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Air Caste Units

 Post subject: Air Caste Units
PostPosted: Sun Jan 11, 2009 10:53 pm 
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I think I have to side with Soren on this. I think the issue should either be to WE or not to WE.

Also, it seems like we've fielded the AX at 225 before...though in this list we've probably done just about everything at least once before.   :cool:

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 Post subject: Air Caste Units
PostPosted: Sun Jan 11, 2009 11:38 pm 
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I think they can work either way, but there is no need to bend the rules or come up with anything new, either WE or not.

I don't think I have ever used a Tigershark to deploy drones.  Does anyone else do this?  If it is an important ability it should be kept, but if it is really only there because it can do it, I would drop it as it would make the Tigersharks more consistent with other Epic armies.


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 Post subject: Air Caste Units
PostPosted: Sun Jan 11, 2009 11:54 pm 
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For what its worth a couple of constraints that IMHO should be applied here to avoid Tau (or other races) A/c being overpowered :-
  • AX-1-0 (or whatever TK a/c) must be priced to be 4 maximum (and preferably '3') per 3000 point game to avoid the "5 Aces" style abusive army. This is because ground AA can be shot up with impunity, and CAP (though improved) is no guaranteed defense - especially against DC2 a/c. Basically too many air formations each with powerfull weapons is abusive.
  • If a DC2 WE, then only allow 1 per formation, because a pair can be swapped / positioned to reduce CAP damage as well. Basically it is just too powerfull to destroy or deter as a pair.
  • Weapon ranges really ought to be a maximum of 45cm, and ideally 30cm or less to prevent 'sniping' at ground formations outside ground AA ranges.

For what it is worth, I believe a straight points comparison with Eldar A/c is worth considering, so we are talking formations in the 275 - 400 point range.

However, it may just be worth considering the use of different numbers of A/c per formation to reflect the 'fluff' and desired effects etc. So for example, the Tigershark could be 2-3 normal A/c per formation, while the much rarer AX-1-0 TK variant could be a DC2 singleton 'because of the extra armour carried to ensure battlefield survivability' or whatever reason  . . .

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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 12:19 am 
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Good ideas all the way across Ginger.  One constraint on formation size with Tau aircraft will be how they are packaged by FW.  Formation sizes of 3 are tough on new players as FW packages all aircraft at 2 per pack (although it could be an option for barracudas as that is how they used to come).


Also, for those following the thread I have added my thoughts on the Manta to the first post in the thread.

The Moray is tough for me as I am not sure what role it is supposed to play in the Tau army.  Is it a Warhound analog?  How many of you use the Ion version?  My gut tells me that it is primarily used by players as a TK platform.  Does it need to have both weapon system choices or could we just go with one of them?


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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 12:33 am 
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Quote: (shmitty @ 11 Jan. 2009, 23:19 )

The Moray is tough for me as I am not sure what role it is supposed to play in the Tau army.  Is it a Warhound analog?  How many of you use the Ion version?  My gut tells me that it is primarily used by players as a TK platform.  Does it need to have both weapon system choices or could we just go with one of them?

You are on "thin ice" here Smitty  :laugh:  your questions are at the heart of the 'Moray debate'. Check out the discussions here and  here for starters (though there are other threads too).

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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 1:06 am 
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Quote: (shmitty @ 11 Jan. 2009, 08:41 )

The Manta is a Space Bomber and Troop Transport that is also used by the Tau for groundside fire support.  It is a Heavy Troop Transport, differing from the Orca in the scale of what it can carry.  I do not think that it is an Assault Transport like the Thunderhawk, although it can operate in that capacity, it does not seemed designed for that task.  Despite its size and capabilities the Manta seems to follow the same basic weapons layout as the Barracuda and Tigershark.

From a fire support standpoint, it is described as being similar to a titan.  Up to this point it has been represented as being on the Warlord scale.  Which I think has a lot to do with the size of the model.  However, this has caused it to be a bit over represented and to have a very high cost.  It is a beautiful model and I think a cost reduction would help it to hit the table a bit more often.  So, following the suggestions of others, I would like to see it somewhere in the range of the Reaver Titan in terms of firepower and survivability.  That would allow it to cost in the 700 point range which would be much more playable.

A few notes about Manta's from reading IA3.

"The Manta is the Tau's closest equivalent to the Imperium's Titans or Ork Gargants, and carries comparable firepower."

As well as it's own cockpit, each Manta also contains a sophisticated command bridge. From here a Tau commander can oversee battlefield operations."
IA3 pg208

FW say quite clearly that Mantas are Titan equivalents. They are also able to control the battlefields and as such could have a 100pt upgrade to have the Tau Supreme commander ability added (rather than/in addition to the Scorpionfish upgrade).

A Manta attacked the Elysians at Hydro Plant 23-30. It swooped down low and pinned the defenders down using it's Burst Cannons (pg119) allowing other ground forces to move in to attack (a combined assault?). This image does not fit with an aircraft straffing attack but a hovering sustained attack.

"supported by long ranged fire from Mantas hovering on the distant horizon"
IA3 pg146.

As to why Mantas weren't used to kill the Warhounds, they were probably  being used to ferry troops/equipment around. The AX-1-0 were fine for killing Warhounds but if there had been Battle Titans present, I believe the Mantas would've been there too. IA3 clearly states that Mantas are front line fighting machines.
"It is well armed and armoured for use in frontline combat, where it is expected to deploy as an attack craft."
pg208.

And

When Imperial Titan's formed a spearhead on Dal'yth Prime, Manta's were used to combat them.
From the Tau 40K Codex.

Copied from previous posts on similar threads. I've repeated it here so all are familiar with what a Manta's abilities are supposed to be.

What would your critical be for the Manta shmitty?

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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 1:14 am 
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Quote: (Onyx @ 12 Jan. 2009, 00:06 )

What would your critical be for the Manta shmitty?

I knew I was forgetting something... :sulk:

Hmm...The current Crit is way too soft.  Off the top of my head loss of the Deflector with additional hits doing a point of damage, but I would be open to other suggestions.  I will playtest it that way for now.

Thanks for posting over that info.  Do you think my stats fit within those descriptions?


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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 4:29 am 
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@Ginger,

I was right there with you up until this:

Weapon ranges really ought to be a maximum of 45cm, and ideally 30cm or less to prevent 'sniping' at ground formations outside ground AA ranges.


Aircraft just aren't going to fly into flak knowing that it's going to shoot them down. That is tantamount to going on one way missions everytime you take off. Even if you could convince your pilots to do that (which in a modern airforce you won't), attrition alone would cause your air forces to become combat ineffective in a very short period of time. I just don't see the <30cm a/c ranges as passing the smell test, especially for the specialized weaponry that we are discussing for the AX-1-0.

@Shmitty, I went through IA3 to see if I could find that quote regarding Tigersharks escorting Mantas and I was incorrect. The quote on the picture showed Barracudas. However, the fluff text was quite specific about calling the TS a fighter bomber, though in actions during the Taros campaign it is described performing bombing missions as the first responders when something out of the ordinary takes place (e.g. the Elysian drop on the Hydro plant). I suspect that the real reason they are described as a fighter bomber is that they were described as being much more maneuverable than the IN equivalent Marauders and I suspect, because they are just as fast as the Barracuda (2100 kph). Still, looking at what they actually did in the campaign aligns more with interdiction and I would therefore consider them a bomber, a fast one, but a bomber all the same.

As far as the transport of drones goes, in earlier versions of the list, some people used to use the drones to set traps (i.e. no where to retreat) for units that were then engaged by the a/c. I don't know if the rules still support that type of play. I have yet to see anyone use them as drone droppers, but I don't run into that many people who play Tau.

As far as the Manta goes, looking at the summary of information that Onyx provided only shows that it is a craft that has many capabilities and thus can be used to support a battle plan in many different ways.

On Taros, Mantas specifically:

1. Bombarded cities
2. Transported troops directly into action
3. Support assaults
4. Provided long range fire support

If you add that it is also capable of operating in near space and engaging enemy spacecraft, space fighter, and space bombers, then what you have is a very complicated piece of equipment.

My two yen on this is to give it the weapons it should have with agreed upon ranges, it has  transport capability already defined, it has a decent FF value and cost it accordingly. There have been many attempts to get the Manta to fit into one box or another, trying to minimize some of its capabilities in order to emphasize others, but what it really comes down to is this......it is what it is. A multi-capability vehicle that doesn't really fit any one perspective or in Epic very well because it seems to be designed to accomplish so many things.

So short of getting rid of the free planetfall for the Manta, not that I don't like it, but it really does cause more debate than it is worth, I say give it what it has and be done with it. If it ends up in the 750-850 pt range, then so be it and let's move on.

From there, the Moray can become a lot easier because it essentially turns into half a Manta, without the transport capability. I would even go so far as to say, don't have two versions of it, just give it half of the Manta's weapons and be done with it.

Then the AX-1-0 becomes the Titan and SHT killer FW described it to be (225-ish pts), the Moray becomes a mid-level heavy gunship (300-ish pts), and the Manta sits on the top of the food chain being able to perform assaults, transport, and take on the big boys.

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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 10:05 am 
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Quote: (Onyx @ 12 Jan. 2009, 00:06 )

A Manta attacked the Elysians at Hydro Plant 23-30. It swooped down low and pinned the defenders down using it's Burst Cannons (pg119) allowing other ground forces to move in to attack (a combined assault?). This image does not fit with an aircraft straffing attack but a hovering sustained attack.

"supported by long ranged fire from Mantas hovering on the distant horizon"

IA3 pg146.

As to why Mantas weren't used to kill the Warhounds, they were probably  being used to ferry troops/equipment around. The AX-1-0 were fine for killing Warhounds but if there had been Battle Titans present, I believe the Mantas would've been there too. IA3 clearly states that Mantas are front line fighting machines.
"It is well armed and armoured for use in frontline combat, where it is expected to deploy as an attack craft."

pg208.[/quote]
Quote from the 3rd ed Tau codex:


It is a dropship, several times larger than a Thunderhawk Gunship, which is capable of operating as either a skimmer or a flyer on the battlefield.

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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 3:09 pm 
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Guys, my points are purely about game balance

Honda, I still have nightmares  :laugh:  about the "5 aces" use of AX-0-1 for 175 each against my Eldar and Marines. As Hena says, with 45cm weapons all round they easily suppressed or destroyed all ground AA, and were tough enough to ignore most CAP (except nightwings as I recall) - and the results were brutal to say the least.

Hena, regarding paired WE there are two related issues relating to the survivability of the formation.
1) You need to kill 4 points of aircraft, where most AA usually only gets 1-2 hits. As these are spread out over the formation, this is not enough to stop both a/c from completing their mission and indeed may not be sufficient to stop them returning next turn.

2) DC2 aircraft can fly 10 cms apart which potentially allows the rearmost A/c to shoot any enemy attacking the front A/c. This in turn forces enemy CAP to be positioned such that any hits are allocated to the rearmost A/c first. Assuming only one hit was scored in a previous turn, by putting the damaged a/c in front, it makes the formation that little bit more survivable. Not game breaking in itself, but it does mean that a pair is more durable than two singletons




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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 6:58 pm 
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Hena and Ginger, interesting discussion.  I think if the Tigersharks (both models) are WEs then they should fly solo only.  For the reasons that you both mention and that there are no other examples of WEs that fly in formation that I can recall of in other armies.

Of course after some thought I think they should not be WEs and fly in formations of 2.  Right now, the only official WEs that fly are heavy transports like the T-Hawk, Landa, and Vampire.  It makes more sense for both models of Tigershark to be just Bombers and come in formations of 2 I think.

Hena earlier you said that 350 for a pair of non WE AX-1-0 was too expensive.  Could you elaborate a little please?


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 Post subject: Air Caste Units
PostPosted: Mon Jan 12, 2009 7:05 pm 
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Zombocom - I am not sure what you were trying to highlight out of Onyx's post, could you ellaborate?

but what it really comes down to is this......it is what it is.


Honda - I am actually pretty satisfied with my representation of the Manta as being "what it is".  The weapons are equivalent to what the 40k version has, 5+ armor matches up pretty well with its 40k stats as well.  It is equivalent in firepower and survivability to a Reaver Titan, which is a front line battle titan, while having the ability to deliver troops in an assault via Planetfall and support them with 8 FF dice.  It is less powerful than the current incarnation, but I think that is a good thing and at 700 points I believe it priced fairly and at a cost where it will see use, but not be a no-brainer for inclusion in a list.





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