Quote: (Dobbsy @ Sep. 27 2009, 00:08 )
Terminating a terminator a turn does not equate to winged death to marines and completely wastes its points cost. Again another argument in my favour. Who would spend 350 points to kill one marine unit a turn? The squadron is already wasteful if you come against a marine army without WEs let alone that it risks being shot down by Thunderbolts. You're better off not bringing it on board at all than risk that. Which again means it's points are wasted. See the pattern?
I would. Two reasons - over teh course of the game I'm making my points back and more importantly I'm not loking for points parity. A lot of units have an enabling effect on others and are not game winner. Terminators can be game winners. Knocking off 1-2 out of the formation and reducing it to a nusiance is right up their in my book. Course I'd prefer to blow away a thawk or LC, but in their absence a terminator is more than sufficient compensation.
Quote:
Quote:
Against Eldar I would at best hope to force the nightwings to go on CAP and trying to maintain an activation advantage so if I do have to fly I do so after them. On the plus side Nightwings cost 300 points per flight.
Well if they're on CAP they're waiting for you to activate so no help there.... Plus Nightwings for
300 points will eat the AX1-0 for breakfast with 2x 30cm AA4+ on intercept. You don't even have reply flak from the Tau plane against those as it has a 15cm range and AA6+.
Big surprise, 300 points of interceptors can down a similar pointage of bombers? And if they are on CAP I have two viable choices. 1) Stand Down. If you are hung up on points that's a near equal trade off and further might encourage a ground attack with them next turn. 2) Limit my attack to an area covered by a couple of Skyrays/other flak. Sure they will dive in but I've a chance to blow one away before hand.
Quote:
That's correct but 2 Fighterbomber Skwadrons would be more than enough to account for the AX1-0 unless you spend more points on Barracudas thus reducing your ground effectiveness.
Again I'm not really seeing the problem. 300 points of fighters coming in, 'cept this time the poor things have a 15cm range.
And yes, if you are making air a major component you have to support it. I wouldn't get a marauder squadron and expect miricals, I would expect to have to support them damn well to get anywhere.
Quote:
Sure if you'd rather blow 700 points than take a strong ground force to win a game, that's a fair option. Manta isn't worth taking unless it's in a bigger points game. At 3k it's a massive points sink for a 1 TK shot weapon per turn. It's worse than taking the AX1-0... ÂÂ
I would say the opposite. In a large point game there are counters galour. However in a small game there is one or two and you have the whole first turn to try and blunt them before you land (supported by a couple of TK lance shots from orbit).
350 points. Here is an odd comparison, considering if you have a-10s I have to jump through hoops to protect my high value assets, what causes more disruption. The threat of the flying tk's or teleporting terminators?
Quote: (stompzilla @ Sep. 27 2009, 02:33 )
Just how many of the vocal majority actually play epic on a regular basis, against other people, in real life (I.e. not Vassal), play Tau or more importantly actually use the AX-1-0?
A fair few, sadly I'm stuck on vassel currently being in india, but I've won the odd tourney, done a bunch of bat reps, that sort of thing. Actually vassel actual ensures more batreps as the damn thing records where at a club night say I invariably forget to take pictures.
But otherwise you have a point, the tac com board is a strange amalgamation of players who play two of three times a week down to once a year and of course a wide range of experience and ability.
Learn to play is somewhat harsh but has a grain of truth. Air is a tough aspect of the game to use and even tougher to balance. You can see the 'historical' progression of air prevailance on the EpicUK site as steadily more and more air assets turn up as people come to see more utility from taking them. Likewise if the old design forum was alive you would see one by one players twigging how to get more out of air, swiftly followed by complaints from regular opponents.
I remember ardent debates with whole gaming groups chiming in that thunderbolts were useless and air assaults marginal.
Quote:
Yes, the tone of this post is quite angry and the reason for that is that it's quite f*cking frustrating to raise an issue and be dismissed out of hand by people who have no actual experience of what they are talking about.
*Storms off to find nicotine*
I feel it has not yet reached the BlackLegion army of WE/MW/IC level yet. It may have reached the level of annoyance that the original A-10 stats caused (and of course back then people were saying it was awful, couldn't do anything, make it better). For reference (and a laugh) they were I believe War Engine, Save 5+, DC 2, crit destroyed, 2x Light Railcannon (45cm MW3+ Titan Killer 1), Burst Cannons (15cm AP4+/AA6+), Missiles (30cm AT5+/AA5+), Guided missiles (45cm MW6+), 175 points for 1
Quote: (stompzilla @ Sep. 27 2009, 03:01 )
I could even live with a drop down to TK(1) as long as the survivability of the unit is given a slight boost
What would you propose remembering its the same airframe as the tiger shark?
Oh another bonus of Vassel, I might get to give Dobbsy a game one day

_________________
If using E-Bay use this link to support Tac Com!'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x