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Airpower, Epic and Tau

 Post subject: Airpower, Epic and Tau
PostPosted: Thu Apr 27, 2006 5:59 am 
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Quote (Tactica @ 26 April 2006 (23:40))
If the question is to say, if I take all infantry IG force with no AA (planes or flak) - which I think meets your question's criteria, and my opponent takes all thunderhawks with marines, landing craft with predator support and marines and finally strike cruisers with drop pods and assaulting planetfalling assault marines - yeah, I think he should clean my clock.

Forces that cannot deal well with h-t-h combat are in for a hurting if they did not take any AA and the enemy comes in via heavy air assets chocked full of great h-t-h elitists by comparison.

One reason i stuck it here is that about the 'type' of airpower the Tau have. Its 'strike' power.

Marines have I think an air 'force multiplier'. This doesn't apply so much to Tau. Sure there is the synenergy between missiles and markerlights (and I like Hecklers suggestion of having all the missiles on the TS's as GM's to enhance this) but otherwise its not like an Orca air assault is that much of a boost to the Tau (hence the low price highlighting as I think many agree the abusability of transports becoming ground units).

The extreme example is a good one. The all infantry force is probably Siegemasters not Steel Legion but either way I would fight it :) Here the marines will be hitting the ground at some point so I get to shoot (3000 points of IG is 12 companies of infantry with 84 autocannons between them plus commissars, Siege it is with revised point costs about 14 companies and 5 lots of fortifications so 126 AP only guns and 14 autocannon) and they have to put themselves at risk to job me.

I agree they would still win, not least because the Thunderhawks as AT targets would be hard to kill whilst nicking all the objectives.

But they at some point are still at risk of dying. Indeed General_Ng still remarks at how I completely fouled up a Marine Air attack on a mostly infantry Steel Legion force with only 2 Hydra losing virtually everyone by the end of turn two (I failed miserably to hit anything from orbit and the air assaults went in against un-bm'ed targets). Would the same marine assault work well against assault specialists like Tyranids?

Anyway the long and short of all that is I agree with the example, but see it as a different kettle of fish as airpower there is a multiplier for the army specialists, not something operating  independantly as a bomber would.

How would you think that an army relying on Bombers for its mainstay formation cope against an 'undefended' force? Would its results be as dramatic as the Marine air assault? Would you expect them to be?

Of course its unrealistic for an army to have no AA (of any type). That is just asking for trouble. But what should be the payoff for an air reliant army destroying the AA it has (assuming its about 10% of the enemy spend)?

With the original 'cheap' Tigershark A-10 the successes largely came from knocking off the flak one way or another with the Tau ground and occasional air troops, then fighting a battle of attrition. Thats a lot harder now (as the last bat rep I got to try showed with an 'optimin' opposition - little AA and lots of WE- the army winning last years CC, didn't give particular stunning results).

I guess what I'm wondering about is how to as a general rule properly intergrate air effectiveness/power/ability with an army in terms of its payoff and possibilities. Straying into what you rightly say we would all like with is general guidance on certain aspects of Epic.

Secifically how to achieve that with a concensus on what can/should be able to be done now (hence the begining questions).

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 Post subject: Airpower, Epic and Tau
PostPosted: Thu Apr 27, 2006 4:15 pm 
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Ok here I go for my first 2 cent about aircrafts. As I'm much newer to this forum than most of you, I'll probably talk about things that have already been debated, so apologizes...

1) on the statement "air units are not as powerful as they should be because epic is a ground war game":
I could agree with that but keep in mind that a plane able to target a formation of for example 20 men (4 units ) is very precise... Furthermore, they reload very fast as they are able to act each turn.
But honestly I'm not very interested to go too much in depth with "epic vs real warfare".

2) aircrafts give you the ability to strike wherever you want and are only hit by AA.
This is powerful, add some possibilities to your tactics, and thus add a new kind of threat to your opponent. For example, you often have to limit the movement/orders of formations with AA capabilities to be able to counter aircrafts attacks.

3) flak can fire on each aircraft formation, the more aircrafts they are, the more they are useful. So, with a fixed and quite low amount of flak you can counter/annoy a lot of points spent in aircrafts.
For me, it is fine as it is, otherwise you would be forced to buy a lot of AA to face aircrafts heavy army. And that would handicap you against armies with no aircrafts. stone/paper/scissors, as it was said...


4) Taking 1/3 of your army in aircrafts is quite extreme. It can work, but should give you a harder time, as you have a limited ground force.


To conclude I'm happy the way it is in the : aircrafts are a good addition to an army, add tactics but can't rule the game. With that said, the following rules make the game more interesting :
- +1 for CAP
- No sniping
- No objective grabbing.


Concerning Tau aircrafts... :
- barracudas: I dont have playtested them yet.
- AX10 : the TK(D3) weapon dont mix very well with the other weapons... Furthermore, I would only field them in large battles, where the 2 pin-point attacks of my hero are not sufficient.
- Orca : nice for air assault/planetfall. Ok for the limitation of 1 per formation that can fit in
- Tigershark : my favorite. I really like the concept of a bomber carrying drones, although I think it needs a little more power to be really worth.

My games have shown that the planes that performed the best were those with BPs. Tau can't have that, but with morays and Hero, they IMHO don't need another TK thing. I would prefer a real bomber, perhaps with guided missiles.


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 Post subject: Airpower, Epic and Tau
PostPosted: Thu Apr 27, 2006 5:42 pm 
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Quote (The_Real_Chris @ 26 April 2006 (23:59))

Would the same marine assault work well against assault specialists like Tyranids?

probably not, but neither would AX-1-0 heavy force from the Tau... or a Thunderbolt heavy force of the IG.

The bug army delivers a nature ability to deal with AA very well in their Zoanthroapes coupled with spawning AA anywhere its needed on the field. Its further amplified by the inability to pick out their synapse as Greg Lane identified. Sniping is relatively impossible as you can't set your plane on the opponent's models (no rule permitting that) and its pretty easy for him to insulate his tyranids well enough. The whole idea of closeset model plays hell on any kind of MW attack too. Then there is the debate of when a 'closest' model in a formation is determined as per aircraft.

In fact, out of the Marine, IG, and Tau examples above, the Marine list with thunderhawks would stand a much better chance than the other two air heavy lists vs. your proposed bug threat.

Multiplier or not - the aircraft transports when allocated to combat oriented lists serve a multiplying effect - we'll agree. However, at the end of the day - we are still talking about airpower having an impact on the game.

Because one version of airpower is payload, another is Cargo, and yet another is measured by objective grab does not mean that each is not relivent as to airpower's effect on the game. Aggregate, Airpower has a huge impact on this game for some lists as it pertains to their deliver capabilities of on board forces - its only recently that lists that do not depend upon combat have need for a different version of airpower - their payload. However, both versions of airpower align well with each lists core design and fictional history.

Airpower is a very VERY big part of this game.



How would you think that an army relying on Bombers for its mainstay formation cope against an 'undefended' force?

Hmm... this is really an open ended question with a multitude of variables.

*If* you are really asking me - should Tau airpower, by way of payload vs. cargo for H-t-H specialists - have an measurably comparable impact on the game, the answer is yes.

Would its results be as dramatic as the Marine air assault? Would you expect them to be?
See above. This question really starts becoming apples and oranges. By results, I assume you mean game end results. The game should be fun for both parties and should not be predetermined by forces chosen. As the game has an army building aspect to it that is arguably as important as deployment and which is arguably just as important as actual tactical/strategic decions in play and of course, none of which are more important than dice-rolling odds being agreeable with your gaming effort - I would say Airpower is Airpower and it should have a significant impact on the game if one player plans for it and takes it - and another player ignores it.

I could say the same thing about a Tau player taking all FW cadres and no AT weapons, then squaring off against a 80%+ AT / WE heavy force by IG, chaos, Eldar, or AMTL though. The point is, if you do not plan to deal with the multitude of variables in war - and you run into a list containing those elements, you are pre-ordaned - you have no answer for that threat. SO you either work around that self induced handicap, or suffer the consequences... which do include a possibility of severe desimation if not annihilation for a general's poor planning and ignorance of potential threats that may be encountered.

Of course its unrealistic for an army to have no AA (of any type). That is just asking for trouble. But what should be the payoff for an air reliant army destroying the AA it has (assuming its about 10% of the enemy spend)?
This question is open-ended and loaded with unknown variables and assumption. I really cannot comment.

With the original 'cheap' Tigershark A-10 the successes largely came from knocking off the flak one way or another with the Tau ground and occasional air troops, then fighting a battle of attrition. Thats a lot harder now (as the last bat rep I got to try showed with an 'optimin' opposition - little AA and lots of WE- the army winning last years CC, didn't give particular stunning results).
So we agree. To extrapolate...

Take a good unit (Inf, WE, LV or otherwise), reduce its payload and increase its cost and it becomes measurably worthless if the points get high enough. OK... don't know what your point is yet.

I guess what I'm wondering about is how to as a general rule properly intergrate air effectiveness/power/ability with an army in terms of its payoff and possibilities. Straying into what you rightly say we would all like with is general guidance on certain aspects of Epic.
If there is not going to be a guiding principle, then you must balance a given unit within a list. Just because it delivers a payload that is unexpected or unprecidented doesn't make it problematic. If the games are still fun, if the enemy can take answers to the threat, and if the games are ultimately still balanced - then that's all that really matters in the end. Will previous army building mentalities change...

Example:
We used to only take 5-10% AP in our lists, now with army XYZ out there, we have to take 15-20% AP to feel safe in a tourny situation... or whatever...

Sure, army building mentalities tend to change with each new list that's introduced into the gaming arena.

Do you think Siegemasters made me change my playstyle? YES... the sheer amount of infantry wounds that army can field is staggering.

Do you think the introduction of Eldar into the mainstream made me change my playstyle? YES, the mobility and flexability of that army is unbelievable.

Do I think Tau's payload based airpower will introduce a paradigm shift as it pertains to AA planning - absolutely. Should it - yep.

IF Honda's Elysian list makes it to mainstream, we'll have another skimmer and flight based army to deal with.

Is the 41st millenium a constantly changing and evolving amount of threats - yep.

Secifically how to achieve that with a concensus on what can/should be able to be done now (hence the begining questions).
See above and previous post.

Management based principles.
Management refined air rules.

If neither will happen...

Balance of units within lists as per the battle results and not at the sacrifice of the general level of entertainment in games played by opposing and commanding generals.

Cheers,

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 Post subject: Airpower, Epic and Tau
PostPosted: Fri Apr 28, 2006 5:36 am 
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Interesting comments ... aircraft may have created a new paradigm for Epic ... However I've been playing Epic since SM1 in '90, by keeping airpower to only CAS vs Flak, limiting CAS to 33% of total points/battleforce level, with some armies (Tau) and 33% to CAS, Titans, and SM1 Off Board Support (OBS)rules/or BFG ships to others ... Plus remembering/realizing Epic is Infantry, AFVs and FA supported by CAS/OBS/Titans, may keep Epic from being 6mm Air Wars ... which would be a different game all together, IMO ... Of course do what works for you ! ? ? :;):

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 Post subject: Airpower, Epic and Tau
PostPosted: Fri Apr 28, 2006 12:35 pm 
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Quote (Tactica @ 26 April 2006 (23:40))
Yeah - I'm pretty comfortable stating that hands down - the aircraft heavy army should have a significant impact on the game where his opponent took no AA (flak or aircraft), and although it shouldn't be "in the bag" so-to-speak, the IG player here is going to play hell pulling a victory - much less a draw. To say he has an uphill battle might be eloquently stated - to say the least.

How do you think such an advantage compares to Titans (the other restricted element in Epic) and a similar situation, should it be as good?

Finally, without any stats at all how would you point a bomber or group/groups of bombers that could deliver the same destruction as a Thunderhawk/Suicide Jump Marine/Devestator/Chaplain/librarian marine combo (a fairly common sight though gradually being replaced with Terminators and chaplain in the 'Hawk amoung some), bearing in mnd they couldn't capture any objectives? Or when you say air power (transports and strike craft) are comparable do you mean something else?

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 Post subject: Airpower, Epic and Tau
PostPosted: Fri Apr 28, 2006 4:33 pm 
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Quote (The_Real_Chris @ 28 April 2006 (06:35))
How do you think such an advantage [I'm reading - Air Power Advantage] compares to Titans (the other restricted element in Epic) and a similar situation, should it be as good?

This is pretty general and rather open to intepretation.

Generally speaking, I struggle with further elaboration. If I've not clearly stated my principle perspective above, I don't know that I can further elaborate for clarity.

Speaking specifically to Titan impact vs. air power impact is comparing apples to oranges.

Its the attempt of taking a specific element Titans which are typically damaging entities that move slow and are not presently transports (in published lists) that are meant to be engines of war, and little else. By comparison to a general term "air power" the titan is a rather specific entity.

The general term Air power *in my mind* is a composite or aggregate of the impact from - Fighter, Fighter Bombers, and Bombers relative mobility and engagement opportunities. It further includes WE Aircraft to the mix. It also accounts for Air assaults (Transport h-t-h multiplier), and objective grabbing with aircraft landing, planetfall aircraft, and including but not limited to - Aircraft payloads delivered from on board weapon systems.

So where Titans and/or WE are unit types, Air power is a concept and aggregate of unit types, conditions, and rulesets.

Apples and oranges.

Therefore, Air Power as a whole has by definition a much MUCH larger impact on the game than the concept of Titan does.

Finally, without any stats at all how would you point a bomber or group/groups of bombers that could deliver the same destruction as a Thunderhawk/Suicide Jump Marine/Devestator/Chaplain/librarian marine combo
"Same Destruction" is relative. bearing in mnd they couldn't capture any objectives?


Furthermore, the question is loaded. You assume that the Thunderhawk/Marine is a "Suicide Jump" - I know many players that would say it doesn't have to be a suicide jump - though it can definitely be played that way and have tremendous value - well above and beyond just eliminating a threat.

Its a rather arbitrary question again. I think I've stated my principles for pointing out Air assets though. You seem to be continually rephrasing the same set of questions in search of some particular answer. I've tried to be as honest and complete in my answers as I can.

Or when you say air power (transports and strike craft) are comparable do you mean something else?

See above. Hopefully I've clarified whatever you were after in this question already.

Cheers,




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 Post subject: Airpower, Epic and Tau
PostPosted: Fri Apr 28, 2006 9:08 pm 
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Sorry - the 'Suicide' bit was a jokey reference to how many ass. marines die in a thunderhawk attack. As they close right up they typically take more hits than the further away thunderhawk and devs, and always seem to take more casualties. Sure the troops win the fight, but they seem to take the brunt of the return fire.

Wasn't saying the air assault tactic was a bad one, rather like you I think its central to the marines. The fragility of the A. marines though mean a lot of opponents seem to be switching them and the devs for a Terminator load out.


Re Titns I'm interested in the comparrison through peoples ideas about balance with say a titan army and because some forces like marines face the accusation they lack the tools to deal with them.

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 Post subject: Airpower, Epic and Tau
PostPosted: Fri Apr 28, 2006 9:59 pm 
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TRC,

I've taken up enough space on pages 2 and 3 with answers. Hopefully I've answered the original goal of thread which was to provide insite on player opinion of Air Power's impact on E:A.

No idea what you'll do with the info, but cheers for the opportunity and hopefully you have an appreciation for my side of the coin, cube or octahedron :p

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 Post subject: Airpower, Epic and Tau
PostPosted: Fri Apr 28, 2006 11:10 pm 
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I'm not convinced that lumping the effectiveness of air transports as an assault force multiplier should be more than a very minor consideration in a discussion of relative air power.  Most air transports have plenty of durability to make it through most AA coverage, barring the occasional lucky roll.  As long as they aren't shot down, their "one shot" delivery of assault troops is the lion's share of their combat value.

To that extent, air transport really has much less to do with "air power" than with an army's assault ability.

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 Post subject: Airpower, Epic and Tau
PostPosted: Fri Apr 28, 2006 11:32 pm 
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As I'm sure Cw was missing my long windy posts... without further adue...

:D ?I am assured that I never have to wait too long.

Plenty of good posts here. ?Too much to answer every point so I will try and respond in a general fashion.

Overall effect of "Air Power": IMO a specific points value of air units should be less effective than an equivalent points value of ground units. ?Reason being that the main advantage of air power is applying that power at any point on the battlefield (this concept is very much evident in the points value of artillery).

Air power should be balanced such that taking an inordinate amount of air units should not convey such an advantage over a "balanced" amount of air defences (AA and CAP) that the air power will decide the game (rather than good play or good dice).

On a slight side note I think that there is a difference between air units that are strike craft and transport craft. ?Yes, both can be equally valuable, but the air assault is something that ground units can counter/limit/deal with without necessarily relying on AA (scouts to limit what can be attacked, over-watch, good defensive possitions, supporting fire and so on). ?Strike craft interact with ground units only by shooting at them, and therefore the only counter for ground units is AA. ?Thus strike craft need to be addressed differently in design than air transports. ?Again I believe this is supported by the existing lists with a lot of the "best" aircraft being transports (THawk, Landa, Vampire). [Edit] for the record I wrote this paragraph before I had read Neal's reply above, so any similiarity is purely coincidense [/Edit]





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 Post subject: Airpower, Epic and Tau
PostPosted: Sat Apr 29, 2006 9:10 am 
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Cw,

I aim to please. ;)

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 Post subject: Airpower, Epic and Tau
PostPosted: Sat Apr 29, 2006 10:04 am 
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Airpower heh? I fail to see any real Air Power. Airpower for me does not only represent Strike Ability but also a continuosly threat to the opponent. Look at WW2 Airbattles - Battle of Britain - There were plenty of Crafts with different Types of them battling each other , or the allied Bombing Runs on Germany where hundreds of Bombers delivered their payload. I don?t see this kind of power in Epic , even if i try to abstract it. Where are the escorts on a bombing mission in Epic? they don?t exist. It?s a ground game it is said. Ok, I see the cost factor ($$$) and the rule for 3rd part of the army for the models limiting the amount of them at the table. But generally speaking there are at best some dogfights and strafing runs in the game.But I think you guys aim at the impact at the ground game? Ok. Let?s see. The crappiest Aircraft is the Thunderbolt - paper armor, small unit size, no real punch. Followed closely by the Orks, who compensate in beeing able to field more than 2 or 3 in a Squadron ( Air Superiority at Armageddon) , Marines only have their Landing Craft and THawks which represent kind of a hard hitting one shot weapon when they deliver their cargo, after that they are mainly used for the occasional strafing run or objective holding. Chaos has its merits with the Helltalon. Look at the Deathshriek from the Deathwatch - much better Plane ( Fan Developed). On top are Eldar and Tau with direct hitting abilities , they strike good and to a decent amount have a long staying power. So what does that mean to me? It says the originally design was based solely on hindsight to Armageddon where Orks and Humans Battle it out. Now with a lot of Races beeing Onsite there is a break in consistency which should , if applicable, be resolved as soon as possible, or some race will ever loose due to crappy aircraft if not beeing able to counter the threat appropriately. The whole Armageddon Background is now IMO Broken with the appearance of the other Races. If they are then maybe it should be overthought that the Orks may not longer hold Air Supremacy and therefore , at least, the IG should regain in strength. Tau are good, often too good, but this is the die. I can?t count how many times I couldn?t achieve a hit even if it was a 2+.
So my Idea is - alter the stats and/or squadron sizes of the IG and Orks to be able to field them against the other races in a more equal manner. I won?t say that they should be technically equal, but some development should habe been done on this.
But maybe I?m all wrong, because I only see it on my table happening this way.

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 Post subject: Airpower, Epic and Tau
PostPosted: Sat Apr 29, 2006 2:52 pm 
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Quote (clausewitz @ 28 April 2006 (23:32))
On a slight side note I think that there is a difference between air units that are strike craft and transport craft...
[Edit] for the record I wrote this paragraph before I had read Neal's reply above, so any similiarity is purely coincidense [/Edit]

That's all right by me.  I think you said it better anyway.

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 Post subject: Airpower, Epic and Tau
PostPosted: Sat Apr 29, 2006 3:54 pm 
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Again, IM("old School")O, CAS and Transport vs. ADA/AAA/Flak ... adding CAP is not needed and changes the Epic paradigm ... Ground Forces supported (33% BFL) CAS, OBS-OWPs, Titans ... But as always, DWWFU ... :;):  :D

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 Post subject: Airpower, Epic and Tau
PostPosted: Sat Apr 29, 2006 5:04 pm 
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