Huh. Did that change in a more recent-ish Codex? I'm fairly certain Fleet-of-Foot was at least at some point precluded by a 3+ Armour Save.
It has been this way since at least 6th edition, I don't have access to a 5th edition codex. From the looks of the 4th edition codex Aspect Warriors with a 3+ save did not have Fleet, although in that codex Fire Dragons are listed with a 4+ save and as such they still had Fleet.
I think I'm thinking of 5th. Will check the Codex this evening, though frankly if current Codex says gives Scorpions and Dragons Fleet, then Fleet it is.
That's one of the issues I addressed but we can't actually look at in a vacuum in EC. Sadly, it would be far more detrimental to the game to try and work out varied armor saves and toughness comparatively.
Yeah, a direct translation of TT stats is a no-go for many reasons, not least of which is that the units in question cost different points values. Never mind the very dubious assumption that TT is at all balanced. The problem I have with the idea of normalising EHP, is that I don't think EHP actually needs to be normalised. What needs to be normalised is TTK. If a Marine has 10hp and 10dps, he kills a mirror-traitor in 1s. If an Eldar has 5hp and 20dps, they and the Marine kill eachother in... 0.5s each. TTK equalised, all is fine. The problem is that in EC currently, TTK is not normalised (it will never be 100% normalised, because there are other balance concerns, granted) for what appear to be... dubious reasons. Namely, that the Devs appear to have seen fit to give the factions different teamwork reward ratios. Specifically, Orks gain no or minimal mechanical teamwork advantage. That is, their effectiveness more or less increases linearly with the number of Orks present. Eldar, at the other extreme, have a combination of terrible base stats (there can be no argument about hitboxes or speed balancing this, the TTKs differences are...dramatic) but a series of powerful stacking buffs that mean that Eldar teams - assuming a correct composition, including dedicated buffbot Warlocks - are 'equal to' correctly composed Marine forces at something like 5-7 bodies aside, and gain a rapidly increasing advantage as team sizes increase from there on. I... simply don't think making some factions benefit more from organised play than others is smart. At all. It leads to a situation where actually equal engagements are rare due to only one or other faction being able to hit their composition 'sweet spot' at a time, and on top of that makes Orks - of all factions - the ones that scale least well with increased numbers. Which is just bizarre.
Well, I'd argue that in TT the troops selections are all pretty reasonable, for generic WYSIWYG. Orks aside, of course. CSM book needs work too, but it's not terrible in a vacuum. You only get to see retarded shit when you start loading up Jetbike Seer Councils with Wraithknights and allied Riptide wings or Chapter Master Smashfucker with his bike brigade of cheerleaders.
Here's my take on it: TLDR; Swap Armour differences with Health differences. Squeeze maximum and minimum EHPs together. Space Marines: Tactical - Medium Health training, 200H/100A > 300EHP Devastator - Low Health training, 175H/100A > 275EHP Jump Pack Assault - Low Health training, 175H/100A > 275EHP Apothecary - Low Health training, 175H/100A > 275EHP Ground Assault - High Health training, 225H/100A > 325EHP High = 225 Health Medium = 200 Health Low = 175 Health All 100 Armour. Chaos Space Marines: Traitor - Medium Health training, 200H/100A > 300EHP Havoc - Low Health training, 175H/100A > 275EHP Raptor - Low Health training, 175H/100A > 275EHP Aspiring Sorcerer - Low Health training, 175H/100A > 275EHP Traitor Assault - High Health training, 225H/100A > 325EHP High = 225 Health Medium = 200 Health Low = 175 Health All 100 Armour. Orks: Shoota Boy - Medium Health training, 240H/75A > 315EHP Loota - Low Health training, 215H/75A > 290EHP Stormboy - Low Health training, 215H/75A > 290EHP Slugga Boy - High Health training, 265H/75A > 340EHP Painboy - Low Health training, 215H/75A > 290EHP High = 265 health Medium = 240 health Low = 215 health All 75 Armour. Eldar: Striking Scorpion - High Health training, Heavy Aspect Armour, 210H/100A > 310EHP Howling Banshee - High Health training, Aspect Armour, 210H/75A > 285EHP Dire Avenger - Medium Health training, Aspect Armour, 185H/75A > 260EHP Fire Dragon - Medium Health training, Heavy Aspect Armour, 185H/100A > 285EHP Dark Reaper - Low Health training, Heavy Aspect Armour, 160H/100A > 260EHP Swooping Hawk - Low Health training, Aspect Armour, 160H/75A > 235EHP Warlock - Low Health training, Rune Armour, 160H/75A>235EHP High = 210 health Medium = 185 health Low = 160 health Heavy Aspect Armour - 100 Armour Aspect/Rune Armour - 75 Armour I could be convinced Heavies should have Medium Health training. Or indeed that Fire Dragons should have Low. I kinda consider them Tactical-equivalents though. ----------------------- Lowest class EHP across all factions: Warlock and Swooping Hawk at 235 Highest class EHP across all factions: Slugga Boy at 340 Difference: 105 EHP. Lowest 'Tactical' archetype EHP: Dire Avenger at 260 Highest 'Tactical' archetype EHP: Shoota Boy at 315 Difference: 55EHP Lowest 'Ground melee' archetype EHP: Howling Banshee at 285 Highest 'Ground Melee' archetype EHP: Slugga Boy at 340 Difference: 55EHP Lowest 'Jump' archetype EHP: Swooping Hawk at 235 Highest 'Jump' archetype EHP: Stormboy at 290 Difference: 55EHP Lowest 'Heavy Weapons' archetype EHP: Dark Reaper at 260 Highest 'Heavy Weapons' archetype EHP: Loota at 290 Difference: 30EHP Lowest 'Support' archetype EHP: Warlock at 235 Highest 'Support' archetype EHP: Painboy at 290 Difference: 55EHP
Naked no-mods TTKs/HTKs, assuming time from 1st bullet hit (i.e. bullets required minus one): 1. Bolter 2. Storm Bolter 3. Chainsword Space Marines: Tactical - Medium Health training, 300EHP 1.26s 1.01s 3 Fast / 2 Strong Devastator - Low Health training, 275EHP 1.26s 1.01s 3 Fast / 2 Strong Jump Pack Assault - Low Health training, 275EHP 1.26s 1.01s 3 Fast / 2 Strong Apothecary - Low Health training, 275EHP 1.26s 1.01s 3 Fast / 2 Strong Ground Assault - High Health training, 325EHP 1.44s 1.15s 4 Fast / 2 Strong Chaos Space Marines: Traitor - Medium Health training, 300EHP 1.26s 1.01s 3 Fast / 2 Strong Havoc - Low Health training, 275EHP 1.26s 1.01s 3 Fast / 2 Strong Raptor - Low Health training, 275EHP 1.26s 1.01s 3 Fast / 2 Strong Aspiring Sorcerer - Low Health training, 275EHP 1.26s 1.01s 3 Fast / 2 Strong Traitor Assault - High Health training, 325EHP 1.44s 1.15s 4 Fast / 2 Strong Orks: Shoota Boy - Medium Health training, 315EHP 1.44s 1.15s 4 Fast / 2 Strong Loota - Low Health training, 290EHP 1.26s 1.01s 3 Fast / 2 Strong Stormboy - Low Health training, 290EHP 1.26s 1.01s 3 Fast / 2 Strong Slugga Boy - High Health training, 340EHP 1.44s 1.15s 4 Fast / 2 Strong Painboy - Low Health training, 290EHP 1.26s 1.01s 3 Fast / 2 Strong Eldar: Striking Scorpion - High Health training, 310EHP 1.44s 1.15s 4 Fast / 2 Strong Howling Banshee - High Health training, 285EHP 1.26s 1.01s 3 Fast / 2 Strong Dire Avenger - Medium Health training, 260EHP 1.08s 0.86s 3 Fast / 2 Strong Fire Dragon - Medium Health training, 285EHP 1.26s 1.01s 3 Fast / 2 Strong Dark Reaper - Low Health training, 260EHP 1.08s 0.86s 3 Fast / 2 Strong Swooping Hawk - Low Health training, 235EHP 1.08s 0.86s 3 Fast / 2 Strong Warlock - Low Health training, 235EHP 1.08s 0.86s 3 Fast / 2 Strong
Nice. But why are the Heavy Ordnances the most resilient ones? Shouldn't GAs be the most resilient ones?