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It is time to let "5 Aces" go...

 Post subject: It is time to let "5 Aces" go...
PostPosted: Fri Feb 10, 2006 2:05 pm 
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Quote (Hena @ 10 Feb. 2006 (10:51))
Quote (Tactica @ 09 Feb. 2006 (22:07))
Quote (Hena @ 09 Feb. 2006 (11:05))
I would have no problem with overly good plane. 4+ RA, with 45cm TK(d3) * 2 at 3+ main guns. Just make sure the cost is 600 then per plane :D.

I realize your comments were in jest.

Note though, *IF* CS applies one of his recent comments to playtest, we might just have something that does cost 600 points for the AX-1-0, it will be far better than the stats you quote though for that price. (see 2x Moray - Manta! for equivilent firepower range)

I believe CS said something about the AX-1-0 being akin to a A reverent or reaver not to long ago if he had his way? (something like that!)

Well there was nugget of truth or how I perceive things anyways. The point being that of course there can be a very good flyer. Exceptionally good as well. As long as the cost reflects it. I wont comment on how well the 4.3.3 version reflects it here again.

With flyers it is good to remember that the cost should include the movement and immunity to non-AA weaponry (as they are not as common as ground targeting weapons). So flying warlord titans cost should be a lot higher than 850...

I won?t start below an Imperial Flying Fortress ( aka Imperator Titan )

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 Post subject: It is time to let "5 Aces" go...
PostPosted: Fri Feb 10, 2006 2:08 pm 
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A curious post, perhaps showing I'm crap at internet communications.

TRC was on one of his AX-1-0 rampages


Sorry if you think pointing out a flawed designed is going on a rampage - think how PG must have felt, even if that was a bit more clear cut.

TRC didn't like that statement, specifically I said the AX-1-0 is neutered from core design (snip) TRC then challengest hat the AX-1-0 has been neutered from Core design...


I have to say Tactica I haven't a clue what the 'core design' was for the plane, not understanding how 40k works and to date being familar with a design process thats takes a concept (in this case a flier that can go and make daring strikes on enemy warengines) and turns it into rules.
Hence my question, it wasn't a challenge merely an attempt to find out what this was in the past, me having spent my last lot of playtesting with the Titan and Chaos lists.

Indeed from the comment further reduce the armour have I missed another bit of history where it had a lot more?

He didn't respond once the info was provided. (big snip) I further explained how Aircraft rules in 40K cover that as well... he didn't respond.


Is this a netequit thing? I was under the impression that you don't comment on an answer you have no reason to doubt (you knowing 100% more than me when it comes to 40k, the Taros campaign etc), especially in a thread that suffers a bit from having a lot of posts.

He then digressed and made the claim that 40K aircraft rules were inferrior to E:A. He then used that as a basis for his argument that we cannot take 40K planes and convert them over to E:A.

Sorry - I made two sperate points, I should have made that more clear.

The first was the 40k air rules seem a bit poor (I had visions of MBT's shooting down aircraft).
The second was a point I've made a lot for over a year and that is you can't take a plane from 40k over to epic weapon for weapon as you can with say a tank. The air rules are different and don't take it well. This isn't based on an assessment of the 40k rules but experiencein trying to do just that.

Its going to get to the point to where it's not a SHT or Titan hunter pretty soon.

Before you bore of the topic entirely, try approaching from a different angle. If you were going to design an imperial plane that hunted WE what weapons would you give it, and how tough would you make it - bearing in mind that the marauder is apparently tough enough the hunt starships.

I would have thought one thing is needed to be such a hunter - a weapon that can kill them in one go. Such a weapon is a TK gun or guns giving the chance to do 3 points of damage - an instant kill.
You have to ensure that it can deliver the weapon. The two choices here are to make it tough enough to survive a fraught attack run - or enable it to be fired as a stand off weapon not endangering the bearer.
One is armour the other range - the Epic system of defence works better the closer the enemy plane is and the further it is away from its own flak cover.

Currently the plane has a weapon load out that is not capable of knocking out a WE in one turn (unless you are really really really lucky), is armoured to the extent as a pair it is far too tough to point reasonably cheaply, with single activations raising other problems, and its range is such that it is rarely in the right place to be bought down when used by players who are very good with aircraft.

I would have thought my above suggestion - a weapon that allows it to kill a WE in one go, armour and hits that allow it to be fielded in a pair and retain a very high survivability, a weapon that exposes it to danger making it easier to counter and finally a cheaper cost making it more viable as the specialist weapon it now is - fits the core intent if not the core 40k stats quite well.

Defending core design at nauseum is silly and taxing. It typically only serves to educate the challengers of the list, not the fans IMHO.

I do think some of the people here who like the Tau very much are suffering from a certain blindness similar to what I had with the siegemasters. The plane is extremely good, and if you are very familar with air power exploitable in the vast majority of cases.

I do wonder what reaction to it would have been like if it appeared out of the blue in the chaos space marine list, the Helltalon there got the same reaction from me - and yet it was still easier to counter than the AX10 having a mere 15cm range with its bombs and a save of 5+ with only one damage point.

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 Post subject: It is time to let "5 Aces" go...
PostPosted: Sun Feb 12, 2006 2:19 am 
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General points on aircraft ranges. (I'm sure ginger could say more on this.)
Its a different platform for the weapon. You are either very high up and so shooting at a longer range, or very low down, in which case you have a very short period to aquire [...]Compare something like an MG, on land you have an effective range of up to a mile with some models and calibers, mount 4-8 on a fighter and it is closing to 1-200 yards to fire in an aerial combat.

Apparently these design considerations were not taken into account with the Thunderhawk's Battlecannon, 75cm both on the ground and in the air.  Or the Twin Lascannon on the Marauder.  Or the Multilaser on the Thundebolt.  Or the Shiruken Cannon, Bright Lances, Scatter Lasers and Pulse Lasers on all the Eldar aircraft...  I take it I make my point?

Apparently, in all the published lists, weapon ranges in the air and on the ground remain the same for weapons (except heavy bolters).  I doubt that was by mistake.

Perhaps you have another explination why you think a Railgun should lose 60% of its range vs. ground targets when mounted in aircraft, but an Ion Cannon only 25%?  Something better than "Anything goes in %gamesystem%", please.

Also one must take into the account the mindset: "Well, if I gotta fly within 30cm of that Warband to hit it, and I'm gonna get shot at anyway, I might as well barge in and snipe the Nobz!"  45cm provides an option over this (universally agreed?) cheezy tactic.


I have to ask :) So it should be able to be immune to flak to ensure people aren't tempted to abuse it?

I clearly stated that it only provided an option, for example:  We cut the RGs down to 30 cm, now I engage a warband w/ flakwagons with a TS (Absence of more viable targets, yadda yadda).  I'm gonna get shot at anyway, so why stay on the fringes and shoot grots when I can dive in, get shot at THE SAME AMOUNT, and kill a higher value target.  Taking a higher risk, get a better reward.  Now, if we stay at 45cm, I might find it worthwhile to nip at the edges of a formation and avoid some flak;  Lower risk, lower reward.

Now, I have to ask:  Is being required to fly directly into clouds of the crudest, most short-range flak "balance"?

Moving on...
bearing in mind that the marauder is apparently tough enough the hunt starships.

I think your mistaking it with the IN's Starhawk Bomber, which is a different kind of animal.  TBolts and Marauders are atmospheric craft, if I'm not mistaken.

BFG Rulebook says "Starhawks [...] carry a heavy payload of plasma bombs and armor-piercing missiles..."

Kinda picking-nits, I know, but...

And then...
I would have thought my above suggestion - a weapon that allows it to kill a WE in one go, armour and hits that allow it to be fielded in a pair and retain a very high survivability, a weapon that exposes it to danger making it easier to counter and finally a cheaper cost making it more viable as the specialist weapon it now is - fits the core intent if not the core 40k stats quite well.

Erm, a fully shielded Warhound killed in one salvo (as clearly shown in the only A-X-10 sighting we've had) would take 5 AT shots, all unsaved (if applicable).  Both the 4.3.3 version and both of your proposed versions are only capable of generating 4 "AT" hits.  Your versions is more specialized towards killing WEs over AVs, but they are not any "better", and lets not pretend any different.

Another Taros campaign fluff note:  Baneblades and other non-titan WE's were present, active, and engaged on Taros, but the A-X-01 only came out when the Titans made their one and only appearence.

The A-X-10 is a Titan hunter, not a WE hunter (the main difference being shields).  We should align it so.  That means the ability to strip a Warhounds shields and take all its DC, w/o any crits, in one turn (even if we have to roll all sixes :p ).

Lastly, since you never adressed this:
...however it is only slightly more vulnerable to CAP...
Disagree.  Much more vulnerable.  The possability of a T-Bolt squad going HTH, braving the single 15cm 6+ AA shot back from the TS, and downing 1 TS with 4x AA4+ (Intercept giving +1 to hit) is quite high, and quite acceptable.  Even doing 1 point of damage, next turn the TS activates on 4+ (2 +1 for BM for coming under fire, +1 for BM for taking damage) , not very reliable, and with this "package deal" proposal including a 0-1 limit, that means all your A-X-10s stay out of the action for a turn.  Come under flak fire while inbound (unlikley) or outbound (quite likley), thats 1 more BM, activation on 5+.  Leave a table edge other than your own, a fair probability, 1 more BM, and now its 6+.

So, 4 4+ AA shots from 1 Cap squad of Tbolts, say half hit, thats the odds.  2 Hits, 5+ save means that 1/3 are saved, that the odds.  So 1 Cap Squad of TBolts places 2 Bms on our 1 TS squadron, now its in danger of not activating next trun, say 50% chance of failure, thats the odds.  IF it suffers no more attacks, no more damage, and no more BMs.  Plus, it can crit, though unlikley.  Dont gotta kill it to keep it out of a good chunk of the game, anyone using a Manta can attest to the truth in that.[/quote]
...But later on you said this:
Is this a netequit thing? I was under the impression that you don't comment on an answer you have no reason to doubt
Can I assume the same applies here?  :p

I do think some of the people here who like the Tau very much are suffering from a certain blindness similar to what I had with the siegemasters.

I know you are not accusing everyone who "dare" disagree with you of "blindness," but I think that warrants an apoligy.  You should HOPE that your fellow play-testers are as dedicated as you are, if not more.  Debate, testing, and compromise will get us to our goal.  Mass agreement with any viewpoint (Mine, yours, whoevers) without testing will not.  :angry:


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 Post subject: It is time to let "5 Aces" go...
PostPosted: Mon Feb 13, 2006 2:50 am 
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Hi Heckler.

I believe TRC has now left these shores, so cannot reply to your points. With appologies if I misrepresent him or others I will try to answer some items raised.

I cannot speak for the THawk - but suspect this was one of the first craft to be designed, and if it was to be presented now, might suffer the same debate, However IMHO the argument is also over the number of long range weapons and their capabilities. The trouble is that although the TS variant is intended to be a Titan killer rather than a transport - its current stats actually make it very good at killing everything else as well!
The TH has 1x AT and max 4x AP - which is much less potent than the current TS variant with 3x MW and 1x AT

However, the main issue seems to be the advent of the singleton variant, which however well intentioned, has actually had the opposite result to that intended. As CS put it - essentially the stats have to drop, the points increase or both.

I think the main thing that has been missed is that on page 7 of this thread, TRC is suggesting that the AX-0-1-0 variant fly as a pair as well as the standard version. IMO, this and the ability to swap the lead if damaged more than offsets the drop in armour and weapon range. So yes the individual A/c is a bit more fragile, but the formation will actually need more hits to entirely stop them.

As for the formation stats, those proposed by TRC, would actually give up to 8x MW hits (on a very good day) more than enough to take out the Warhound, and actually able to take out a weakend Reaver! ?- Much more the specialist weapon that seems to be desired. (IMHO TRC has actually gone over the top by retaining the guided missiles as MW - I would have preferred these to be AT, thus making it primarily an anti armour aircraft!)

Finally, I believe TRC made these and the many other comments with the benefit of games both with me and others, and with his significant E:A experience, so IMHO they were based on reasonable testing (although you and others may disagree).

As his enforced absence means TRC cannot apologise for any offence his remarks may have caused, perhaps you will consider an observation on my part:- that the debate has been very rugged and at times insensitive on all sides - as many have observed.

As a relative outsider to the whole thing, IMO the issue essentially revolves around finding a way to introduce the "Tau" ethos into the E:A system in such a way that it is both recognisable and acceptable to all - without unbalancing the system to the point of collapse. Inevitably this process will involve some "tailoring" to fit the current game mechanics - which can be very difficult to achieve as we have seen. I hope that TRC's reasoned stats and points values on page 7 go a long way towards that goal.

All the best

Ginger





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 Post subject: It is time to let "5 Aces" go...
PostPosted: Mon Feb 13, 2006 7:08 pm 
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OK, lets not go down this road!  :angry:

Clearly something needs to be done about the AX-1-0. I have been looking at it extensively over the weekend and will shortly present my (strong) suggestion for it. It does need examining, and I am using this opportunity to cast an eye over all of the Air Caste units in the list, trying to get a fix in my mind of their role and how they all fit together.

Please be patient. I will now close this thread on the AX-1-0. Please do not start a new one. I will open discussion with the new stats very shortly. In the meantime, there are many other issues which warrant discussion.

Thanks.

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