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Chronopia => Open Discussion => Topic started by: kvaerne on September 30, 2013, 05:48:12 AM

Title: Dwarves second edition too weak?
Post by: kvaerne on September 30, 2013, 05:48:12 AM
I suspect that this game is not balanced.   :-[
 In my group of friends, Dwarves always lose against the Devout.  Are very weak.  >:(
Anyone who uses them, the result does not change.
Wrong to use them?  ???
Can you tell me an army of Dwarves from 750 pt. to beat the devout?
thank you.
Title: Re: Dwarves second edition too weak?
Post by: Raga on September 30, 2013, 07:53:12 AM
Can You give an usual setup for the Devout?
Title: Re: Dwarves second edition too weak?
Post by: Delthos on September 30, 2013, 01:31:41 PM
It would also help to tell us what you use against them and what forces you have available to use.
Title: Re: Dwarves second edition too weak?
Post by: kvaerne on October 01, 2013, 01:15:03 AM

Main problem are:
 Possession against totem ( LD 10  :'( ).
Dread against Totem ( LD 10  :'( ).
Skeletons immune throwing weapons along with jackal Crossbowmen who shoot on my dwarves.

Unnamed750 Pts  -   Devout Army

1 Warped Lord @ 111 Pts
     Staff of Summoning
     Vortex [10]
     Possession [17]
     Dark Ones Fury [20]

1 Soulflayer @ 137 Pts
     2 Bone Cleavers

1 Risen Skeletal Warriors @ 152 Pts

     8 Stygian Risen Warriors @ [152] Pts
          Talon Sword; Shield

6 Jackal Clan Crossbowmen @ 198 Pts
     Leader; Dagger; Heavy Crossbow

     1 Leader @ [30] Pts
          Dagger; Heavy Crossbow

2 Dusk Realm Warriors @ 76 Pts
     Dark Sword; Shield

2 Dusk Realm Warriors @ 76 Pts
     Dark Sword; Shield

Total Army Cost: 750

I have all of the dwarves, my favorites are Dark tusk, but I play all the clans.

Help me please.
Title: Re: Dwarves second edition too weak?
Post by: Raga on October 01, 2013, 08:08:27 AM
I just Don't understand what is your problem ;)

Make your army with:
Fire Thrower Team (against risen),
Impaler against (Soulflyer and Warped Lord)
You can add one squad of Vulture Crossbowmen and fill the rest with Swordsmen and Mallet Warriors

If you play wisely to override target priorities and shoot from wait there should be no problem.
Title: Re: Dwarves second edition too weak?
Post by: joshuaslater on October 01, 2013, 06:02:15 PM
Wolf Clan!!   Desert Wolf Warriors, LD 14 against Dread.  Take a Scavenger to lead the squad.  Wolf Clan Keeper.  Some Wolf Clan Axemen.  You should be able to construct a force with these guys to take out the Soul Flayer and all the rest.   

The suggestion to take the Firethrower is pretty good, but the Soul Flayer can out flank it very easily, as can the Dusk Realm Warriors.  The Impaler can shoot anything on the board, but I would go with numbers.  It's too easy to 20 out with a Totem, or Individual.  A squad of Desert Wolf Warriors with Group Attack, and 4 inch move, will do the trick against them.
Title: Re: Dwarves second edition too weak?
Post by: kvaerne on October 01, 2013, 11:28:26 PM

Translated with Google, sorry for the mistakes  :-[

MMMmmmmmhhh ???   Impaler and Vulture Crossbowmen . I believe useless against skeletons, and those who stand behind them.

Page 71 of the manual:
'' It has already been stated that you cannot fire through enemy troop.''
As you can hit Jackal Clan or Warped ? I realized I wrong rules of priority target?  ???

Firethrower - MV 2 inch - AC 2 . too slow. the Jackal Clan Crossbowmen kill him before approaching.
if it falls into Possession, destroys the Swordsmen and Mallet Warriors . ;D

Desert Wolf Warriors are interesting but too expensive, take away all points.

You play with the dwarves? You can write a list of 750 pt. I use it the next time you play.
Title: Re: Dwarves second edition too weak?
Post by: Raga on October 02, 2013, 12:28:08 AM
Page 71 of the manual:
'' It has already been stated that you cannot fire through enemy troop.''
As you can hit Jackal Clan or Warped ? I realized I wrong rules of priority target?



I usually play first edition and I never use Totems against the Devout.
The main difference is that You cannot mix clans easly in 2nd edition and some stats are changed.


Fire Thrower is a defensive weapon - not used for charging! Use waiting and wait for them to approach.
Impaler can kill anything from enormous range - use two of them and using target proprity  you can easly kill Soulflayer (Soulflayer is very large so can be shot even if behind skeletons).
Warped Lord and possesion -  I imagine that he hides behind the skeletons (let him hide and ignore him - explained blelow)
Warped lord has 50% to succesfully cast possesion (PW 15 - level 5 = 10, if you throw out totems from your army and have average 13 LD you have 13-5 = 8 to defend so You have only 50% * 60% = 30% chances to be possesed!)
Just keep Impalers not in LOS of themselves in case of one is possesed so they cannot shoot to each other. Use them as first in turn (You cannot posses the model that was already activated)

Kill everything you can with Impalers (and crossbowmen if you take them) and just wait for them to come of finish the rest.

If you have further questions go ahead and ask :)
Title: Re: Dwarves second edition too weak?
Post by: kvaerne on October 02, 2013, 03:20:38 AM
Thank you, but the topic title is'' Dwarves second edition too weak? ''  I was referring to the edition '' Chronopia: War in the Eternal Realm''
In the first edition of Chronopia, the dwarves are much more powerful, fast, armored, horned ones Totem has LD 16.
In Chronopia: War in the Eternal Realm, all Totem have  LD 10. Level possession. 5. The Totem must roll 5 to save.
The two editions are very different for me. For this reason I ask you '' how you fight against the Devotees '' in the second edition ?
Thanks for the answers.
Title: Re: Dwarves second edition too weak?
Post by: Raga on October 02, 2013, 03:29:05 AM
Thank you, but the topic title is'' Dwarves second edition too weak? ''  I was referring to the edition '' Chronopia: War in the Eternal Realm''
In the first edition of Chronopia, the dwarves are much more powerful, fast, armored, horned ones Totem has LD 16.
In Chronopia: War in the Eternal Realm, all Totem have  LD 10. Level possession. 5. The Totem must roll 5 to save.
The two editions are very different for me. For this reason I ask you '' how you fight against the Devotees '' in the second edition ?
Thanks for the answers.

I have just given you the answer in my last post as well as the information thet I USUALLY play 1st edition.
Everything is from the 2nd edition perspective - I have 2nd edition rulebook in front of my eyes in the moment.

Yes I know that Totem has LD 10 and it still has 62% chances to resist the possesion.
Statistically 2 possesions out of 3 fail, so it is not so bad. If you still don't like it, just stop using totems vs Devout.

... but I would go with numbers.  It's too easy to 20 out with a Totem, or Individual.  A squad of Desert Wolf Warriors with Group Attack, and 4 inch move, will do the trick against them.

Keep in mind that the rest of the team are Jackal Crosbowmen and Warped Lord with Vortex. Going with numbers could be fatal.
Title: Re: Dwarves second edition too weak?
Post by: kvaerne on October 03, 2013, 11:49:54 PM
No one has a list of 750 pt. Dwarves competitive against the Devout  ???
Title: Re: Dwarves second edition too weak?
Post by: joshuaslater on October 04, 2013, 11:08:38 AM
I'll have one on Monday for you.
Title: Re: Dwarves second edition too weak?
Post by: joshuaslater on October 06, 2013, 05:55:00 PM
Scavenger 72
Scavenger 72
5 Wolf Clan Axemen + Leader 242
8 Desert Wolf Warriors  360
Total is 746

Check my math against the FAQ for points costs. The Scavengers will give each unit a Fear/Dread save at 15 LD.  You need to move with terrain to avoid getting shot by the Jackals, but you have 4 inch movement with the Desert Wolves to get there and hit them with Killing Stroke and Group Attack.

I love the Wolf Clan because you need some finesse to play them.  Try it and see how you do.  Don't forget the movement is 3 for the Axemen, and 4 for the Wolves!! 
Title: Re: Dwarves second edition too weak?
Post by: kvaerne on October 06, 2013, 09:26:19 PM
I'll try your list in the next game.
Two things worry me:
 Have 4-band compared to 6 of the Devoute.
 Lack of a powerful hero.
List very interesting, I have to try it in a field with a lot of cover.
Soon the story result  ;D
Title: Re: Dwarves second edition too weak?
Post by: Raga on October 06, 2013, 11:51:30 PM
I would personally try something like this:

1x FireThrower Team = 63
2x Vulture Legion = 472 (10 legionnaires, 4 gauntlets, 2 leaders total)
1x Talon Lord = 64
2x Impaler = 144

Total: 743
Title: Re: Dwarves second edition too weak?
Post by: joshuaslater on October 07, 2013, 08:47:32 AM
I'll try your list in the next game.
Two things worry me:
 Have 4-band compared to 6 of the Devoute.
 Lack of a powerful hero.
List very interesting, I have to try it in a field with a lot of cover.
Soon the story result  ;D

You have to use your speed and movement to take out each unit.  2 dusk warriors can be brought down easily.   Same with the big models.  The Risen move so slowly you can finish them last.  Force a panic check against the Jackals as soon as you can.
Title: Re: Dwarves second edition too weak?
Post by: Horned God on October 07, 2013, 02:41:12 PM
I played in a tournament campaign as a very aggressive Dwarf player and fought a 2500 point battle a couple of times vs the Devout. The first battle I killed every single Devout and at the very end the only still surviving model was an Abyss Crawler, and it tunneled away. If I had been able to kill it (and it only had a couple wounds left) the entire 2500 point army would have been wiped out. Instead it escaped and I had to fight another battle. The player was able to regroup and raise a second army.

I found the Vulture Marksman very useful. Yes, I did use the impaler, but the second battle I chose not to. During the first battle my little vulture marksman actually took out a soulflayer and 4 demon wings after surviving an assault by those demonwings (I was very lucky with the dice). I rolled at least two 1's and got two auto-wounds on the Soulflayer. It took a couple rounds but my lone little marksman was like a super-dwarf. I was just really really lucky with the dice.

During the battle the devout player thought the dwarves were overpowered. They just have units that serve different purposes. If you want to move across and open area, use Run and models like Tusked Legion. Take a Fire Team with a unit like Horned Spearman. That combo rocked for me.
Title: Re: Dwarves second edition too weak?
Post by: Buzzu on December 22, 2013, 05:33:04 AM
Raga, your list is cool but there's a mistake. There are four individuals (a flamer, two impalers, a talon lord) for two warbands. It can't be played like this.
Title: Re: Dwarves second edition too weak?
Post by: Raga on January 09, 2014, 04:32:44 AM
Raga, your list is cool but there's a mistake. There are four individuals (a flamer, two impalers, a talon lord) for two warbands. It can't be played like this.

Sorry.
In 1st edition Flamer's structire is Warband. I had no clue that in 2nd edition it is different.
Title: Re: Dwarves second edition too weak?
Post by: Jr_Boyd on February 24, 2014, 07:50:14 PM
Just out of curiosity, are you all in agreement then that the Impaler counts as a Hand held missile weapon? It takes two people to fire it and the Risen are only immune to Hand held missile weapons. I have always thought Impaler as more of a Billista or mobile Scorpion. If it is not considered hand held then that would change things a little wouldn't it.
Title: Re: Dwarves second edition too weak?
Post by: Raga on February 25, 2014, 02:36:13 AM
Impaler could look like this:
http://upload.wikimedia.org/wikipedia/commons/5/5d/Ancient_Mechanical_Artillery._Pic_01.jpg

They can still be immune to the Impaler.
Title: Re: Dwarves second edition too weak?
Post by: Jr_Boyd on February 26, 2014, 04:39:45 PM
So, what we are saying is there are no missile weapons that are aren't hand held. Not to get to far off topic how about the summoned unit the Elven Crusher - Boulders? Hand held missile? Even taking this further what about a Viridian Lords axe it is thrown that could do some considerable damage - hand held? - same category as a javelin or throwing darts for that matter.

Not trying to spark a debate but arrows and bolts I agree but maybe a house rule on some of these heavier weapons might be appropriate and balancing. I think giving the Risen a total by on all missile weapons makes them a little too over the top. I like it, I own quite a few.

just my thoughts

Title: Re: Dwarves second edition too weak?
Post by: joshuaslater on February 26, 2014, 05:25:15 PM
The missile weapons are addressed in the FAQ.  Heavy throwing spears, Impaler bolts, Viridian Lord axe will kill undead models.
Title: Re: Dwarves second edition too weak?
Post by: Jr_Boyd on February 26, 2014, 06:03:59 PM
Well cool, you guys left poor Kvaerne hanging thinking the Impailer does not effect Risen. ;D

Maybe that will help out his Dwarves.
Title: Re: Dwarves second edition too weak?
Post by: Horned God on April 22, 2014, 06:20:11 PM
Here is what you do: Tusked clan has high armor and against his missiles you can run them up front as a mobile missile shield of sorts (and yes move from cover to cover.

Main problem are:
 Possession against totem ( LD 10  Cry ).
Dread against Totem ( LD 10  Cry ).
Skeletons immune throwing weapons along with jackal Crossbowmen who shoot on my dwarves. His Dusk realm Warriors are about equivalent to tusked dwarves. Dont' be afraid of them.

Use a keeper if you really don't like that warped lord with Possession. He has a high LD and right near combat, transform. You should have at least a unit of 6 Vulture X-bowmen, and I like a Vulture Marksman but if you really want, just take an Impaler for those Soulflayers. Basically your taking Vulture + Tusked clan. Darkstars can work and they aren't that expensive. I'd suggest a Darkstars + Dark Axes + one unit of Vulture X-bowmen, Vulture Marksman (or Impaler), Keeper, and I personally like the Horned Champion, but Talon Lord is cheap and effective. Alternatively, a Firethrower Team could be substituted for the Talon Lord.




Title: Re: Dwarves second edition too weak?
Post by: Buzzu on April 27, 2014, 02:02:32 PM
Try this: Buzzu's choice  ;)

Say your friend you'll play at 1000 AP next time. It's necessary to field what I suggest to you:

Dwarven army: 997 points.

You told your main troubles are given by possession, soul flayer, skeletons and archers.

Ok.

Blood Bone, main clan:

Flayers: 4x plus leader

Flayers: 4x plus leader
They are steadfast. Fear will not be a matter. Dread a lesser one.

Axemen: 4 plus leader. They are cheap and fill the rest of the melee, and they are immune to panic so RUN to the skeletons because they will get there or die. Or keep them close to the fire-thrower to protect it.

Fire-Thrower team. Use it as Raga suggested. On wait.

Keeper. You don't need to field a totem when you got a 15 LD keeper who can tranform himself into the totem when he wants...

Horned Ones, support clan: 40% of the army set, and they are a missile unit, so again it's 40% of the total amount:

 348 AP of Warshields (4+Musician with magic resistance, and leader).
- They got shield wall to resist against arrows, and magic resistance to face the possession and vortex and anything else. Field them and let the others beside. The leader has a 14 LD stat. They will fire at the soulflayer and crush the skeletos in melee with a DAM of 14. If your opponent is doing the smart tactic of placing hand held missile vulnerable pieces behind skeletons, remember that the hail of arrows is a template effect, and it can take targets from above...

Good luck. ;D
Title: Re: Dwarves second edition too weak?
Post by: kvaerne on August 17, 2014, 01:01:34 PM
I have to try.
I think is missing violent force of a totem, but it can work  :-\

x Buzzu : se un giorno riusciamo a fare una partita, magari proviamo se funziona. ( io tengo i Devoti  ;D )
Title: Re: Dwarves second edition too weak?
Post by: joshuaslater on September 27, 2014, 07:26:32 PM
I've finally got my Horned Ones force working.  They're winning games.
5 axes and leader
5 axes and leader
4 spearmen and leader
keeper
horned ones hero
war torkha

It comes in at a little under 1000 points. 
Title: Re: Dwarves second edition too weak?
Post by: Horned God on February 07, 2015, 12:22:22 PM
Before I gave some thought to making an Impaler similar to J. Boyd. (using a Bolt Thrower). I had made a couple before using different models but then this idea came to me:

How about just giving the Vulture Marksman Killing Stroke OR just making his Crossbow deal out x2 damage. If it does 12 damage then it does 12 x2, slightly less than the Impaler, and it does the same range as his normal Crossbow, though it could be raised three inches. Say a Crossbow does 21 inch range, it would then be 24 inches.
 (cuz 23 inches and +2 inches would be sort of odd, though I suppose +2 range could work)

Lastly, give the Vulture Marksman +1 Wound.

In 2e he had 2 wounds, and that would mean he has 3 wounds, (and if it is 1e it means he has 2 wounds)

Why? because by then doing this your eliminating the Impaler from the dwarven army list. Your saying I won't use/have access to the Impaler at all.

I don't find the impaler imbalanced. The purpose of it is to get wounds early on in the game and because once you get within 10 inches the model is essentially ineffective and purely defensive, and the fact you sunk 89 points (almost 100) into it means it is not really that big of a deal. It is suppose to put damage onto a Soulflayer or take out a players caster who stupidly left it on top of a hill in plain sight. Yes it does have that 40 inch range. Secondly, a purely dwarven force can also be a slow force if you take certain units so this is a way for a player to reach out as they slowly advance and deal some damage. Keep in mind many spells have long range, deal damage and deal template damage, and have things like LOS range so really it is not that out of wack with such other options.

Still, many might not have an Impaler, and so I thought how about just beef up the Vulture Marksman a bit and it eliminates any over the top element of the impaler but also eliminates that downside of it not being able to fire within 10 inches and only being defensive too.

Even if you don't add the +1 Wound, adding that x2 damage to its Crossbow I think is the essential addition. Yes, that means raising the vulture marksman cost a bit, but clearly it would make an already great and useful model into something even more great and useful.

That is what I was going to do. I have 2 marksman and 2 firstborn marksman and yes I like fielding them. So that means you'd face at least up to two marksman if you faced me.

The other thing I thought about was what if the Impaler was "Limit 1 per 1000 points'                                                                                             

Title: Re: Dwarves second edition too weak?
Post by: Buzzu on February 17, 2015, 02:56:27 PM
Sorry, I lost myself somewhere on your reasoning... how can you boost a model???

Anyway, remember that the greatest difference between an impaler and a normal crossbow is that a crossbow is a hand held missile. Some units are immune to it. But an impaler is bigger, and the immunity above does not work. Yes, an impaler can cut down an undead.
Title: Re: Dwarves second edition too weak?
Post by: Horned God on February 17, 2015, 06:06:35 PM
Let me clarify. I meant for those who don't own an impaler and don't want to have it in their army list. I was going to beef up the stats for the Vulture Marksman and in doing so, the dwarf force would no longer have the Impaler in the army list.

In other words, you can't use the Impaler but your marksman has 3 wounds and the crossbow has the same 21 inch range (so you can't reach farther) but you do x2 damage. It is an increase and yes it also means the Vulture Marksman would cost more too. In this way he is a bit more survivable and a bit more deadly but not that much more, and doesn't have the disadvantage of the Impaler, nor the extremely long range, nor the higher damage.

It was just a idea. It of course, would be an optional idea if I worked it out put an appropriate cost adjustment on the marksman.

It boils down to how much is a Wound worth and how much x2 damage is worth.
Title: Re: Dwarves second edition too weak?
Post by: Buzzu on February 18, 2015, 06:02:39 AM
Ok... I really don't know how much a wound more can cost, considering some indecent unbalanced cost of the SOK berserkers, which is 52 points for 1 wound only per model, when at the same cost you got someone in the other armies who got two (ogre infantry, for instance). Someone could say: ok, but even the unliving of SOK army got two wounds each, and they only cost 18 AP... Misteries.

Anyway, if you want something to reason about, you should nknow that beneath the Wird spells, there are two who give exactly what you're talking about.
Blessing of the goddess (15 points) gives an extra wound to a model, and Sword of Gwrnach (10 points) gives a +1 and x1 damage.

Assuming you're giving this two "boosts" to the vulture marksman, you could charge it those 25 points more, bringing him to a cost of 92 AP. Which is, in my opinion, quite correct, if compared to other heroes.

Anyway... I always get trapped in considerations about the cost of one model or another, but there are factors that you always forget to consider. Just to give you an example... swamp goblin spearmen cost 15 AP each, while elven militia 13 AP. And if you look at the stats, militiamen are stronger than goblins. So? Then, you consider that the composition is different, letting you the chance of a little more flexibility in fielding a WB of goblins; goblins are smaller and they have a shield, so they give a -2 to the enemy RC, and they can have a novice shaman attached to the WB. And you understand why they cost a little more even if they're weaker...
I imagine that the units I can't undestand the cost should be played in a way I still have to learn; a way that in the hands of an expert player could demonstrate that they're worthy of that expense.
And more than this, I think we all should play different and various scenarios to appreciate properly the ability of the different units.
Few years ago, I decided that my SOK warriors should be reduced in their cost because my friends NEVER played with the climate effects and always in an open battlefield, so my ability of ICE warrior and FOREST warrior were completely unuseful, and I always found my army down numbered because of the high cost of my units.
But it's not by reasoning like this that you have fun. So I decided to compel my friend to use some different scenario settings: roll for climate effects, and adding some forest on the field. I never won against him, but it's easy to win when you can put a line of goblin archers and orc archers, shooting to naked people on a plain field... :( let's fight in a forest, and see if he wins so easy again! ;)
Title: Re: Dwarves second edition too weak?
Post by: Horned God on February 18, 2015, 06:06:17 PM
I made a file that 5 pages and starts with the basics of the profile, but then goes on to cost out Damage, Special Rules abilities, template weapons, etc. Ultimately as long as all players/factions use the same system it really does not matter. To be honest games like this should have an open-point system. When we discuss the points we should be discussing how much a given option costs. Like how much should a Wound cost? Not the total cost of a model. When you play (and thus playtest) your not playtesting the cost of a model but rather individual elements of that models profile cost. Should Stealth cost more? how effective was it in the game, and other questions should be asked.

I set each Wound point to 4 points each, but that is the beauty of feedback and discussion. Perhaps someone things it should cost a LOT more, or just a little more, like 5 points. Some abilities, like Unseen Assailant are more useful for more expensive models so they should be a percentage of the total cost of the model. Say +20, +25 or +35% whereas most other things only need a standard cost. Instead of 'reverse' engineer just create a point system and agree to repoint everything and then you have the control over it as a group of players. It also helps the game live longer and for more people. The original point system you see in the 2e and 1e books starts with a profile base line. You get X stats for a base cost. I set that at 0 (zero) but a corresponding rule says 'minimum cost for a model 5 points' so you must then spend 5 points on the model but that means buying your damage and other basic elements. You could then end up with a 10 or 11 point 'goblin' if you wanted.

The original systems got some low points because they used a ratio. You get X points (e.g. 5 points) to distribute among X stats for 1 point cost. So you could add +1 CC, +3 LD, and +1 ST all for the Point Cost of only 1 point. Whereas, other things like being Immune to Panic would be normal whole points, like +5 points a model.

For things like Jungle Warrior I figure 1 point a model is great. It is not always useful. To make this more generic called it Terrain Specialist (type) so you can have Terrain Specialist (Jungle) but one thing I did not like about Chronopia was it used terms like (Forest) and (Jungle) and yet they are in game terms the same benefit but still players would want to hinge on the different terms and so I found that to be un-necessary. I would go with: Rough Terrain (Foliage) and Rough Terrain (Solid) or some other similar terms so it means anything living (like forest, jungle, etc) or anything non-living like rocks, sand, rubble, etc.

If someone did feel this is more useful, it is a 2 point cost per model ability.

In this way I basically just created a point system. In the end, if there is official factions and a 'create your own hero' or model type system (such as you see in the Heroes of the Solar System approach we find in Warzone Resurrection) then the official models should use the same point system. I don't want my custom guy to pay 10 points for +1 Wound and the official ones to only pay +5 points per Wound.

With the system below I started with the bare minimum stat, lowest I saw in the game so you buy upward. I could have set it a bit higher and then you could buy downward (ie 10 armor base, but for each point below that you get 1 point back to spend, but you still have that 5 point minimum cost per model

Chronopia Point System

   To determine the point cost of a model start with its base line, and add to that base line thus increasing the cost of the model. The base line below costs 5 points, and a model cannot cost less than 5 points per model even with additions to the model that would reduce the total below five. If I were going to adjust the base profile I'd have set the MV to 3, ST to 4, and Armor to 14 (slightly above the minimum for these values) since most models will have at least that. Ultimately, the goal is to keep a model's cost around 20 to 30 points, and 10 to 20 if a 'cheap' troop, but if the models are all using the same, if the 'norm' cost goes up to 30 to 40 a model and 20 to 30 for 'cheap' it would still be proportionally the same result and thus would not matter. You'd simply get use to playing with a higher 'base'. Instead of 1000 points, you may play with 1500 and you'd still be playing with the same model count in your force. So you should break through the mentality of seeing that models 'must' be of certain ranges of points to 'look right'.

Base Line                              
CC   RC   PW   LD   AC   WD   ST   MV   AR   DEF   SZ   PC
8     8   10   10   2   1   3   2   12   0*   Assigned*   0*

Each point of CC, RC, PW, LD, ST, AR and DEF costs +1 point cost per +1 point raised.
Each point of MV costs +2 points
Each point of WD costs +4 points
Each point of AC costs  +5 points

* The SZ category is assigned by the WYSIWYG principle, and the designer should use other models as a guide. The designer  
    should use logical consistency when determining Size.

* In the case of DEF, raising it one point means –1 DEF, -2 DEF, and so on, so you get +1 DEF its –1 point cost for the model.

* The base cost for all models is 0 points, but there is also a minimum cost of 5 points, therefore no model can cost less than 5.

* If the base line is subtracted from, subtract a like amount of points it costs to buy that attribute. For example, a model that has a   1 MV gains –2 point cost, and a model that has an ST 2, gains –1 point. The negative points are subtracted from the overall cost of the model, but keep in mind there is a minimum cost of 5 points per model.

Now, in the end, I'm going to redo this system soon enough, and anyone is free to take it and tweak and keep in mind my goal was never to make it try and exactly reverse engineer the 'official' point system. I did not care if I did that since I could just take this approach, and yes I did largely reverse engineer it, but in the end just like when I saw how the new WZR point system worked out I didn't like that much. I wanted more control over it and not accept what I felt were oddball decisions. How did I do this? I took an Excel sheet and broke it down by its elements, and after going about 30 units the math worked out, but again, after doing all that I didn't like how that system assigned points. So I choose not use it.

With Chronopia 2e point system, I liked it much more, but still wanted that control and freedom that I as a gamer deserve so I just decided as long as it is open and all players can see and when you do a unit you can have a little math sheet to show how and why it costs what it does. Put that in the back of the book and thus if there is any head scratching you can just look it up. That is 'how to do it right'.

So to empower yourselves as gamers, create and post a point system, don't wait for someone else to do it. If it is not perfect, that is why you discuss individual elements of it and their cost. Consensus decisions can settle most of it. And yes some decisions simply need to be made and are going to be arbitrary starting points.

Just like when I was faced with how to point cost a template attack. For weapons. You buy Range, and Damage separately, any additional effects you then buy like does the attack use a Template and if so it is based on the size/type of template. If there are little options, like 'fire based' damage that too is another little effect you buy. Some options might be 0 cost if they truly don't have a huge game effect and are really like lateral shifts.

For models with two weapons. I used a concept like you find in Mutants and Masterminds. When you attack your model only uses one type of attack or weapon, so you don't spend points on buying 3 types of wepaons and add them all up. Instead you pay for the highest cost one, and for 1 point you can use what amounts to an Alternative Power or alternative weapon attack and thus having access to the other 2 attacks only costs 2 points. Say the most expensive weapon attack was 11 points and you had two other weapons which might cost 7 and 9 points normally you'd only spend 11 + 2 = 13 points for those three attacks. In MnM it is called an alternative power you attach to a main power effect. I simply applied that concept to a miniature wargame.

Point is, in the end you can slap some stats on a model and know that all the other models you face will use the same point system.

In the end, when/if a new edition of Chronopia comes out, I know for a fact someone might read this so go look at Warlord, and in that game you'll find not a full point system but at least a rudimentary version. Whomever 'officially' comes out with the new one, please do something like that (as a minimum)

Title: Re: Dwarves second edition too weak?
Post by: Horned God on February 19, 2015, 04:20:23 PM
I'll send my 5 page point system to the Chronopia world. Keep in mind I am not trying to reverse engineer the current system, since I was just going to repoint all the units but they'd all use this same point system (and thus it should be balanced. I was not going to adjust any unit stats, just re-cost them, and furthermore. It is open to playtesting elements of it. Most of it is fine, but some options might need tweeking. Perhaps it needs to adjust the base cost minimum for models to 8 points, or a give option should be 4 or 5 points instead of the 3 that is listed.

That means look it over and if you find something you think needs adjusting make a case and give some sound reasons. Or use the system and playtest it a bit. If you think the point totals come out to more than you'd like to see, (though they will do that throughout the whole game) then by using concepts like ratios it can be made to generate lower point cost models, but I like whole points. Another option is to use fractions of a point or some other concept like that.

It just takes adjusting your thinking a bit when you use a new system. But the best part is, you know why something cost what it does and where something might need tweaking. It gives YOU control for you group. Make the system your own. I created it to let everyone have and use. So if you do like it and want to adjust little bits of it, post so we can update and develop it. I think the best way to develop a truly sound point system is by consensus from the very people who will actually use it, you the gamers.

When I rework it, I was going to make it a general system. I started doing this already. I made it for both warzone and chronopia as a single point system since many options overlap. Though technically each game does have unique bits. For example, there is Jungle Warrior and Terrain Specialist (Jungle) but each is set to 1 point.

The 5 pages I have I consider 99% done, and ready for testing out and most of it it stand up, but you (again) might adjust a value here or there. Giving feedback will help that process.

It is for Chronopia 2e. I didn't really do this for 1e, and for warzone I used UWZ, but that is a separate effort, not in this file.