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Comments on v5.0

 Post subject: Comments on v5.0
PostPosted: Fri Mar 13, 2009 6:39 pm 
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I think this philosophy needs a critical review.


Ok, that's a fairly strong statement. Why does the list, which by the way has not deviated in its general design for several years, need a critical review?

And by that, what do you mean by critical review? Decisions by consensus? We've done that, that's why we're where we are. Polls? I don't think that is effective either.

Please elaborate.

Mechanization is not a core feature as the list stands.

I don't understand this statement either. According to Dictionary.com:

4. Military. to equip with tanks and other armored vehicles.

That is exactly what we are doing. We are setting a foundation for the list that includes a high degree of mechanization. That has been stated as early as v.2+

I went back through all the posted batreps for almost a year and out of all of them there was only one Tau army that had more than one mech FW formation, and that was done with the FW list.  You might think that's due to an overall low number of FW formations taken (due to perceived balance issues), however, several of those lists had multiple footslogger FW formations.

Not to disparage the effort that you went through, but considering the extremely low amount of playtesting that has taken place in the past 18 months, that information doesn't mean a whole lot.

You would have to go back at least 2 years or more to uncover a reasonable amount of testing in order to support such a statement. In fact if you did, you would find that a high percentage of players at that time were taking heavily mechanized lists, using the definition stated above.

So to be equitable, a broader range of sampling is necessary.

I think the reasons for this are obvious.  Working in coordination with battlesuits that move 15-20cm, the speed of Devilfish is a waste.

Well, first off, Crisis suits are not exactly what you would call an armored vehicle. The DF speed is well matched with the other mechanized elements in the list like Hammerheads, Stingrays, Piranhas, Tetras, and Scorpionfish.

So if you are saying that footslogging infantry's speed is unequal to high speed grav vehicles, then I'd have to plead guilty. However, I don't think that the comparison is justified. That's like saying that Biker mobz (or whatever they are called in the Ork list) don't coordinate well with foot mobs.

Obviously, using Kroot has the same sort of restriction.  Working with armor cadres and missile support in a static gunline, the speed of Devilfish is a waste.

Okay, so then don't take the Devilfish. I'm not seeing where the issue is.

If you want to use any sort of GM force (armor gunline or air caste) the need for mobile MLs is better filled by separate Recon and Pathfinder formations than by mech FW with ML units attached and if you have those fast formations, then you don't need fast FW.  You need the FW to provide bulk and holding power (as much as the army has, anyway), i.e. footsloggers.

I'm not trying to antagonize you, but I really do not understand what your point is.


The only way I see for mech FW to make sense is an army built entirely around them.

I think this statement is more of a design philosophy. I guess we just have different philosophies on this.

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 Post subject: Comments on v5.0
PostPosted: Fri Mar 13, 2009 7:40 pm 
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Honda: In the context of EA, mechanised means infantry mounted in AV transports, e.g. FW in Devilfish.

I agree with Neal that the current list doesn't reward this style of list.

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 Post subject: Comments on v5.0
PostPosted: Fri Mar 13, 2009 7:51 pm 
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Quote: (Honda @ 13 Mar. 2009, 17:39 )

Ok, that's a fairly strong statement. Why does the list, which by the way has not deviated in its general design for several years, need a critical review?

And by that, what do you mean by critical review?

Sorry.  I probably could have chosen better vocabulary.  I meant critical in the sense of "looking for flaws" not critical in the sense of "RED ALERT!!!"

As to why I think it needs a review, the list as it currently exists seems to diverge from the stated intent of a mech infantry focus.

Mechanization is not a core feature as the list stands.

I don't understand this statement either. According to Dictionary.com:

4. Military. to equip with tanks and other armored vehicles.

That is exactly what we are doing. We are setting a foundation for the list that includes a high degree of mechanization. That has been stated as early as v.2+

By "mechanized infantry" I'm referring to infantry accompanied by transport.  The way I'm looking at it, mechanized Fire Warriors can be viable in the army configuration, but only if they are the primary focus of the army.  With anything except primary mech infantry, it isn't good.  That means the choice is heavy mech with lots of FW/Devilfish or very little.

Maybe it's just me, but all-or-nothing mech infantry doesn't make mechanized infantry a "core feature" of the army.  It's a possibility but not a terribly flexible one, which seems to put it further outside of the core concept.

Obviously, using Kroot has the same sort of restriction.  Working with armor cadres and missile support in a static gunline, the speed of Devilfish is a waste.

Okay, so then don't take the Devilfish. I'm not seeing where the issue is...
I'm not trying to antagonize you, but I really do not understand what your point is.

The point is that mechanized Fire Warriors are not a "core feature" as intended.  They are a niche product.  In most of the Tau army configurations the footsloggers are a superior and more flexible choice.

The only way I see for mech FW to make sense is an army built entirely around them.

I think this statement is more of a design philosophy. I guess we just have different philosophies on this
No, it's not a difference in design philosophy.  I wasn't commenting on the design intent at all.  I am strictly referring to the strategy involved in selecting an army to play from the 5.0 list.  Under a 5.0 list, I only see one army configuration to make mechanized FW work, while there are lots of ways to make footsloggers work.


How do you use mechanized infantry in your army lists, Honda?  Do you integrate mechanized fire warriors into anything except a majority mech-FW list?  If so, how?  What do you use them for?  What combos work with mech FW and how do you set them up?

===

As far as batreps, I went back to 2006 and found just one report where the Tau army had more than one FW formation in Devilfish.

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 Post subject: Comments on v5.0
PostPosted: Fri Mar 13, 2009 8:42 pm 
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Umm, I am probably way out of line here, but doesn't the 5.0 list provide flexibility above everything else; indeed I thought that was one of the general critisms of the Tau list. As Neal says, you seem to have various choices for 'footslogging' armies with various degrees of heavy or aerial support, or you can go for an entirely mechanised force built on AHMC and Tetras etc. with all shades in between. (Note I am not commenting on the viability of these armies).

It seems to me that the player is (rightly IMHO) given the choice of how to equip the various formations via the upgrades, and has to find that point between maximum formation numbers that may not individually be too capable, and fewer but stronger formations that have multiple capabilities. Consequently to the uninitiated, the list seems to be just about there bar some minor tweaks (eg removing the HHead support formation). So what am I missing here?

Neal, are you pointing out that the FW cadre is not that good in the various roles you mention compared with say the Battlesuit cadre; or are you suggesting that we still need to find ways of encouraging more FW cadres to be used (perhaps by making the Battlesuit cadre a support formation)?




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 Post subject: Comments on v5.0
PostPosted: Sat Mar 14, 2009 1:55 am 
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Ah... I see Neal's point now.  Since I was always taking 2 FW formations or more, with other formations in pairs, I didn't see what he meant.

There is no viability in only taking *one* mechanized FW formation.  You *really* need 2 or more formations.  All of a sudden, you're spending 800 points on FW to have an effective force (OK, 600 if you don't take the PF upgrades that make them even more useful on the attack).  That's a little over a fourth of your points minimum, closer to a third of your points if you're playing 2700 (the old E:A tourney standard).

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 Post subject: Comments on v5.0
PostPosted: Sat Mar 14, 2009 7:53 am 
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I think one FW formation would still be a solid one. I don't see what the big deal in taking only one formation of FW + PF is. You get a formation that can co-ord fire with any other formation. That means you only need to spend 400 to be very useful.... Add a stingray or a hammerhead formation to the co-ord equation and you'll be hitting that enemy formation very hard. Call a Stealth formation to the mix and you'll get a co-ord that is putting a nasty amount of Disrupt on the enemy (provided the FW get that change in 5.1) heck I think it possible it could almost break a decent sized enemy infantry formation outright


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 Post subject: Comments on v5.0
PostPosted: Sat Mar 14, 2009 11:05 am 
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Sorry.  I probably could have chosen better vocabulary.
I meant critical in the sense of "looking for flaws" not critical in the sense of "RED ALERT!!!"


Ok, no prob. For a minute, I was thinking, "Wuh-wait a minute, that's what the peer review
was for.

As to why I think it needs a review, the list as it currently exists
seems to diverge from the stated intent of a mech infantry focus

Perhaps, this is where some of the confusion is coming from. I never made a comment about
a mechanized "infantry" focus.

What I said was:


Fair enough. Perhaps this hasn't been formally stated
enough, but I and CS do not see the Tau as a foot slogger
army. It is our intention to deliver something that is close
cousins to say, an American Armored Cavalry regiment.

Mechanization is expected to be a core feature of the list.


So the emphasis is on mechanized operations, either tank heavy or mech infantry
heavy. The "assets" (i.e. formations) are allocated based on the type of mission
being undertaken. Heavier terrain, nearby units include infantry, then go with
an infantry heavy mix. Wide open spaces or, the mission calls for deep penetration
into the enemy, take an armor heavy mix.

The whole operational idea revolves around how you put your assets together. What
it does not force on the commander is a static composition of forces so that no matter
what your orders are, you still show up with 6 infantry companies and three tank.

That is the concept that we are attempting to build into the list...or should I say,
the capabilities we are trying to build into the list.


By "mechanized infantry" I'm referring to infantry accompanied by transport.  The way
I'm looking at it, mechanized Fire Warriors can be viable in the army configuration,
but only if they are the primary focus of the army.  With anything except primary mech
infantry, it isn't good.  That means the choice is heavy mech with lots of FW/Devilfish
or very little.

Maybe it's just me, but all-or-nothing mech infantry doesn't make mechanized infantry
a "core feature" of the army.  It's a possibility but not a terribly flexible one, which
seems to put it further outside of the core concept.

also you commented

Under a 5.0 list, I only see one army configuration to make mechanized FW work, while
there are lots of ways to make footsloggers work.


So with the previous statements being made, perhaps they will shed a little more light
on your questions. The idea is not to "feature" any one kind of unit (e.g. mech infantry),
but to provide capabilities that the individual can tailor to a set of objectives.

That is one of the inherent advantages of an ACR. From an opponent's perspective, you
can't necessarily determine what its objectives are based on the fact that it is present, like
you might if you ran into a foot infantry regiment. There's only so much you can do with
foot infantry. Instead, you as the opponent, have to learn what its composition and
capabilities are in order to try and discern its intent.


How do you use mechanized infantry in your army lists, Honda?  Do you integrate
mechanized fire warriors into anything except a majority mech-FW list?  If so, how?
What do you use them for?  What combos work with mech FW and how do you set them up?


Well, I'm not sure how I play is necessarily going to provide the insight that you are looking
for, as I am not what I would call a tournament player. I play more for fun, though I do play
very hard, but more within the character of the Tau. So I don't do some things like...I never
defend my blitz because the Tau don't defend terrain features, it's not in their psyche. They
seek to maneuver for an advantage and then degrade the opponent's operations through fire
discipline. Very ACR-ish to me.

Below is a typical list that I would play that has mech infantry in it. It comes from an
earlier list, when Stingrays were stronger, but for the most part, it should be reasonably
capable of being fielded in the v5.0 list.

2 x Fire Warrior Cadre, w/Devilfish + IC-HH upgrade
2 x Piranha Contingent, + Piranha upgrade, + Tetra Upgrade
1 x Stingray Contingent + Stingray upgrade
1 x Armored Cadre (IC-HH) + IC-HH upgrade (BTS)
1 x Armored Cadre (RG-HH)

These are comments that I added in the battle report against Orks:


I took some chances with this list. I continue to develop how the Piranha Recon
units work in conjunction with heavier armored assets. I decided to not take a
Supreme Commander, War engines, or Networked Drones for the AHHC and use those
points to put more firepower on the table. Time would tell as to whether or not
that was a wise choice. I was also cognizant of the fact that I didn’t need the
toughest tanks around, just lots of shots, hence my decision to take mostly Ion
Cannon Hammerheads so that I could switch back and forth against infantry and
armor as needed.


Since I new that I'd be facing a lot of big Ork formations and that my opponents
plan would be to hem me in and push me off the board, I opted to use the FWs as
my fulcrum and push hard on the one flank, while holding off at arms reach on the
other side and attempt my breakout. I almost made it, but it was quite a brutal
affair as I remember.

So, the Armored cadres seek targets of opportunity, the FWs follow up in support. The
Recon formation protects the flank and rear.

I don't know if that is what you are looking for.


As far as batreps, I went back to 2006 and found just one report where the Tau army
had more than one FW formation in Devilfish


Well, I'm not going to try to explain why others chose the forces they did. I went back
and looked at my reports and they were mostly from the 2005-2006 period, or at least what
I would call the most active period. I do know that I was playing with more than one, but
I'm only one person. Given that Tau armies are not easy to come by, there could be other
mitigating reasons, such as cost to field.

That being said, is it an indication of the lack of viability of FWs in the list? It is
certainly an indication, but that shouldn't surprise us, people have been saying that
for awhile.

At the end of the day, we're just going to have to test this version. It all comes down
to testing and then analyzing, getting feedback on the results.

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 Post subject: Comments on v5.0
PostPosted: Sat Mar 14, 2009 12:42 pm 
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Quote: (Honda @ 14 Mar. 2009, 10:05 )

At the end of the day, we're just going to have to test this version. It all comes down
to testing and then analyzing, getting feedback on the results.

Well, I've got a game scheduled for this afternoon, what is the likelihood of the newest version being posted in the next couple of hours?

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 Post subject: Comments on v5.0
PostPosted: Sat Mar 14, 2009 12:48 pm 
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as soon as the revised list is out itll be playtsted by me 4 times this week. 2 against freinds and 2 vs my son .we play alot so itll be played atleast  by my piont of view.  but i have to say with all the discusion i have revised my game plan on how to use them.


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 Post subject: Comments on v5.0
PostPosted: Sat Mar 14, 2009 12:56 pm 
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Quote: (ronsandt @ 14 Mar. 2009, 11:48 )

as soon as the revised list is out itll be playtsted by me 4 times this week.

You've downloaded and printed your Game Logs, ronsandt?   :agree:   :))

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 Post subject: Comments on v5.0
PostPosted: Sat Mar 14, 2009 2:23 pm 
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I actually did print out your game logs and I think they were a big help. I hope to write the Batrep today. But its suffice to say for now, that it didnt work out for me as intended. ;)


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 Post subject: Comments on v5.0
PostPosted: Mon Mar 16, 2009 3:04 pm 
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Quote: (Honda @ 14 Mar. 2009, 10:05 )

That being said, is it an indication of the lack of viability of FWs in the list? It is certainly an indication, but that shouldn't surprise us, people have been saying that for awhile.

I don't think it's the FWs in general.  Lots of those army lists had foot FW.  It's mostly the mech that are missing.

FW in Devilfish are a fairly expensive formation and even moreso if you add ML units or attach armor.  They are flexible in their capability but they reduce activation count by a substantial amount, which is a counterbalance to the flexibility of their raw abilities.  In places like the UK, where they focus so heavily on activation count, you can count on them not taking them very often.

I see where you're going with that example army list.  The mech infantry formations in particular should be able to take a pounding and remain combat effective.  Hopefully, they will remain mobile as well.  With the LVs, you've got a split between a substantial maneuver element and a gunline.

I'm a bit curious about how well that type of arrangement would work with the no-fire GMs.  You've only got 2 ML formations (plus the Stingrays, but you don't really want them to charge forward).  It looks like it's going to suffer from the same lack of MLs as I found with my foot-oriented force.  You're losing quite a bit of firepower if you can't get enough MLs into the combat zone.

So the emphasis is on mechanized operations, either tank heavy or mech infantry heavy.


Okay, that looks legit.  I'd be curious to see what you consider a FW-centric mechanized force to be.  Do you think taking more than 2 mech FW formations is viable?

Also, how do all the battlesuit forces fit into the mechanized army scheme?  Or do they?  They're so slow that they really don't seem to go with a mech approach.  However, they are quintessentially Tau.

I play more for fun, though I do play very hard, but more within the character of the Tau. So I don't do some things like...I never defend my blitz because the Tau don't defend terrain features, it's not in their psyche. They seek to maneuver for an advantage and then degrade the opponent's operations through fire discipline.

Same here as far as playing for fun (unless I'm trying to break something, of course).

Maybe I'm just more focused on foot infantry.  For me it seems that the slow, steady pace of moving infantry forward is in keeping with this.  It's not speed-maneuvering like I think you're talking about with the mechanized formations.  Instead it's careful, patient advances.  Rather than "I can concentrate forces where I want" it's more "I'm sitting and waiting and no matter where the enemy goes, I'm there in force."  Of cousre, that means I do defend terrain and objectives, but it's not for the sake of holding the ground.

Foot FWs work really well with the Tau as far as combined arms.  Battlesuits are too slow to maneuver with mech forces that rely on rapid shifts to focus effort.  In contrast, suits are fast enough (especially with the new Jet Pack move) to shift in support of foot infantry to maintain a coherent line.  A slower infantry battle line also keeps armor support moving slower and shooting more accurately.  The cheaper formation cost and higher activation helps the force remain responsive overall despite the slower formation speeds.

To me, that makes the foot troops a more flexible core than mech infantry.  You can use them with battlesuits, with an armor gunline, or with air transport (and to a lesser extent, air support).  Or with a mix of all those things in various ratios.  You get to play with all the iconic Tau units and it generates a very 'patient hunter' feel to it.

The only combo it really loses out on is GM/ML because the ML options don't fit all that well.  You get all this funky cool Tau-ness going, but then the MLs are gone, right when they seem like they would be the perfect addition.

==

Anyway, I think all this discussion actually stemmed from the ML/GM issues.  It has caused several big shifts in style.

When FW had MLs, it made them prickly.  They could approach the enemy on their terms.  If the enemy tried to press the matter, they had to move fast and hard or face substantial counter attack.  Then when they were taken from the FW and the GMs could fire, it was mostly AT fire from Tau armor.  That works, but it's not especially flavorful.  Now, no-fire GMs and a much smaller number of available MLs was definitely a downgrade.  It's difficult or expensive to get enough MLs in the battle zone to count on the GMs.

It may work out, but at the very least it's going to take a lot of games for people to figure out how to make it work.  As of right now, I'm still in the "I'm not sure how I would do this" camp.




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 Post subject: Comments on v5.0
PostPosted: Mon Mar 16, 2009 6:37 pm 
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And for the record, Neal, your thoughts and counterpoints have been very insightful and without trying to sound too sappy, thought provoking.

Not having ever thought of the Tau as a foot heavy formation myself, you brought up some things that we should definitly look into during this test phase.

So please do continue to push back and question. I am quite certain that I don't have all the answers.

Cheers,

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 Post subject: Comments on v5.0
PostPosted: Tue Mar 17, 2009 12:47 am 
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As of right now, I'm still in the "I'm not sure how I would do this" camp.

I've been contemplating exactly this issue. My theory (exactly that) would be a possible bump of ML range to 45cm OR just give all Tau MLs





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