Kerensky wrote:To play devil's advocate... How does this help a common issue that has arisen: Players prefer tanks and expensive units, even if it means they use up all of their points in the deploy phase (and sometimes don't even use all of their CORE slots!) because of the firepower some of these tanks bring compared to the firepower that an infantry team brings?
If you cut up a infantry team's weaponry so that each strength point doesn't carry all weapons, you will divide their total firepower output considerably. So what then? 1/3 their weaponry, and give them 3x the squad size just to break even on firepower output? Taking three times as much firepower to destroy infantry units compared to current standards is going massively slow down gameplay.
Again, it's a matter of unit ratios. 10 Ork infantry types compared to 100 Ork vehicle types. The infantry squads aren't going to be super units that takes 10+ engagements to cut down their overwhelming numbers. Infantry swarms are conceptualized through multiple smaller teams spread out across a map, not 100+ Orks crammed together into one hex.
The problem is that squads being squishier than vehicles makes infantry and tanks feel very similar, with just slightly different movement tables.
Here are a few quotes from comments on RPGCodex :
So far I feel like panzer corps rules better differentiated different weapon types and gave each unit types actual valuable roles where as so far in the warhammer version it feels like weapon types are not that different from each other. But it may be that I am not understanding the interplay between weapons types and how to use them to their best ability yet. But at the moment I feel like there needs to be something done to make infantry tactics and artillery tactics more interesting somehow.
Yeah, infantry seems underwhelming so far. Heavy weapons and ratlings are ok as support units, but your regular guardsmen and hive militia are pretty much a waste of resources. I get that they suck because they're IG infantry, but you should still want them as meat shield, something to engage enemy infantry or take mission objectives, as it is I can't find a use for them.
I've managed to use a flamer squads nicely with chimera transport once, but they still got wiped out one turn after dismounting.
And finally, what I have been raging about for this entire page, the values for armour piercing (and damage in general) are completely, absolutely, ridiculously and terminally retarded. Seeing your tanks getting overrun and torn apart by grots because soft/hard target distinction doesn't exist is not something that should be happening. Realising a tailor-made anti-tank weapon is actually worse at tank-killing than glorified cleavers and shoddy machine guns is like a whole different level of retardo. Needing to first bombard enemy shoota boyz with big shootas to hell and back with artillery because a tank would get shredded by them is idiotic.
Now these complains were before 1.2 which made things a bit better, but there is still room for improvement.
Basically, one of the recurrent complains is that infantry plays no special role : anti tank weapons work almost as well against infantry, and most infantry weapons also works against tanks (mostly because the defense value are so close from each other, as Horst pointed out).
Giving higher body count to infantry without upping their damage ridiculously would make infantry have a niche purpose : damage sponge (ie, they would be able to shield high value unit, while currently, they break too early to do so), and it would make anti infantry weapons more relevant (the small infantry size resulted in head banging values for multiple heavy bolters for instance, with 8 heavy bolters dealing the same damage as 2.5*1...If that doesn't scream that the underlying system has some problems, I don't know what does...).
So basically, higher infantry strength would allow anti infantry weapons to be un nerfed, and make assault, and anti infantry weapons more important.
The main reason why lots of small infantry units do not work too well is the way retaliation works :
It worked in Rites of War because units were rather close from each other in term of efficiency, but there, one unit can be a titan, or 30 guardsmen (in Epic, a Warlord Titan costed as much as a full company of Guardsmen).
The 30 guardsmen will cause the same damage, relative to their cost than the titan (or superheavy) when retaliating against the first attack( ie, we assume the superheavy will kill something like 160 points of opposing units in retaliation while the Guardsmen will kill something like 20), but on subsequent attacks, the guardsmen will drop in efficiency as their number dwindle, while the superheavy will remain at the same efficiency.
I think huge disparity in unit power breaks the game because of it :
if attacking 60 guardsmen, the orks would face retaliation from 60, then 50, then 40 (assuming each attack kills 10), but if facing 3 platoons of 20, they will face retaliation from 20, then 10, then 20, then 10...
So the 60 guardsmen are much better than 3 platoons of 20.
Basically, giving infantry staying power would force a choice between tanks (stronger punch, lower staying power), and infantry (higher staying power, lower punch), and make dedicated infantry killers (like hellhound, macharius, and assault infantry) more worthwile.
Basically, if one unit of tanks is half a company, I think it would work better to have one unit of infantry also be half a company.
On top of that, it is pointless to represent each gun in the game, to end up giving each Terminator one assault cannon AND one stormbolter AND one power fist : either go for an abstract representation, or a "simulationnist" one, but mixing both can give very weird and inconsistent results, like terminators with three arms.
Skanvak wrote:
The proposal for infantry goes in the correct way but is make the wrong way. The system cannot keep tract of how many special weapon there is, one unit is a unit.
Actually, my proposal was to only keep track of the Strength in an unit, and assume that the 1st remaining guy carries weapon1, the second weapon2...
Skanvak wrote:
So instead of saying that a strength point of infantry is an infantry men you should say that a strength point is a squad and raise the hit point accordingly. That would be more effecient and easier to code.
I proposed just that in beta (ie to have squads for infantry, and not individuals), but it would make AT weapons even more effective against infantry, as higher Strength weapons could kill a whole squad at once. In order to avoid that, infantry could be made so that they would never lose more than 1 health/shot (so that 1 health = 1 guy, 1 strength = 1 squad), but that would make it impossible to have more than 1 health / guy (I would prefer giving them higher armor and 1 health btw, but there are good reasons to have some 2 HP infantry units), except if we make it more complex by making 1 shot kill xHP max of infantry (where x = the HP of one guy).
That would be my prefered solution indeed, but then, it would be hard to convey this information to the player.