Author Topic: VULKANS - UNDERCOSTED? ...  (Read 23424 times)

Offline dmcgee1

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VULKANS - UNDERCOSTED? ...
« on: October 17, 2006, 10:00:01 PM »
Now that I've got your attention, allow me to expound.

Vulkans
Elite trooper, required 2-4 models, mortal
CC  RC  PW   LD  AC  WD  ST   MV   AR   SZ  PC
  8    10    4     10     3     2    10     3     24     3    39
Equipment:  Ironhand Pneumatic Fist, MG-90 Mounted HMG

Vulkan Sgt.
Elite squad leader, required 1 per squad, mortal
CC  RC  PW   LD  AC  WD  ST   MV   AR   SZ  PC
  8    11    4     11    3      2    10     3     24     3    43
Equipment:  Ironhand Pneumatic Fist, MG-90 Mounted HMG
Special Abilities:  Tactical Sense.
*Special Rules:  Vulnerable to radiant energy attacks.  Suffers +2 Damage.
*Weapon Stats:
    Ironhand Pneumatic Fist (concussive)
    CC        PB         SR        MR        LR       ER        DM                    SA
      0           -            -             -            -           -        ST+3             See Chart
    MG-90 Mounted HMG (ballistic, rending)
    CC        PB         SR        MR        LR       ER        DM                    SA
      -        0 (x2)    3 (x3)   1 (x2)    -1 (x2)      -          14                See Chart

* - applies to troopers and leader


As printed, on open ground with no environmental rules, saying that Vulkans would be tough to beat is an understatement - they'd be virtually impossible to beat.  They can reach out to LR suffering only a -1 RC at that range, and get two shots at that range!  That's simply vicious!  However, that same gun can be found on the Strike Skimmer, and the HMG-85/T is much the same.  Further, some other corporate weapons do similar damage with similar stats (Mounted Charger HMG ring a bell?)  Granted, most of these weapons are on vehicles or are support - not elite troopers like the Vulkans.  Hoever, HMG-85/T's are elite troopers, too.  As if that weren't bad enough, any[/b] Bauhaus army can field them, as they count as  a support slot in any non-Richthausen force.

Now, on to the good stuff. 

Vulkans have weaknesses.  The obvious weakness is the Radiant Damage Vulnerability.  Considering with the facts that Vulkans have two wounds and most Radiant Weapons also do Residual Damage, they are particularly vulnerable to flamethrowers, and the like.  On any terrain where weapon malfunctions are an issue (all desert terrain, subterranean of level 5+), they are more likely to roll a jam than most other units, as they roll at least two dice over every range band except SR - where they roll three dice!  The higher the level of terrain, the more chance that they could be spending more AC's clearing jams than shooting.  On any board with appreciable amounts of intervening terrain, they will not get to bring their guns to bear unless the enemy is foolish enough to provide target drones.  They are not vehicles, and as such, cannot move and attack in the same ACThey are not good, at all, in CC.  So, in rewiew:
  • Vulkans are vulnerable to radiant energy and/or residual damage attacks.
  • They are highly susceptible to weapons malfunctions in inhospitable terrain.
  • They are a gun platform, much like the 85-T, except that they are slightly faster with a better AR.
  • They are not the best troops to take to a knife fight where visibility is an issue.
  • They are not vehicles.

As a squad, they are cheap, coming in at 121 PC for a small squad, 160 for a medium squad, and 199 for a full squad.  Let's examine that against a few other models and squads:

  • CAPITOL
    • Purple Shark - 62 PC
      • A vehicle, this model may Move and Shoot in the AC.
      • It's weapon is nearly identical to the MG-90 (doing 1 less DM).
      • Specialists must be put on them.
      • You can put two in your army for roughly the same cost as a medium squad of Vulkans.
      • They are a Support choice - not an elite squad, like the Vulkans, so, the buying criteria is different.
      • No inherent Vulnerabilities.
      • 3/1 WD.
      • Impenetrable.
      • They fly!
    • Orcas - 64, 70 or 66 PC
      • A vehicle, this model may Move and Shoot in the AC.
      • It's weapon is an Autocannon that does slightly less DM, and doesn't fire into LR, but has an AV rating (AV-0).
      • Specialists may be put on them.
      • You can have anywhere from 1-3 models in the squad at up to 198 PC - comparable to a full squad of Vulkans in cost.
      • They are a Support choice - not an elite squad, like the Vulkans, so, the buying criteria is different.
      • No inherent Vulnerabilities.
      • 3/1 WD.
      • 23 AR and Impenetrable.
  • IMPERIAL
    • Rams Air Cav - 48 PC
      • A trooper, this model compares to the Vulkan, though it is a support choice.
      • It's weapon is the dreaded Southpaw Rocket Launcher.  For 10 PC, it can be outfitted with AP rounds, and fire those or the AV-0, DM 13(x2) rounds.
      • You can put four (two squads) in your army for roughly the same cost as a full squad of Vulkans.
      • No inherent Vulnerabilities.
      • They fly!
    • Hedgehog Necromower - 54 PC
      • A vehicle, this model may Move and Shoot in the AC.
      • It's weapon is the Ultracharger Mounted HMG (identical to the Capitol M-99 MHMG).
      • The driver may conduct CC while moving with much better skill than a Vulkan.
      • You can have anywhere from 1-2 models in a squad at up to 108 PC - 2 squads being comparable to one full squad of Vulkans in cost.
      • They are a Support choice - not an elite squad, like the Vulkans, so, the buying criteria is different.
      • No inherent Vulnerabilities.
      • 3/0 WD.
  • MISHIMA
    • Ronin Light Battlewalker - 58 PC
      • A vehicle, this model may Move and Shoot in the AC.
      • It's weapon is the Twin Dragonstorm Mounted HMG - comparable to the MG-90.
      • They are a Support choice.
      • You can put four (two squads) in your army for roughly the same cost as a full squad of Vulkans.
      • No inherent Vulnerabilities.
      • Impentrable.
      • 3/1 WD.
    • Dragonbike - 93 PC
      • A vehicle, this model may Move and Shoot in the AC.
      • It has two[/b] ranged weapons; the Mounted Daimyo Rocket Lancher and the Dragonstorm Mounted HMG!
      • It is a support choice.
      • You can have 2 in your army for the comparable cost to one full squad of Vulkans.
      • No inherent Vulnerabilities.
      • Impenetrable.
      • A Skimmer, it ignores terrain restrictions.
      • 4/1 WD.
  • CYBERTRONIC
    • Attila Cuirassiers - 43 PC
      • As an Elite trooper, these make a good comparison to the Vulkans.
      • It's weapon is the CAV-4000 Autocannon;  it can't fire into LR, but it does DM 10(x2) - great for taking out multi-wound models like, oh, I don't know, let's say Vulkans.
      • They have a good AR (22).
      • They have Resolve: 3.
      • You can put a squad of three in your army for, roughly, the cost of a small squad of Vulkans (see any similarities here, yet?).
      • To make the squad even better and give it some LR punch, you may add the specialist, a Scorpion Launcher, for 61 (76?) PC - making it comparable to a full squad of Vulkans in cost.  The Scorpion has a better AR, is harder to hit due to it's shield, has Climb, can use it's 9 WD meat-shield of Atillas to advance and then Leap into CC with its Heatsword (read: Anti-Vulkan Sword), and may take DM 12 AP rounds for it's DM 14(x2) Rocket Launcher!
      • They are Vulnerable to Radiant Attacks, but only take an additional +1 DM, not the +2 that Vulkans take.
      • 3 WD.
[/list][/list]

Vulkans are bad-ass.  In the right environment, there is no equal for the points.  There may be no equal model for model, under the right circumstances.  It has almost the best AR in the game at 24.  It has one of the best weapons in the game.  It is a Mounted Heavy Machinegun.  They are usually reserved for vehicles, and the HMG-85/T.

Vulkans are elite troopers, and can fire into CC wih relative impugnity, if they aim (RC 10, +3 SR, +3 for Aim means that they stand no chance of hitting a friendly model), however, if they wish to have no chance to hit a buddy being swarmed by karnophages, they have to back off to the limit of Command Radius to do so..

That said, in my opinion, they are not undercosted.  Some may argue that they are ripe for abuse (see Vulkan Army of Doom).  Still others think that they should be support units, not elite troopers.  Some have gone so far as to make house rules for them, reducing their MHMG to a standard HMG (which makes them better able to fire into CC at PB range - go figure).

These are my thoughts, and I am, sincerely, hoping to debate the issue.  Obviously, I have taken the side that they are not undercosted.  I wouldn't mind support, and invite opposing view.  I promise to keep it clean and at a low simmer.  No flames, please, or the moderator will shut us down.

Thanks, and enjoy.

Dave
« Last Edit: October 18, 2006, 09:18:27 AM by dmcgee1 »
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

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Offline Pietia

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Re: VULKANS - UNDERCOSTED? ...
« Reply #1 on: October 17, 2006, 11:50:41 PM »
Wrong approach, dmcgee1.
1) You're comparing elite squad to support models - to field a full squad of vulkans you need a small-sized squad of ducal militia (a very good grunt), to field a squad of e.g. orcas you need two squads of (say) light infantry (not so good - definitely too pricey compared to ducals, as well as less capable). To field two support squads (e.g. four Ronins) you need FOUR squads of grunts (mishima grunts - they tend to be quite expensive) - as a result you get as many MHMGs as you can field in a SMALL vulkan squad. This means, that it is easier to field large numbers of vulkans than large number of orcas or other support vehicles, especially in smaller games; What's more - you can field BOTH Vulkans and Victors in the same army (one as a support choice, the other as elite); If Vulkans were fielded as support squads with (say) 1-2 troopers and sgt. there would be a lot less complaining about them, I guess.

2) You don't take into account the differences between support models and elites. For example there's no problem in bringing a squad of vulkans into a night fight - you buy them very cheap nightvision gizmos and rule the battlefield. Try doing the same with Orcas or other models you've mentioned (ok, Atillas can take them - but they're the only ones on your list). In the case of other elites the same trick gets a lot more expensive - (IIRC) 5 points per an assault rifle armed 1 wound model compared to the same 5 points per an MHMG armed 2 wound model is a BIG difference. In the case of tournament armies you can include the nightvision on vulkans as  a standard precaution and still have an relatively inexpensive, reliable fire support unit.
Also - a lot of the support squads and models (e.g orcas, great greys...) don't have sarges with tac sense, it is also impossible to "lend" them the tac sense from officer models (they would need comm links and you can't buy them). You CAN compensate for  this with their mobility, but in the case of Vulkans you DON'T HAVE TO.

3) It is the first time I see somebody trying to say with a straight face, that having multiple shots at any range is a disadvantage in any environment... Maybe you'd like a weapon swap (to an assault rifle for example)? It would be soo much better on the desert. BTW - you have that nice DAM 13 CC weapon as a backup (and 24 armor to protect you on the way to the enemy). Seriously - your per-shot chance of jamming the weapon is the same as in the case of an assault rifle, but you'll jam more often due to the number of shots. This means, that you'll have more actions to clear the weapon or do something else (move into cc, claim objectives etc), with the same number of shots, more damage and better accuracy than most other elite squads.

BTW - if you took some time to figure out the formula used to determine PC of units, you would know, that MHMGs are generally undercosted. This weapon costs roughly 12 points LESS than Mounted Autocannons (only few points more than regular HMGs) - while having comparable damage (only 1 autocannon has 15 damage, the rest is 13 - PC difference between them is very small), superior range and better range modifiers. The same goes for the vulnerability to radiant, 2 point vulnerability pays for more than 2 points of armor. I'd like such vulnerability on a lot of my models (if accompanied with appropriate AR upgrade and PC reduction).
« Last Edit: October 18, 2006, 12:01:30 AM by Pietia »

Offline Dr. Nick

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Re: VULKANS - UNDERCOSTED? ...
« Reply #2 on: October 18, 2006, 01:32:57 AM »
Quote
3/1 WD. (That's four total wounds per model.)

I don“t have my rulebook, but I think that is 3 wounds total, but after the first wound (2.) you will roll on the malefunction, at 3. it is dead


how did you make the font of the trooper statistics? by yourself in this post, or do you have a databank+converter?

cu“s
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Offline Ruther

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Re: VULKANS - UNDERCOSTED? ...
« Reply #3 on: October 18, 2006, 01:40:17 AM »
Interessting Topic (again  ::)). I think the main problem of the Vulcans is, as Pieta said, their classifcation as elites. You cant compare support choices with elites for the said reasons. To field 2 Sharks i have to field 4 Squads of crappy Grunts and will lack heavily in the Department of flexebility as i dont have my elites. Its not a real good tradeoff. Make them Support and all is fine, keep them elites and they will be always somewhat brocken (especialy in tourneys). 
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Offline Veez

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Re: VULKANS - UNDERCOSTED? ...
« Reply #4 on: October 18, 2006, 04:49:08 AM »

BTW - if you took some time to figure out the formula used to determine PC of units, you would know, that MHMGs are generally undercosted. This weapon costs roughly 12 points LESS than Mounted Autocannons (only few points more than regular HMGs) - while having comparable damage (only 1 autocannon has 15 damage, the rest is 13 - PC difference between them is very small), superior range and better range modifiers. The same goes for the vulnerability to radiant, 2 point vulnerability pays for more than 2 points of armor. I'd like such vulnerability on a lot of my models (if accompanied with appropriate AR upgrade and PC reduction).

Well Pietia, we've been struggling to find a working copy of the points cost formula since EE went down so if you've broken the code we love for you to share it with the rest of us.
« Last Edit: October 18, 2006, 09:28:23 AM by Veez »
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Offline dmcgee1

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Re: VULKANS - UNDERCOSTED? ...
« Reply #5 on: October 18, 2006, 09:17:37 AM »
Quote
3/1 WD. (That's four total wounds per model.)

I don“t have my rulebook, but I think that is 3 wounds total, but after the first wound (2.) you will roll on the malefunction, at 3. it is dead


how did you make the font of the trooper statistics? by yourself in this post, or do you have a databank+converter?

cu“s

You are correct, thank you.  I have edited the comment to show the correction.
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!

Offline dmcgee1

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Re: VULKANS - UNDERCOSTED? ...
« Reply #6 on: October 18, 2006, 10:14:35 AM »
Excellent points, Pietia.  Please, let me respond to each of your points.

Wrong approach, dmcgee1.
1) You're comparing elite squad to support models - to field a full squad of vulkans you need a small-sized squad of ducal militia (a very good grunt), to field a squad of e.g. orcas you need two squads of (say) light infantry (not so good - definitely too pricey compared to ducals, as well as less capable). To field two support squads (e.g. four Ronins) you need FOUR squads of grunts (mishima grunts - they tend to be quite expensive) - as a result you get as many MHMGs as you can field in a SMALL vulkan squad. This means, that it is easier to field large numbers of vulkans than large number of orcas or other support vehicles, especially in smaller games; What's more - you can field BOTH Vulkans and Victors in the same army (one as a support choice, the other as elite); If Vulkans were fielded as support squads with (say) 1-2 troopers and sgt. there would be a lot less complaining about them, I guess.

Wrong approach?  Have you another approach?  I can only compare what I am given to compare.  The Atillas are the only Megacorporation squad that is a legitimate comparison - all camparisons to support units are noted.  Being able to field both Viktors and Vulkans is a Bauhaus Megacorporation ability.  How do you propose to deal with that?  Cancel the ability to be able to do so?  Limiting the number of Vulkans may be the only real way to reign in Vulkans, and it is one to which I would not be opposed.  But, would you then remove the ability to be able to a Scorpion to the Atillas?  Would you make Viktors a support unit?

2) You don't take into account the differences between support models and elites. For example there's no problem in bringing a squad of vulkans into a night fight - you buy them very cheap nightvision gizmos and rule the battlefield. Try doing the same with Orcas or other models you've mentioned (ok, Atillas can take them - but they're the only ones on your list). In the case of other elites the same trick gets a lot more expensive - (IIRC) 5 points per an assault rifle armed 1 wound model compared to the same 5 points per an MHMG armed 2 wound model is a BIG difference. In the case of tournament armies you can include the nightvision on vulkans as  a standard precaution and still have an relatively inexpensive, reliable fire support unit.
Also - a lot of the support squads and models (e.g orcas, great greys...) don't have sarges with tac sense, it is also impossible to "lend" them the tac sense from officer models (they would need comm links and you can't buy them). You CAN compensate for  this with their mobility, but in the case of Vulkans you DON'T HAVE TO.

I understand, and have noted the criteria for having support units in an army.  I guess that I should not assume that everyone adheres to building armies with a bit of flavor, and not for maximum firepower.  Yes, I am the author of the Vulkan Army of Doom, but, I no longer use that army for tourney purposes.  I build balanced forces.  Yes, they usually involve a squad of Vulkans with Night Vision.  The one time that Night Vision could have helped me, I was caught out of position on a subterranean board, and could not bring them to bear, so the points for Night Vision could've been spent better, that tourney.

Tac Sense was ignored.  I agree with that part of the statement.  Tac Sense can be a huge advantage.  However, I still think that other units abilities (Orcas can have specs that can Form Fireteam, giving the player extra activations).

Vulkans have no mobility - their MV is 3.  Vehicles with the ability to move and[/b] fire are, really, incomparable.  I am not sure what you mean when you say, "...but in the case of Vulkans you DON'T HAVE TO."

3) It is the first time I see somebody trying to say with a straight face, that having multiple shots at any range is a disadvantage in any environment... Maybe you'd like a weapon swap (to an assault rifle for example)? It would be soo much better on the desert. BTW - you have that nice DAM 13 CC weapon as a backup (and 24 armor to protect you on the way to the enemy). Seriously - your per-shot chance of jamming the weapon is the same as in the case of an assault rifle, but you'll jam more often due to the number of shots. This means, that you'll have more actions to clear the weapon or do something else (move into cc, claim objectives etc), with the same number of shots, more damage and better accuracy than most other elite squads.

Would you prefer that I have a discussion on a topic of which I do not, firmly, believe?  I am not saying that I am, beyong any doubt, right.  I am discussing the issue with the facts that I have.  I am trying not to skew the facts, and using them to make my points.  The fact remains that the more dice that you roll, the more likely you are going to be to have to spend AC's to clear jams on environments where weapons malfunctions happen. 
  • For example, in the last battle I fought, on one particular activation, I rolled a hit, a jam, and a hit.  Obviously, the third shot, a hit, was lost, as the weapon jammed on the second shot.  I spent the second AC clearing the jam, only to jam, again, on the first shot of the next AC.  That Vulkan was neutered that turn, and the others in the squad didn't fare much better.  As they are not vehicles, they could not move to objectives, move for fire support, nor get out of the way of troops attempting to advance and provide cover.  The AC were gone.
Sincerely, I think that part of the reason that many people have with Vulkans is that they play against them in ideal terrain and environments.

BTW - if you took some time to figure out the formula used to determine PC of units, you would know, that MHMGs are generally undercosted. This weapon costs roughly 12 points LESS than Mounted Autocannons (only few points more than regular HMGs) - while having comparable damage (only 1 autocannon has 15 damage, the rest is 13 - PC difference between them is very small), superior range and better range modifiers. The same goes for the vulnerability to radiant, 2 point vulnerability pays for more than 2 points of armor. I'd like such vulnerability on a lot of my models (if accompanied with appropriate AR upgrade and PC reduction).

The rubric is not public knowledge.  The rubric (I've been told, by those who have seen it) is not a straight-up cost-of-model rubric.  It also takes into account extraneous factors, including how to unit affects the entire army.  That is nearly impossible to figure.  I have tried.

If all MHMG's are undercosted, does that not make all units that carry them undercosted?  If so, are you saying that that entire mechanic is broken?

Most Autocannons do (x2) DM, forcing one to make multiple saves.  Against Multi-wound models, such as the Vulkans, these weapons can be devastating.  Not having to roll multiple dice to hit, they are less likely to jam while firing at the Vulkans.

AR is an Armor Rating - not an Armor Class.  AR takes into account evasive manuevering, armor worn, etc.

Pietia, you raise good points, and I welcome the debate.  It seems that I am debating from a disadvantage because so many people base their comments on experiences that they've had against Vulkans.  When I started playing this game, I did not like Vulkans.  I thought that they were too expensive.  Blame that on inexperience.  Once I tried them, I realized that they cost 41 PC (on  average) for a reason.  That said, I went on to see just how many I could fit in a 1000 PC force - 16.  That was fun for shock value alone.

I now play no more than a squad of Vulkans for every 750 PC, or so.  However, I still see people build what many would consider to be cheese armies.

One of my more frequent adversaries plays a Cyber Army that includes an EDD, a squad of Atillas with a Scorpion specialist, and, sometimes, another Scorpion in support.  I do not shy from this, but enjoy the challenge of defeating it.

We play in environments ranging form hazy jungles to arctic whiteouts, and everything in between.  There is, always, a lot of terrain.  If you manage to maneuver to a point where you can get a clean shot into LR, you are, obviously (in our games) using terrain, environment, and the other guy's mistakes to your advantage - as it should be.
« Last Edit: October 18, 2006, 11:11:07 AM by dmcgee1 »
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!

Offline Pietia

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Re: VULKANS - UNDERCOSTED? ...
« Reply #7 on: October 18, 2006, 01:45:30 PM »
Wrong approach?  Have you another approach?  I can only compare what I am given to compare. 
Compare them to other elites. You can find 2 wound elite models in other forces. Besides, you can "halve" the Vulkan to make the comparison a little easier (it has 2 wounds and 2 shots at almost every range, making it a little bit like two 1 wound assault rifle armed troopers) - you'll have a model with RC 10, DAM 14 assault rifle, which has a bonus to hit at every range except LR (where it is at -1, superior to any other AR) and PB (where it is at 0, superior to any other AR) with 1 wound and 24 AR, costing only 20 points. Oh, and it has 13 DAM at 8 to hit in CC... I'll take it in any force...

Being able to field both Viktors and Vulkans is a Bauhaus Megacorporation ability.
Of course Bauhaus is severly penalized for this ability in other areas...
Would you make Viktors a support unit?
Yes, of course. They work exactly as every other corporations' support unit.



Tac Sense was ignored.  I agree with that part of the statement.  Tac Sense can be a huge advantage.  However, I still think that other units abilities (Orcas can have specs that can Form Fireteam, giving the player extra activations).
Extra activations are beneficial only in the first turn, when it is possible to out-activate the enemy with your cheaper models, force him to reveal most of his units and then slaughter them (if the table permits you to). FFt on the Orca specialists is not useful for this.

Vulkans have no mobility - their MV is 3.  Vehicles with the ability to move and[/b] fire are, really, incomparable.  I am not sure what you mean when you say, "...but in the case of Vulkans you DON'T HAVE TO."
In the case of vehicles without tac sense you can snipe at specific enemy models using careful positioning. In the case of Vulkans you can simply use tac sense. You don't have to position them carefully - just blast away.


The fact remains that the more dice that you roll, the more likely you are going to be to have to spend AC's to clear jams on environments where weapons malfunctions happen.
If you take 3 shots with an assault rifle and 3 shots with a MHMG, you have exactly the same chance of jamming the weapon. However, in order to take 3 shots with an AR you spend 3 actions. To take 3 shots with MHMG you take 1 or 1.5 actions (in the case of 1 action you can shoot up to 3 times, jam the weapon, clear it and shoot again up to 3 times in the same activation - try that with an AR). More shots gives you an advantage in any environment.

The rubric is not public knowledge.  The rubric (I've been told, by those who have seen it) is not a straight-up cost-of-model rubric.  It also takes into account extraneous factors, including how to unit affects the entire army.  That is nearly impossible to figure.  I have tried.
I've tried, succeeded (except for Size 4+ models - they pay for wounds differently and the sample is too small to make a good estimation) and laughed at it. With systematic aproach it is very easy to break down (hint - start with skills and weapons). To other guys - I don't share, there's a lot of people on Polish forum that want to revise army lists, I don't want to give a tool for this purpose to them.
Quote
If all MHMG's are undercosted, does that not make all units that carry them undercosted?  If so, are you saying that that entire mechanic is broken?
The mechanic leaves a lot to be desired. Skills affecting LD are more expensive than an increase in LD (e.g. a unit with LD 7 and Fast Shot 2 will be more expensive than unit with LD 9, all other things being equal), the weapons have been tampered with after their cost has been determined (I guess that the cost of MACs was determined when their DAM was still x2) and so on...

Most Autocannons do (x2) DM, forcing one to make multiple saves.  Against Multi-wound models, such as the Vulkans, these weapons can be devastating.  Not having to roll multiple dice to hit, they are less likely to jam while firing at the Vulkans.
I am writing about MACs, which do x1 DAM and shoot two times - so the jamming problem is similar to the one in MHMGs.

AR is an Armor Rating - not an Armor Class.  AR takes into account evasive manuevering, armor worn, etc.
I don't care, what it takes into account. It is a number I've to roll against to wound somebody. BTW - are Vulkans that good at evasive manuevering?

Pietia, you raise good points, and I welcome the debate.  It seems that I am debating from a disadvantage because so many people base their comments on experiences that they've had against Vulkans. 
The problem is not bad experiences. The problem is simply that you're trying to prove something that is impossible to - that Vulkans are a balanced unit.

We play in environments ranging form hazy jungles to arctic whiteouts, and everything in between.  There is, always, a lot of terrain.  If you manage to maneuver to a point where you can get a clean shot into LR, you are, obviously (in our games) using terrain, environment, and the other guy's mistakes to your advantage - as it should be.
We play in every environment in the book from level 0 to level 10, with a lot of terrain, as well as some environments not covered in the book (like our sewer tables with visibility reduced to 12"). So far I haven't seen a table on which Vulkans would not be a little to good...


Oh.. and about the infamous vulnerability of Vulkans to flamethrowers. Let's take a Vulkan and 2 guys with 22 AR and hit them all with a DAM 11 flamethrower.
Vulkan has
-55% chance to succeed his 1st AR roll (no second roll)
-24.75% chance to succeed his 2nd AR roll (1 wound lost)
-20.25% chance of dying
Results 1 and 2 give us an alive vulkan ready to shoot with 2-3 shots per action
2 guys with AR 22 have:
-30.25% chance that both will live (and be able to shoot as many times as Vulkan)
-49.5% chance that only one will die (half as many shots as Vulkan for a payback)
-20.25% chance of both dying

The chance of killing 1 AR 24 Vulkan and 2 AR 22 guys with a flamethrower is the same.  The chance of the template being over 1 Vulkan and 2 AR 22 guys is also similar - as a Vulkan is roughly as large as 2 regular SZ 2 models. However, the expected surviving firepower is larger in the case of a Vulkan than 2 regular guys. And try to find 2 AR22 guys with assault rifles (let's even forget about this DAM 14 business and 24 AR against everything except flamethrowers) for 39 points, guys...
« Last Edit: October 18, 2006, 02:15:15 PM by Pietia »

Offline PhillySniper

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Re: VULKANS - UNDERCOSTED? ...
« Reply #8 on: October 18, 2006, 05:17:46 PM »
Extra activations are beneficial only in the first turn, when it is possible to out-activate the enemy with your cheaper models, force him to reveal most of his units and then slaughter them (if the table permits you to). FFt on the Orca specialists is not useful for this.

Id have to disagree with you there. Extra activations can always work to your advantage, for the same reasons you just stated but in any turn. You can force your opponent to move units while still having units in place to respond to said movement.

IMO Vulcans are just like any other unit in the game. If handled by a skilled player they can be devastating. But I think every one seems to forget about the Phoenix Samurai. They are better at PB 3(x3), worse at SR 1(x2) and MR -2. But 3 Samurai only cost 99pts Vs 121 for the Vulcans. The Samurai are much better at CC base of 8 +2 for the Katana with 12 Dam Vs Vulcans base 8 with a 13 Dam.  The wounds are the same, The armor is +2 for the Vulkans but the Samurai is +1 in MV. So IMO the Samurai are a better overall unit but a squad costs 22 Pts less AND the arent vunerable to Radiant weapons. On a well Terrained board the Samurai can be even more deadly than the Vulkans. You cant hit what you cant see, no matter how many shots you can shoot
And on a  squad for squad basis I can get 4 squads of faceless Vs 3 squads of Ducals for about the same point costs.

Just thought that Id point that out and see what everyone thinks.

As far as decoding the rubic, pietia you cant be sure that your approximation is correct without seeing the origional.

Philly
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Offline PFC joe

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Re: VULKANS - UNDERCOSTED? ...
« Reply #9 on: October 18, 2006, 07:18:09 PM »
The Phoenix Samurai give up an entire action for that point difference.  They do not compare to Vulkans.

The most expensive things a unit can have are Wounds, Actions, FT's, Sniper Rifles.

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Offline dmcgee1

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Re: VULKANS - UNDERCOSTED? ...
« Reply #10 on: October 18, 2006, 07:38:20 PM »
I agree with Joe on the severe disadvantage Phoenix Samurai incur.

I cannot argue your math, Pietia - it seems sound.  However, experience has shown me that when a Vulkan rolls more dice, it jams frequently on boards where this can happen.  Rarely do dice realize that, in the long run, they are governed by probability.  Sometimes (read:  alot of times) dice do exactly what you least expect them to do.  Many times, a Vulkan jams on it's first roll of three on a given AC (wasting that AC), spending a second AC to clear, only to jam again on its third AC - completely making that Vulkan useless for that turn.  I've seen it happen many times.  That said, I have stated that I self-balance, and am not opposed to limiting the Vulkans in number of models.  Further, I do not think that I would be opposed to seeing them listed as support.

That said, I will now cease my attempts at debate, for the following reasons.

1.  I believe you have provided valuable counterpoint.
2.  I have not done the mathematical research that you, obviously, have done.
3.  I used what I considered to be facts to attempt to make my points, and avoided conjecture.  Discussing a rubric for which has neither been made public nor which you are willing to share makes it difficult to refute.
4.  I cannot be sure of your tone (this is text, afterall, and not face-to-face), and, to me, it seems as if I have started a fire for which I have no extinguisher (you and I have butted heads, before, and I do not wish to antagonize a situation that has the potential to get out of hand).
5.  Until this is ruled upon "officially," I see no end to the debate.
6.  No one that I play, or have played, has ever said, "I'd've beaten you if it wasn't for your Vulkans," with the exception of the Uber-Vulkans of House Brie.

Pietia, thank you for your input.  It has given me much to consider.  Perhaps, one day, this will be fixed - either officially, or by the community at large.
« Last Edit: October 18, 2006, 07:53:30 PM by dmcgee1 »
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!

Offline Pietia

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Re: VULKANS - UNDERCOSTED? ...
« Reply #11 on: October 18, 2006, 08:20:02 PM »

As far as decoding the rubic, pietia you cant be sure that your approximation is correct without seeing the origional.

Philly
If my reverse-engineered version is 100% accurate in the case of more than 99% miniatures I can assume, that my approximation is correct enough. Of course I do not know what algorithm was used originally, but it can be almost perfectly approximated by a linear function dependent on the model statistics with costs of weapons and skills constant across the board.
One of the reasons I'm not willing to share my research is that it would be illegal - like publishing reverse-engineered code for MS Windows. It is intellectual property of EE or Grumpel or Thom - I am not sure about the ownership details, but it sure as hell is not mine.

Quote from: dcmgee1
5.  Until this is ruled upon "officially," I see no end to the debate.
Thom has been asked several times about Vulkans and he is absolutely sure, that everything is correct  ;D

If your dice are not governed by probability, dcmgee1, get a new set (I am planning to do exactly this after my last tournament) - preferably from another manufacturer...
« Last Edit: October 18, 2006, 08:39:28 PM by Pietia »

Offline dmcgee1

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Re: VULKANS - UNDERCOSTED? ...
« Reply #12 on: October 18, 2006, 08:38:38 PM »
Quote from: dcmgee1
5.  Until this is ruled upon "officially," I see no end to the debate.
Thom has been asked several times about Vulkans and he is absolutely sure, that everything is correct  ;D

So, there is no need to discuss further?  I was hoping, at the beginning of this, to get a sense of wether the entire community disagrees with the rule (Thom's) and, therefore, me.  As I have not heard from the community (5 or so of us is not "the community") I am led to believe that you consider this subject as moot, per your stating of Thom's ruling. 

I will not rehash what I have, already, said.  Suffice to say that I will continue to play Vulkans, I will continue to self-balance, and, hopefully, my opponents and I will continue to have fun with the game.
If sing, sang, and sung, sink, sank, and sunk, and drink, drank, and drunk, how is it that it isn't bring, brang, and brung, think, thank and thunk, and ding, dang, and dung?

Don't even get me started about bad, badder and baddest.  Run, ran AND run...again?  C'mon!

Offline PhillySniper

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Re: VULKANS - UNDERCOSTED? ...
« Reply #13 on: October 18, 2006, 08:42:17 PM »
You know Pietia, I have to agree with Dmcgee1 on this. Your attitude in your posts comes off as arrogant and pompous. This is supposed to be a discussion to try and fix a point that "seems" to need fixing. Anyone can say something they have done, works, with no proof to back it up. Im glad your reverse-engineered version proves to YOU that things are "broken".

There are ways to disagree with a person, as PFC Joe did, with fact based opinion or as I did with what I though was a valid  counter-point. Not with a condesending, I know something you dont attitude.

I happen to see both sides of this argument and am interested in the outcome, but I wont be responding to your comments again.
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Offline Pietia

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Re: VULKANS - UNDERCOSTED? ...
« Reply #14 on: October 18, 2006, 09:00:45 PM »
So, there is no need to discuss further?  I was hoping, at the beginning of this, to get a sense of wether the entire community disagrees with the rule (Thom's) and, therefore, me.  As I have not heard from the community (5 or so of us is not "the community") I am led to believe that you consider this subject as moot, per your stating of Thom's ruling. 
In my case Thom's ruling is not that important - Warzone community in Poland has decided about swapping Vulkan weapons for regular HMG some time ago, and it is an official ruling on all tournaments in Poland.  We had much longer (and more.... energetic) discussion on this topic than this or the previous ones on this forum. They are still fielded by a lot of players, so they still have to be effective for their point costs (it is a very competitive environment with 1-2 tournaments each month, a non-effective unit has no chance of seeing active duty).  (BTW - it is not the only change we have made, for example Apocalypse is reduced to the small template, as the large template variant was found to be too powerful for its cost).

Quote from: PhillySniper
You know Pietia, I have to agree with Dmcgee1 on this. Your attitude in your posts comes off as arrogant and pompous.
What exactly do you find arrogant and pompous? Backing my opinion with examples (e.g. "half vulkan" and the survival chances for FT attack)? Refusal to share something I am not legally entitled to share (and you can work out yourself in 2 evenings)? My language (If it is the case,  I am sorry - I am not native english speaker, and I am not exactly sure what is considered arrogant in the US at this moment).

Quote from: PhillySniper
This is supposed to be a discussion to try and fix a point that "seems" to need fixing
Judging by dcmgee1's first post, he was more trying to prove that everything is ok and does not need fixing.

Quote from: PhillySniper
but I wont be responding to your comments again.
Your choice.