this abstraction if you want to talk abstraction to game mechanics.
modern tactics recognize the importance of movement/speed in addition to force application and morale/training. lets apply some of this?

4. the only thing i might be wrong about in this thread is the assumption that you can get it. hmmm
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: horizon on January 19, 2011, 06:53:16 AM
Hi Fracas,
what you are saying is even "worse"(?)
You say the complete core mechanic is skewed (bad). And that the complete core game mechanic shoot be changed to the Eldar msm system.

This I disagree with on a level of abstraction, realism, fun and balance and all other aspects.

While introducing an initiave system (rating), a LotR approach or the simultaneous system (Reg Steiner in Warp Rift) may be good for the game (who knows) creating only MSM fleets will kill and destroy the game outright.

Yes, BFG plays like a Naval warfare game from the 18th century or WWI.
And that is cool to me. And there are a lot of tactics involved. ;)

msm = pop up = not cool. ;)




Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: RCgothic on January 19, 2011, 01:08:34 PM
1. my examples were not wrong. you must be confused. my 3 lunars shooting averaged 0.66 kills whereas the probability of each lunar shooting remain constant at  ... what was it? 0.55555? maybe with the fourth time i shoot with the lunar i get a kill. now my average kill is 0.75 per lunar shooting whereas the probability for that lunar to kill remain same. how confusing this must be?

Probability Theory tells us both what the large-sample average is, AND what the likelyhood of each discreet result is. You are telling us to throw out Probability Theory because it didn't predict that the 3 Lunars could come up with 2 kills? But it did! And it tells us how likely that is! 4 Lunars scoring 3 kills? No problem!

4 Lunars could score a possible 16 hits, and Probability theory tells us exactly how likely each scenario is. If your Lunars had scored 17 hits on just 16 dice, even then that wouldn't discredit Probability Theory, we'd just have to examine our mathematical model. (hint: there's nothing wrong with the mathematical model).


2. again you are confused if you acknowledge that outcome is either zero or one  (binomial) despite the probability varying from 0 to 100% (continuous) and some how think you are correct about how superior probability analysis is as compared to average. the same out come of "1" can arise whether the probability is 1% or 99% for any given event that has occur. as the probability remain the same, the average will change with increasing incidence to approach reality. probability is conceptual whereas averages are actual. certainly there is a relationship between probability and average. confounding is it?

You are using two different averages here. The average of the results so far obviously fluctuates depending on what the discreet outcomes were. But past outcomes are irrelevant, they don't change the likelyhood of what the next outcome will be (at least, they don't for things like tossing coins or rolling D6). You could flip a coin 10 times, and having it come up heads 10 tmes in a row, and tails would still be just as likely an outcome for the next flip as it was for the first.

When you argue: "4 Lunars can kill 3 Swords, so your average is wrong!", what you are actually saying is "My Lunars got one of many likely results, and I don't understand probability".


but you are trying the expand the application of the probability of 1 event to suggest that the probability of 100 is the same as the probability of 1 event. note probability for 100 separate events is not the same as the probability of 100 sequential events. misapplication. a game designer needs to know how things will play out over 100s, 1000s events. as a gamer you are really only interested in the next event.
when i suggested consider the two perspectives perhaps i should have been more explicit in stating the obvious, in that your perspective will dictate your reference point and what is significant. don't cling too tightly to just one perspective.

So what you are actually arguing, when it comes down to it, is that Probability Theory can't be expanded from one event to cover 1000s. It can. Already, we've demonstrated various different ways probability theory can be applied, from the outcome of 1D6, the outcome of multiple D6's as the shooting of a Lunar, Multiple Lunars, and what you'd expect from All Lunars shooting ever. Each time you say "It can't be done", we go "Yes it can, here's how you do it."

Meanwhile you're spouting drivel like "the likelyhood ("chance") of a Lunar killing an Eldar Escort is 1.16 or of killing a Sword is 0.83". You still haven't responded to my accusation that those figures are just *average hits*/*required hits*.

3. lets try the abstraction again. do try letting go of your shackles this time and do some deconstruction analysis.
ship targeting and tank targeting are neither relying on visual sighting at this time. a fair amount of it rely on counter fire target acquisition radar. thus neither should move up shoot, and hang there for a few, smoke a sig, pass it around, and wait for incoming because it certainly will come. you move, shoot, and move again so you are not where you where when incoming fire occurs. same with an infantryman. it isn't about being immune to retribution because both sides are doing it and both sides expect the others to do so.
then there is a lag time between recognizing a target and acquiring the target and then hitting the target. this effect is magnified in space because hey, distance is time, eh? over vast scale of distance with a moving target it really matters, you know?

Tank/Ships need that because they can't see over the horizon. Infantry genuinely can pop up and shoot and retreat before the other side can react (just). There is no horizon in space, a ship the size of those in BFG will still be easily discernable, even at the vast ranges battles are usually fought at. Over such distances, ships don't just *suddenly* appear, it takes hours to manouevre ships so big. The other side doesn't just hold fire and allow the eldar to breeze past like the wind - shots are going to be exchanged.

you make msm to be about pop out attack. it isn't. this is the shackle of your bias against eldar msm showing. silly.
i haven't say anything about how much a ship has to move before turning and how much of a turn they can even make in the second move. but lets say there is some limitation on the second move's minimum move before turning and how much it can turn. woah! i know i know a second concept to grasp. see? no pop-outs.

In the case where Eldar are prevented from popping down by restrictions to their 2nd move, they will be blown away because they haev tinfoil armour. That is not a fix.

In the case where the core mechanic is MSM, the game will play like dogfighters, not like battleships. I LIKE the core MS mechanic. It nicely represents kilometre-long warships ponderously coming about. If you'd rather play a different game, such as Aeronautica Imperialis, feel free.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: Sigoroth on January 19, 2011, 07:40:14 PM
1. my examples were not wrong. you must be confused. my 3 lunars shooting averaged 0.66 kills whereas the probability of each lunar shooting remain constant at  ... what was it? 0.55555? maybe with the fourth time i shoot with the lunar i get a kill. now my average kill is 0.75 per lunar shooting whereas the probability for that lunar to kill remain same. how confusing this must be?

Oh god yes, your examples were wrong/confused.

Let me ask you something. How did you arrive at your conclusion that the lances on the Lunars would average 1 hit?

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2. again you are confused if you acknowledge that outcome is either zero or one  (binomial) despite the probability varying from 0 to 100% (continuous) and some how think you are correct about how superior probability analysis is as compared to average. the same out come of "1" can arise whether the probability is 1% or 99% for any given event that has occur. as the probability remain the same, the average will change with increasing incidence to approach reality. probability is conceptual whereas averages are actual. certainly there is a relationship between probability and average. confounding is it?
but you are trying the expand the application of the probability of 1 event to suggest that the probability of 100 is the same as the probability of 1 event. note probability for 100 separate events is not the same as the probability of 100 sequential events. misapplication. a game designer needs to know how things will play out over 100s, 1000s events. as a gamer you are really only interested in the next event.
when i suggested consider the two perspectives perhaps i should have been more explicit in stating the obvious, in that your perspective will dictate your reference point and what is significant. don't cling too tightly to just one perspective.

I really don't understand how you can not get it yet. There are two ways of finding an average. If you know the probabilities beforehand you can just calculate the average. This is the simplest and best method, but requires that you already know the parameters. Since BFG is a game, we do know the parameters. Lucky us. The other way to find an average is to collect and collate data, sum the variable of interest (kills) and divide by the number of data. Once you've got this average, plus your variability, you can work out the probabilities. This is, after all, what statistical analysis is all about. Trying to make inferences about the population from the data. In this case it's absolutely worthless to us, since we already know the population information.

So while probability and average are two different things, they are intimately related. Implying that these two are completely separate entities is ludicrous. Look, the probability of a single Lunar (not crippled, no orders) destroying at least one Sword (moving away, normal range, no BM, unbraced) in a squadron of 2+ is ~56%. So this means that if you were to run the event 100 times you'd get 44 times when no Sword was destroyed and 56 times when at least one was. However, there is a chance the Lunar would destroy 2 Swords. This chance is ~3%. So 53% of the time only 1 sword is destroyed and 3% of the time 2 Swords are destroyed. So that means that in 100 runs of the event we should see 44 misses, 53 single kills and 3 double kills for a total of 59 kills out of 100. This makes the average kills 0.59. There has been some rounding of course, but if we took it up to 1000 runs of the event we'd see 444 x 0 kills, 528 x 1 kil and 28 x 2 kills giving 584 kills out of 1000, averaging to 0.584. Doing this over a larger number will refine the average further, which is what probability theory does.


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3. lets try the abstraction again. do try letting go of your shackles this time and do some deconstruction analysis.
ship targeting and tank targeting are neither relying on visual sighting at this time. a fair amount of it rely on counter fire target acquisition radar. thus neither should move up shoot, and hang there for a few, smoke a sig, pass it around, and wait for incoming because it certainly will come. you move, shoot, and move again so you are not where you where when incoming fire occurs. same with an infantryman. it isn't about being immune to retribution because both sides are doing it and both sides expect the others to do so.
then there is a lag time between recognizing a target and acquiring the target and then hitting the target. this effect is magnified in space because hey, distance is time, eh? over vast scale of distance with a moving target it really matters, you know?
you make msm to be about pop out attack. it isn't. this is the shackle of your bias against eldar msm showing. silly.
i haven't say anything about how much a ship has to move before turning and how much of a turn they can even make in the second move. but lets say there is some limitation on the second move's minimum move before turning and how much it can turn. woah! i know i know a second concept to grasp. see? no pop-outs.
so i am not talking about pop out pop up pop in pop down attacks. talking about not being where you were as you do your drive by. even hoodlums understand this.
since both sides would have msm, the side that can outmaneuver, out plan, and out predict the other gets the edge. not the side with the largest gun. otherwise MS is really is just 18th century.
18th century tactics relied on 2 things, outshooting (force application) and outlasting (training/morale) with your troops. move up boys, front rank kneel second stand, alternate shooting and don't flinch when they shoot back.
no space game should adopt this abstraction if you want to talk abstraction to game mechanics.
modern tactics recognize the importance of movement/speed in addition to force application and morale/training. lets apply some of this?

zOMG!!!1!!one!! .... Mate, you just don't get it. We are NOT moving up to a point and then stopping to let the enemy shoot at us! The ships are continuously moving. It's just that the game turn is punctuated by the shooting. The movement in turn 2 carries on straight after turn 1's shooting. It is MSMSMSMSMSMSMSMSMS the whole time. You cannot have MSM in one players turn without breaking the abstraction. You could have MSM if there was a different abstraction, such as a combined game turn. In the first movement phase all players move their ships (in appropriate order). Then in the shooting phase all players shoot, then in the second movement phase all players move. You could do that. It'd be pointless, but there'd be no problem with it.

You think you could fly 20,000+ kms into my guns, shoot me, and then fly past me without me responding? Apparently I just stood still while you did whatever the hell you wanted. You say that MS is 18th century warfare, well this is worse. It's like a phalanx being harassed by mounted archers. The fact that players take it in turns being the poor phalanx does not do anything to save this abysmal concept.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: fracas on February 20, 2011, 09:08:29 PM
been a while as real life have gotten busy

i understand very well  that all ships are moving continuously and that the turn mechanics is arbitrary as to when the opponent gets to shoot back
whether if be after i shoot or after i move
never the less, the feel of the game is different between ms and msm
ms MS ms MS
msm MSM msm MSM
the latter has greater significance for movement

but it is what it is
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: RCgothic on February 22, 2011, 10:19:10 PM
i understand very well  that all ships are moving continuously and that the turn mechanics is arbitrary as to when the opponent gets to shoot back
whether if be after i shoot or after i move
never the less, the feel of the game is different between ms and msm
ms MS ms MS
msm MSM msm MSM
the latter has greater significance for movement
But MSM is a BAD abstraction.

You don't just fly up to a battleship with impunity and then fly away; you may move twice as fast, or turn twice as much, but you are still going to get shot before you can fly away again.

This is why MMS is so much better. You still move twice as fast as anyone else. You still get to turn twice as much as anyone else. So does this harm the image of Eldar being fast and nimble? Not in the slightest. But it does prevent the game-breaking abuse that is flying up to a fleet, obliterating a ship or two, and getting back out of range before even the automated targeters of a Necron Tombship decide to pull the trigger.

Both portray the eldar as fast and nimble. One allows game-breaking abuse, and one does not. That's why MMS is better.
Title: Re: Are the Eldar movement rules broken? Whats the alternative?
Post by: lastspartacus on February 22, 2011, 10:56:07 PM
+(over 9000)