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Manta Tweaking - correct points or not?

 Post subject: Manta Tweaking - correct points or not?
PostPosted: Sun May 28, 2006 10:33 pm 
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Quote (baronpiero @ 28 May 2006 (22:08))
CS,

The changes you lean towards are fine.

But the self-Planetfall shouldn't be limited that way. In truth, not taking the hero cruiser, which is often a good investment for 150 pts is more a gift the Tau player would make to the opposing player rather than the contrary in most cases. My opponents would certainly appreciate not to suffer the two pin-point attacks.

Personaly, I would like the self planetfall to be barely similar to regular planetfall with very few exceptions, for instance:

The Tau Manta is a true interplanetary craft in the sense that it is able to fly through space and enter atmospheric flight at will. The Manta does not require a space vessel in order to Planetfall.

In effect, the Manta takes alternatively the role of the space craft AND the planetfalling unit.

1- Deployment: the Manta is placed on the table edge and the operation turn is declared as for normal space craft. Planetfall coordinates must be written secretly as normal. The sole exception would be: Manta does not interfere with other spacecrafts arrival.

2- Planetfall: During the appropriate turn, the Tau player must activate the Manta as a space vessel having 2+ initiative and no weapons, then proceed to the planetfall deployment if passed, unloading any transported troops.

3- The Manta and any transported troops may subsequently activate as speparate ground formations in the same turn (in effect, the Manta gets to activate twice on its arrival turn).

Personally I think this would make the Manta too good. It means that the Manta can show up anywhere on field it wants, with essentially no penalties or drawbacks, for free, and carry as many troops as you can load into it along with it and all activate independently, again without much penalty. At worst it gets pushed to Turn 2 due to the enemy having their own star-ship and a higher Strategy Rating. But if that's the case you can always choose to set it up with the rest of the army. Maybe I'm missing something here, I do like the idea of the Manta Planetfalling in terms of fluff material, but why should it get all the advantages of planetfall AND the advantages of being a DC 8 War Engine with some really nasty weaponry, with essentially no drawbacks? How many people here would take a Warlord every game if they knew they could always choose to drop it anywhere on the field they wanted to? I know I would. Even in smaller games the ability to drop a 'big can of smackdown' on the enemy anywhere you feel like is insanely powerful. Especially given the range on the Manta and it's Support Craft rules. Drop it dead center of the board and it can reach ANYTHING on any reasonable sized board basically. On a four-foot by four-foot table you can reach almost anything except the very corners of the board with the ion cannon arrays and ANYTHING with the railcannons. If you were to space-drop this thing then retain with it it could potentially alpha-strike anything it felt like for virtually no cost.

I like the idea that it's planetfall should cost it SOMETHING. Maybe not a point increase, but something. Counting as a double-move feels right. Meaning it'll hit on 3+ for the railcannons and 4+ for the ion arrays. A small price to pay for the right to drop a DC8 war-engine virtually anywhere you want to and open up on nearly any target you feel like shooting at.


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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Mon May 29, 2006 4:12 pm 
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IlushiaPersonally I think this would make the Manta too good. It means that the Manta can show up anywhere on field it wants, with essentially no penalties or drawbacks, for free, and carry as many troops as you can load into it along with it and all activate independently, again without much penalty.


Regular planetfall retains several penalties:
- The spacecraft must show on a specified turn which is not secret.
- The landing zone must be planned well in advance before any ground units are deployed and may not be adjusted thereafter: certainly the biggest drawback of a planetfall which goes a long way in balancing the ability. Land in the wrong place and it can be really tragic, especially as you're Tau, and more susceptable than others to the proximity of ennemy forces. Also, the Manta is your break their spirit, and a very tempting target if it comes outrageously close to the ennemy.
- The Manta and the landed units must retain to activate (well, it's less of a drawback now that several Tau elites have 1+ initiative).

It has its own advantages:
- half of your army is untouchable, and can be fully effective on turn one.
- you know the landing zone but the opponent doesn't. The Tau player has to make the opponent fall into a trap, while the opponent must guess what's going on.



IlushiaAt worst it gets pushed to Turn 2 due to the enemy having their own star-ship and a higher Strategy Rating. But if that's the case you can always choose to set it up with the rest of the army. Maybe I'm missing something here, I do like the idea of the Manta Planetfalling in terms of fluff material, but why should it get all the advantages of planetfall AND the advantages of being a DC 8 War Engine with some really nasty weaponry, with essentially no drawbacks?


Planetfall is all about getting at the ennemy quick and just isn't always the best thing to do. Let's just examine some armies :
- IG out ranges Tau and will mainly wait for the Tau to come and shoot at them, stalling the Tau advance with their cheap infantry. But IG is slow to react. So it's certainly a good idea to outmanoeuver them using planetfall. In effect, the Manta and its loadout will perform an advanced deployment, allowing to collapse ennemy garrisons and put heavy pressure on a flank of the IG army.
- Against marines, planetfall is a bad idea for many reasons: first off, a marine player is very likely to field a strike cruiser as you state, and will often rob the 1st turn. Since the goal of planetfall is to get the Manta in mid table on the first turn, it's pretty much useless to do so. Also marines are an offensive army, so you'd better deploy normally to benefit the formidable Firefight umbrella the Manta is, especially now with 4+.


IlushiaHow many people here would take a Warlord every game if they knew they could always choose to drop it anywhere on the field they wanted to? I know I would.

I would too, for a warlord would gain even more benefit from planetfall than the Manta:
- a Warlord is slower than a Manta, more benefit
- a Warlord would want to get into CC, possibly knocking several intermingled formations at once, while a Manta would just want to get into sustain fire range.
- a warlord wouldn't be crossfired while in the heart of the ennemy, while a Manta can suffer dearly from an advanced deployment.


IlushiaI like the idea that it's planetfall should cost it SOMETHING. Maybe not a point increase, but something. Counting as a double-move feels right. Meaning it'll hit on 3+ for the railcannons and 4+ for the ion arrays. A small price to pay for the right to drop a DC8 war-engine virtually anywhere you want to and open up on nearly any target you feel like shooting at.

CS' proposed planetfall is more flexible, as you can choose the landing zone dynamically, and I agree the -1 to hit seem warranted in that case.

But regular planetfall requires a lot of planning. Everything including the landing zone is set in stone, and it would be a bit too much to further add -1 to hit. I'll take a hero cruiser any time then.


In anycase I'll be happy to playtest something :p



By the way, my game using the 750 pts manta when off against an IG army... 2 days now.

In a nutshell, the IG force only fielded 2 lonely shadowswords which didn't warrant the D3 on the railcannons. So in effect I fielded a better and cheaper Manta for that game. Not bad.

- the 4x seeker missiles were very appreciated to help support infantry.
- I couldn't experience the critical hit, as my opponent chose to ignore the Manta. I should have been a bit more offensive

I'm not too sure about upping the FF to 4+ for that beast... something to try-out if my opponents agree.

=> Game result: loss. Only the Manta survived a harsh fought battle that lasted four turns. The lack of alpha strike is certainly the reason as I had no flyers, or planetfall. A hero cruiser to planetfall the Manta would have been a major help. And there were the kroots: they assaulted but it din't worked well. 10 losses despite a rather well engaged assault is something I'll remind. Next time i'll try to support them with the Manta. Could be nice. ?:laugh:





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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 2:07 am 
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If you have a no risk teleport you will have to have something as a negative!
Check out the gargant list playtests for the effect of teleporting WE. then take away the BM and the nessecity to start the turn on the table and -1 don't nessecerily cover it. Thats a end of turn 1 attack with little come back from the opposition. Even at -1 it has the firepower to smash a lot of formations.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 5:22 am 
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I'd play against it; it doesn't strike me as too much at first glance, though I think Chris makes some good points.  My only real concern is the same as the one I voiced when the idea came up - you're setting some iffy precedent.  Of either a Thunderhawk or a Vampire, it could be said that the vessel "is a true interplanetary craft in the sense that it is able to fly through space and enter atmospheric flight at will".  I still don't see how their respective army champions could fail to give these two the same self-planetfalling ability while retaining any degree of consistency.  However, it seems obvious that self-planetfalling Marines and Aspect Warriors are undesirable.





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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 6:08 am 
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I could see argument that since the Thunderhawk can't enter the Warp on it's own it can't do Planetfall alone (it needs a craft to carry it to the planet, once there it can do whatever is needed). But the Vampire can fly in the Webway, supposedly. And does do so. The Eldar don't NEED dragon-ships to bring them to the field, but they tend to bring those ships because they allow for high-speed projectile-like firing of the vessels. Planetfall is not 'Come in for a landing from orbit' like a Space Shuttle does. It's more like being launched head long out of a cannon, screaming through the atmosphere at 20 times the speed of sound, then breaking hard in the last few hundred meters before you would collide with the planet and stopping to land. Coming in so fast and hard that the enemy AA weapons just can't target effectively against you.

I'm OK with the Manta being able to planetfall as an over all idea... But it really needs to come with some kind of downside. Otherwise I'd consider it to be just too good, honestly.


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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 7:25 am 
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My point was more that being Warp capable shouldn't matter at all for this sort of thing.  The justification for giving the Manta this ability is that it can achieve orbit by itself.  If the Manta gets self-planetfall because it can come out of the Warp, coast through realspace to orbit, and then descend, surely a Thunderhawk should get self-planetfall because it can launch from the surface, achieve orbit, and then descend.  Heck, the Thunderhawk can achieve orbit its way in a few minutes and at a moment's notice, whereas the Manta's method requires a huge amount of planning and time.

I really doubt that planetfalling T-Hawks are 'shot out' of the Battle Barge - they just launch from the bays and let gravity and their own thrusters do the rest.  Drop Pods get a bit of a boost, but I'm sure that it's no more than a Vampire or T-Hawk could provide for itself from orbit - for one, you'd pulp the poor Marines inside if you suddenly put that much acceleration on them.

As far as braking goes, surely the Vampire is far more capable of braking quickly than the Manta is.  The Manta is really big - for the same reason that starships can't enter an atmosphere, Mantas shouldn't be able to enter an atmosphere that quickly.  The Manta is going to slow down rather slowly in comparison.

I'd be fine with giving the Manta teleport, representing it coming down from orbit to hover at its usual height.  If the enemy gets the jump on it, they can still shoot it - it's not coming down as quickly as a Drop Pod, and it can't slow down as quickly as a smaller aircraft.  I'd actually prefer to give Morays teleport too, just tied to a spacecraft's presence (or maybe not).


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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 3:18 pm 
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TRCIf you have a no risk teleport you will have to have something as a negative!

you try to convert a believer. Just a quote from my too long post: CS' proposed planetfall is more flexible, as you can choose the landing zone dynamically, and I agree the -1 to hit seem warranted in that case.

Can I go on board the Manta now  :blush:

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 3:26 pm 
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Again, I think the list as a whole is growing into a special rules monster.  Making yet another "fix" by adding special rules is going in a bad direction.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 6:05 pm 
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Did anyone asked Andy or Jervis about the actual look and feel of the list and if another special rule would be ok? I don?t want it to be in vain (officially).

CS -
Do You think the free choice of DZ would be okay? I think it is very powerful to drop a behemoth like the Manta anywhere at any point of the game. Although welcome I would be cautious to implement such a rule...
Just my 2 Cent

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Tue May 30, 2006 6:13 pm 
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Quote (Steele @ 30 May 2006 (18:05))
Do You think the free choice of DZ would be okay? I think it is very powerful to drop a behemoth like the Manta anywhere at any point of the game. Although welcome I would be cautious to implement such a rule...

Why not simply go with teleport then?  There's the risk of Blast markers for such a high DC unit, but you still get your choice of placement.  

Creating a new "quasi-planetfall" rule seems unnecessary if this is the desired effect.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 12:02 am 
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It's not because it's big, or that it's warp capable that it should get to do it's own planetfall, it's due to it being an almost independent vessel.

The Thunderhawk that can get up to orbit and get back is all well and lovely...but how many times can it do this? What about in a fair few tens of miles high and wide combat zone?

That's the difference between the Manta and the Thunderhawks/Vampires: The Manta is as independent as you get for a craft in Epic without it being a fully fledged starship. It doesn't matter which of the Manta/THawk/Vampire it is 'best' at planetfalling, or how quick-off-the-mark they can do it...it is how independently they can operate *without* a starship.

All that said, given it *is* as big as a starship, I think it could do with having a fixed pre-planned LZ, but it can get through at the same time as another starship. Well not really *needing* the second one, but having it do a free 'air assault' or a teleport action without the penalties isn't quite as neat IMO.

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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 5:16 am 
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Why does it being an independent vessel matter, and why should it matter that the Thunderhawk or Vampire can only Planetfall once before they need to go refuel?  The fact that aircraft are kept off-table represents them being "in orbit or stationed at a nearby airbase".  If a Thunderhawk can come down from orbit, land on the battlefield, and leave at the end of the turn, why can't it come down from orbit quickly?

In my opinion, the answer is that there's no reason.  It makes perfect sense for Vampires and Thunderhawks to have Planetfall all the time if they can have it with a spaceship's presence.  However, for purposes of game balance we introduce these arbitrary limitations.  It's important that these limitations be consistently applied without bias in favor of any given army - there should be no Planetfall without a spaceship for anyone, or everyone should be allowed to Planetfall without a spaceship.

Edit: It's like the inability to split fire.  While one might be able to argue that a vessel as large as the Manta, with different crewmen manning the various weapons, would have no difficulty shooting at multiple targets, I'd go so far as to say that there's no adequate fluff justification for its inability to do so.  Heck, giving the Manta this ability might well make it worth its cost without any of these other additions.  However, it's something that E:A just doesn't allow, and it's something that, if given to the Manta, would have to be given to pretty much every Titan.






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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 7:34 am 
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Quote (Xisor @ 31 May 2006 (00:02))
It's not because it's big, or that it's warp capable that it should get to do it's own planetfall, it's due to it being an almost independent vessel.

The Thunderhawk that can get up to orbit and get back is all well and lovely...but how many times can it do this? What about in a fair few tens of miles high and wide combat zone?

That's the difference between the Manta and the Thunderhawks/Vampires: The Manta is as independent as you get for a craft in Epic without it being a fully fledged starship. It doesn't matter which of the Manta/THawk/Vampire it is 'best' at planetfalling, or how quick-off-the-mark they can do it...it is how independently they can operate *without* a starship.

All that said, given it *is* as big as a starship, I think it could do with having a fixed pre-planned LZ, but it can get through at the same time as another starship. Well not really *needing* the second one, but having it do a free 'air assault' or a teleport action without the penalties isn't quite as neat IMO.

Xisor

The Vampire is at least as independent as the Manta, IMHO. It can travel the Webway without a parent ship, generate it's own warp gates, never needs to refuel, carries enough supplies for it's crew practically indefinitely. They're essentially fully autonomous. The only time they need to return to their main ship is when they have to undergo repairs, and I doubt that the Manta can self-repair either (Seems unlikely to me anyway, even as big as it is).

The argument that the Manta is somehow 'better' then the other craft on the sheer idea that it's larger and more 'independent' (I'm not sure WHY you think it's more independent then a Vampire. More then a Thawk, sure.) as a reasoning for Self-Planetfall is kinda silly. I'm still not seeing what the big deal is about planetfall. I get that people wana planetfall it, that's cool, I'm all for that. But why the big push for it to be able to planet fall all on it's own? Essentially this would let it show up wherever it wants to, with the only real penalty being that it suffers from drift. And it can carry anything it wants to with it. Sure you have to pre-measure, but that's fine. You have to do that for any planetfalling vehicle. It's not that the mechanic bugs me (I like it! It's neat, flavorful and sounds entertaining) it's that I think it'd make the ship much much too good. It can already get in range of everything on a 4x6 table in a single Double action  (40cm move and 90cm range, plus 15cm in-board setup). Does it really need to be able to drop itself anywhere it feels like, as the last action of a turn, so the enemy will rarely be able to actually hit it with anything significant before it activates, to be good?


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 Post subject: Manta Tweaking - correct points or not?
PostPosted: Wed May 31, 2006 10:26 am 
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Stop!

We can argue about fictional realities for ever and a day without anyone being right or wrong - the ultimate driver for what is in or out of the list is game balance.  The original push for the Manta to be able to planetfall without a spaceship was to make it worth taking by saving on the cost of a starship.  One of the Manta's best tricks is the ability to drop a hunter cadre with their vehicles from orbit but in order to do this you have to spend a minimum of 1000 points!  If (as was sggested) the Manta is not being used because it's over priced then this hardly helps the situation.

Carry on.

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